The time is nearly upon us for the Legends of Runeterra open beta and we've got the latest updates for this patch. If you haven't registered yet you can visit the Official Website and sign up for an account.
- Players who registered before 1/20 will be able to start playing this Thursday (1/23) at 11am PT.
- Players who registered after 1/19 will be able to play on Friday (1/24) at 11:00am PT.
Legends of Runeterra Open Beta Patch Changes at a Glance
- No more resets and slight changes to Shards value to keep in line with 10:1 ratio with Coins.
- First ranked season starts with beta.
- Friendslist added. Chat and Challenge features are available.
- 6 new game boards and 3 new guardians have been added.
- Deny is still being looked at and Elusive is being monitored as well.
- Initiative (swapping sword and shield) icons removed and Attack token received a better visual update.
- Champions pop up on screen for both players before mulligan.
- If a Champion's level up requirement progresses while in deck a notice pops up.
- Keyboard shortcuts! Spacebar [the button], A [Attack All > Retreat All], and ESC [open settings menu].
Legends of Runeterra Beta Card Buffs
- Anivia (Level 1): Health increased from 3 to 4 and Can't Block removed.
- Anivia (Level 2): Health increased from 4 to 5 and Can't Block removed.
- Eggnivia: Health increased from 1 to 2 and Can't Block removed.
- Vladimir: Level Up now "You've had 6+ allies survive damage" changed from "6+ other allies".
- Silverwing Vanguard: Rarity change to Rare from Common
- Flame Chompers!: Health increased from 1 to 2.
- Back Alley Barkeep: Power increased from 2 to 3.
- Boomcrew Rookie: Power increased from 0 to 1.
- Chempunk Pickpocket: Power increased from 2 to 3.
- Chempunk Shredder: Power increased from 4 to 5.
- Parade Electrorig: Health increased from 3 to 4.
- Plaza Guardian: Power increased from 5 to 6 and Health increased from 5 to 6.
- Sumpsnipe Scavenger: Health increased from 2 to 3.
- Used Cask Salesman: Health increased from 2 to 3.
- Wraithcaller: Health increased from 2 to 3.
Legends of Runeterra Beta Card Nerfs
- Anivia (Level 1): Cost increased from 6 to 7, Power decreased from 4 to 2, and Level Up: You're Enlightened.
- Anivia (Level 2): Cost increased from 6 to 7 and Power decreased from 5 to 3.
- Eggnivia: Level Up restriction changed to if you're Enlightened.
- Ezreal (Level 2): [Fleeting] [Mystic Shot] created are no longer zero cost.
- Tryndamere (Level 2): Removed Tough.
- Battlesmith: Rarity change from Common to Rare.
- Fleetfeather Tracker: Challenger now granted after summoning another ally.
- Avarosan Hearthguard: Health decreased from 6 to 5.
- Catalyst of Aeons: Cost increased from 4 to 5.
- Wyrding Stones: Health decreased from 4 to 3.
- Cloud Drinker: Health decreased from 7 to 5 and removed Enlightened boost.
- Parade Electrorig: Power decreased from 3 to 2.
- The Rekindler: Power decreased from 5 to 4 and Health decreased from 5 to 4.
The full patch notes, including card buffs and nerfs are listed below.
Quote From Riot Welcome to the Legends of Runeterra open beta! Let’s dive into everything new we’re implementing to get LoR ready for open access and the very first Ranked season—Beta Season.
For a more visual take on what’s arriving with the open beta (including some adorable guardian animations), check out our open beta announcement video:
Economy Updates
Since last year’s preview patches, we’ve reset all account progression (for the last time!) and made a variety of wide-ranging changes to LoR’s overall economy, impacting everything from the relative cost of coins to how much experience you’ll receive from wins. These changes deserve an article of their own —check it out for all the background and details. If you’re new to LoR or just want the tl;dr, here’s the short(er) version:
- All account progression and content from the preview patches has been reset. There will be no further account resets—anything you earn once the open beta starts is yours to keep!
- We’ve updated coin price points and purchasing power, mostly to align with price point standards on the Play Store and the App Store. During the preview patches, we used League of Legends’ RP price points as placeholders, but with LoR’s launch on mobile coming later this year, we needed to establish our own pricing structure. In designing that structure, we also reviewed regional pricing comparisons (particularly between countries on the same shard), which means the degree of these changes varies quite a bit depending on your local currency—some will see relatively similar prices (e.g., US dollar, Euro), while others will see relatively higher prices (e.g., Turkish lira, Brazilian real) or relatively lower (e.g., Japanese yen).
- An important note: If you purchased coins during the preview patches, we’ve reset any content you purchased with Coins and returned that value back to your coin balance. Your exact number of Coins has changed, but we’ve made sure you’ll have at least as much purchasing power as you did before (i.e. prices have changed too).
- We’ve adjusted Shard values and rewards to preserve the 10:1 ratio between Shard and Coin costs for content, as well as make some minor tweaks to relative shard values (e.g., Rare & Epic 4th copies are worth a bit more, Common 4th copies a bit less).
- We’ve adjusted content prices in Shards & Coins to align with the above changes, though again there’s some minor variation (e.g., Common Wildcards are relatively cheaper, Epic Wildcards relatively more expensive).
- Vault, Expedition, Prologue, and general chest rewards have all been updated. Much of this is tied to the above changes, but we’re also aiming to make Expeditions more accessible for everyone by adding an Expedition Token to level 10 Vaults and making Shards a greater proportion of the rewards you get from your Expeditions.
- We’ve updated XP rewards to help you make progress without the grind—you’ll now earn bonus XP for your first few wins of the day and get more XP from losses, while XP gains will now tail off as you reach many hours of LoR in a given day.
Ranked
From the start, our goal was to create a card game with enough strategic depth and interaction to support skilled competition. Now it’s time to see where you stand among the best players in Runeterra: the open beta is bringing Ranked mode to LoR.
Your rise through the ranks starts with the Beta Season, which will last until launch. At the end of the season, you’ll earn a Beta Season-exclusive icon based on your highest tier reached to commemorate your first climb in Ranked LoR.
- Ranked mode enabled.
- Beta Season (LoR’s first ranked season) begins with the open beta.
Friends List, Chat & Challenge
Being in a totally open beta means you need to see who’s online and available to crush available to play. Check out the new social panel which features your friends list, friend chat, and the ability to challenge a friend to a match.
As a note, you can friend and chat with anyone on all three current LoR shards (Americas, Asia, and Europe), though challenges are within-shard only. LoR’s friends list & chat are built on a different service than challenge, and are shared between our games (i.e., with LoL), while challenge & matchmaking is game-specific. While we’ve made specific improvements to support cross-shard friends & chat, LoR does still have distinct shards (though fewer, bigger ones than LoL), which means separate challenge & matchmaking pools.
- Friends list added.
- Includes cross-game presence—see whether your friends are playing LoL or LoR.
- Friend chat added.
- Friend challenge added.
- The social panel is still a bit work-in-progress, so expect some wonkiness at first. Here are some of the more notable known issues we’re planning to fix with our next release in two weeks:
- Players may see delays when adding or removing names from the block list.
- Players won’t receive unread notifications for messages received while offline.
- New message notifications aren’t correctly dismissed at first for active conversations, but will be after a short delay.
- The client may occasionally become unresponsive when receiving or accepting a challenge invite while performing other in-client actions (opening rewards, entering Expeditions, etc.). Relog to fix.
Boards & Guardians
We’ve added a new Collections tab where you can completely personalize your gameplay experience. To start, you can check out the first new boards (one for each current region) and guardians (three more to join the original Poro). There’s a ton more to come in the future, and you’ll be able to collect, select, and swap it all right here.
- Collections tab added—unlock and manage your boards & guardians here.
- Loadout functionality for boards and guardians added to all modes.
- 6 new region-inspired boards
- Hall of Valor
- Reckoners Arena
- Iceborn Peak
- Clifftop Monastery
- Hextech Lab
- Cursed Ruins
- 3 new guardians
- T-Hex
- Gromp Jr.
- Scaled Snapper
Card Updates
Champions
Anivia (Level 1)
Cost: 6 → 7
Power: 4 → 2
Health: 3 → 4
Old text: Can't Block. Attack: Deal 1 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia].
New text: Attack: Deal 1 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia]. Level Up: You're Enlightened.
Based on internal playtesting and the first two preview patches, we found Anivia was in a pretty bad spot, especially when players went all in on building their deck to exploit her strengths. Often, she could be leveled up with almost no chance for the opponent to interact. With these changes, we’re preserving her copy / sacrifice synergy while giving opponents a more consistent opportunity to react. Also, by reworking her to fit into an Enlightened deck, we think she’ll have a clearer role as a control / ramp finisher. Finally, we heard feedback that Anivia’s design felt a bit off thematically, particularly in her inability to block, so we’ve removed that trait and adjusted her stats to support both an ice-wall feel and a roadblock playstyle that better synergizes with her abilities.
Anivia (Level 2)
Cost: 6 → 7
Power: 5 → 3
Health: 4 → 5
Old text: Can't Block. Attack: Deal 2 to all enemies.
[Last Breath]: Revive me transformed into [Eggnivia]
New text: Attack: Deal 2 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia].
Eggnivia
Health: 1 → 2
Old text: Can't Block. Level Up: Start of Round: Transform me back into Anivia and Level Up.
New text: Level Up: Start of Round: If you're Enlightened, transform me back into Anivia and Level Up.
Ezreal (Level 2)
Old text: Nexus Strike: Create a zero cost [Fleeting] [Mystic Shot]. When you cast a spell, deal 2 to the enemy Nexus.New text: Nexus Strike: Create a [Fleeting] [Mystic Shot]. When you cast a spell, deal 2 to the enemy Nexus.
Ezreal’s level up was slightly too consistent at immediately ending games, so we wanted to add a bit more suspense to the “is this it” moment that comes when he hits Level 2 without impacting his power level overall. Leaving the mana cost on his fleeting Mystic Shot won’t impact him early while keeping his late-game spell slinging a true display of skill.
Vladimir (Level 1)
Old text: Level Up: You've had 6+ other allies survive damage.
New text: Level Up: You've had 6+ allies survive damage.
Vlad’s level-up progress was weirdly inconsistent across copies of himself. This small buff corrects that issue.
Tryndamere (Level 2)
Old text: [Overwhelm] [Fearsome] [Tough]
New text: [Overwhelm] [Fearsome]
Tryndamere was just a tad too difficult to deal with at Level 2 and constrained the window of interaction to deal with him, especially when “cheated out” with Thresh or ramp spells. Removing Tough should give midrange decks a better shot at interacting with him, and make the Barbarian King a bit less tyrannical in Expeditions.
Followers & Spells
Battlesmith
Rarity: Common → Rare
This change is aimed at Expeditions, where Demacia and the Elites archetypes in particular have been overperforming. This patch’s content reset also makes now an ideal time for using a rarity adjustment as a balance lever rather than stat / effect tweaks. To preserve rarity balance in Demacia, we’re also moving Silverwing Vanguard from Rare to Common.
Fleetfeather Tracker
Old text: [Challenger]New text: When you summon another ally, grant me [Challenger]
Tracker is a slightly-too-frequently-used unit, setting a risky bar for Demacia one-drops. Given the utility of cheap Challenger units, we’re making you work a little to turn on the bird’s power.
Avarosan Hearthguard
Health: 6 → 5
Hearthguard was quietly one of the best things you could do in your ramp deck—a big blocker, credible attacker, and long-term value generator. We’re preserving its more intangible power while reducing its health to give opposing units a better chance at going toe-to-toe with a unit that’s already generating so much off-board value.
Catalyst of Aeons
Cost: 4 → 5
Catalyst just offered too much ramp and sustain at 4 mana, allowing it to consistently fit the curve ramp decks want on turn 3. Bumping it to 5 provides time for opposing decks to interact with the ramp deck, and more room for us to add tools to ramp decks in the future. It also better differentiates Catalyst from Wyrding Stones, ideally making the inclusion of both in a deck more of a choice and less of an auto-include.
Wyrding Stones
Health: 4 → 3
When we reduced the power of some key cards in ramp decks during the last preview patch, we gave Wyrding Stones a compensatory bump to its health (in addition to increasing its cost). 4 health is a significant breakpoint for surviving at least one combat though, especially since ramp decks should naturally fall behind early, so we’re reverting the health component.
Cloud Drinker
Health: 7 → 5
Old text: Your [Burst} spells cost 1 less. [Enlightened]: They cost 2 less instead.
New text: [Burst] spells cost 1 less.
Cloud Drinker is a dangerous combo piece, but it was doing too much by also acting as a huge blocker to defend the combo strategy, so we’re reducing its health. We’re also removing the “super” effect at Enlightened, which was risky long-term (potentially enabling infinite / game-ending combos) without offering much to existing Enlightened strategies.
Flame Chompers
Health: 1 → 2
Our previous nerf to Flame Chompers (dropping its health to 1 from 3) was intended to make sure it would really only get to tie up one enemy unit without assistance. However, ol’ Chompers has ended up a tad too unimpactful at 1 health (particularly in Expeditions), so we’re splitting the difference.
Back Alley Barkeep
Power: 2 → 3
This context covers both Back Alley Barkeep and the rest of the Piltover & Zaun cards below: P&Z has been struggling in Expeditions, and we’ve got some buffs to some specific, underperforming cards that should increase P&Z’s consistency in Expeditions without undue impact outside the mode.
Boomcrew Rookie
Power: 0 → 1
Chempunk Pickpocket
Power: 2 → 3
Chempunk Shredder
Power: 4 → 5
Parade Electrorig
Power: 3 → 2
Health: 3 → 4
Plaza Guardian
Power: 5 → 6
Health: 5 → 6
Sumpsnipe Scavenger
Health: 2 → 3
Used Cask Salesman
Power: 2 → 3
The Rekindler
Power: 5 → 4
Health: 5 → 4
Just a straightforward power reduction—getting a champion back doesn’t need to come with quite so strong a body for the cost. We’ve also adjusted the text for clarity.
Wraithcaller
Health: 2 → 3
Old text: [Allegiance]: Summon a [Mistwraith].
New text: Fearsome. [Allegiance]: Summon a [Mistwraith].
Mistwraiths are pretty fun, but the deck is a little weak. We hope buffing Wraithcaller will make the dedicated Mistwraith deck a bit more satisfying and powerful to play.
The Watchlist
This is where we talk about stuff we think might need tweaks based on our play data and internal testing, but are still evaluating if or how to update.
Deny (and a dash of Elusive)
Deny is a key card that helps keep LoR an interactive game, but its sheer efficiency can also create the opposite effect—making it hard to interact favorably against decks that play it. This is obviously the whole point of Deny, but it can be particularly problematic in conjunction with strategies that demand prompt interaction in order to survive (such as Elusive-heavy builds).
We're currently exploring potential changes to Deny that would maintain its role, but in a more balanced way. One option is increasing Deny’s mana cost, but there are obviously significant implications to bringing it out of the “can be cast with only spell mana” range.
Regarding those previously mentioned Elusive strategies: we’ve seen them be quite strong (though not definitively out-of-line), but it’s difficult to identify exactly which cards are potentially problematic. Just removing Elusive from units doesn’t necessarily help, since the keyword actually increases in power if it appears less frequently across competitive decks (less incentive to bring the right removal, and fewer Elusive blockers). We’re continuing to keep watch, and we’ll take exploratory action if we 1) determine it’s necessary, and 2) find a good candidate through internal testing.
Visuals, minor tweaks & clarity
- Updated visuals
- Heimerdinger level-up effects updated.
- Super Mega Death Rocket now resolves more quickly.
- “Play” → “Summon” (can now be profitably cloned, resurrected, etc.)
- Legion General
- Greenglade Elder
- Now resolves when target doesn't die (e.g., Tryndamere). Still “fizzles” if target is removed.
- Glimpse Beyond
- Atrocity
- Ethereal Remitter
- Can now be played with a full board of units
- Navori Conspirator
- Ravenous Butcher
- Ancient Crocolith
- Now requires an open unit slot
- Possession
- Ready your attack -> [Rally] (keyword)
- Also now takes a break on rounds where you already have an attack token.
- Katarina (Level 2)
- Lucian (Level 2)
- Relentless Pursuit
- Lucian's Relentless Pursuit
- Shunpo
- Tianna Crownguard
- Garen (Level 2)
- Text updated for clarity
- Shark Chariot
- The Rekindler (also received stat changes—check above)
- Rarity shift
- Silverwing Vanguard changed from Rare to Common.
Attack & Initiative Icons
Something we consistently heard during the preview patches was that our UI widgets for round initiative and the attack token were a bit too confusing (swords everywhere!), so we’ve combined them into a single new widget located in place of the old attack token.
- Initiative icons (swapping sword & shield) removed from the board and replaced with a new indicator under the attack token.
- Attack token (near mana dial & the button) has received updated visuals and now also indicates round initiative.
Champion Visibility
As we mentioned last patch when adding the ability to see a deck’s champions with the in-game deck inspect panel, one of our long-term goals is increasing excitement and strategic interaction around the champions each player chooses to bring to a match. This patch, we’ve got two new features aimed at further highlighting champion choices as well as level-up progress during matches.
- Pre-match champion ceremony
- Players will now see their deck’s champions in their banner while queued, and their opponent’s champions once they match.
- Just before mulligan, players will now see the champions & regions for each player’s deck.
- In-game deck inspect now additionally lets you click on a champion’s portrait to see their card text and associated cards.
- Deck pop-ups for level-up progress
- Champions who can make level-up progress from your deck (e.g., Ezreal, Hecarim) will now pop up to show both players when progress is being made toward their level-up.
- To avoid revealing info, these pop-ups occur regardless of the number of copies remaining in your deck.
Miscellaneous
- RAM usage improvements
- Keyboard shortcuts added
- Spacebar: the button
- A: attack all / retreat all
- Esc: open settings menu
- Local time zones
- New quests / rerolls, Vault unlocks, and Expeditions availability now update at more suitable local times (rather than a single, global time) based on the shard you’re playing on.
- Expeditions
- Various tweaks to archetypes
- Trade pick logic improved
- Tutorial improvements
- Various cards updated.
- Optional tutorials reordered for better flow (thanks day9!).
Known Issues
- Purchasing cards with wildcards or shards does not visually update your wildcard or shard total (actual total remains correct). This issue will be fixed with our next small release in less than two weeks. Until then, changing pages within the client (i.e., backing out to your decks, then going back into deckbuilder) should correct your totals.
Bug Fixes
- Fixed an issue where the Vault occasionally couldn’t be claimed.
- Vaults can now be claimed immediately if you’re playing when the timer expires, rather than requiring a re-log.
- Fixed an issue where Expedition trials occasionally couldn’t be completed after seven wins.
- Fixed a rare issue where players could lose their decklist after a match.
- Tutorial cards with flavor text now correctly show it.
- Tutorial Heimerdinger’s level up quest now correctly increments when spiders are killed.
- Fixed some post-game delays on optional tutorials.
- Optional tutorials should now correctly grant XP.
- Shady Character’s VFX should now play properly when played.
- Balesight’s Obliterate VFX should now correctly display on cards in hand.
Economy Update
Quote From Riot Since last year’s preview patches, we’ve reset all account progression and made a variety of wide-ranging updates to LoR’s overall economy.LoR is headed to open beta with a whole bundle of updates and changes. In this article, we’d like to elaborate on some key changes to the underlying economy, but you can also check out the full patch notes for info on card updates, new features, and so on.
Since last year’s preview patches, we’ve reset all account progression (for the last time!) and made a variety of wide-ranging changes to LoR’s overall economy, impacting everything from the relative cost of coins to how much experience you’ll receive from wins. We outlined our goals for progression when we announced LoR last year, then elaborated on them when we made some updates for the second preview patch. The specific design of the economy is based on these goals, so we’d like to recap before getting into all the updates.
With LoR’s progression systems, we aim to:
- Create a game where how much money you spend is NOT the deciding factor in your success as a player.
- Give players meaningful choices in how to expand their collections, and support the discovery and experimentation that make card games fun in the first place.
- Ensure being “set complete” before the launch of the next set is achievable without spending a Coin, even if you’re not a streamer or a pro.
Alright, let’s dive in.
Final account reset
All account progression and content acquired during the preview patches has been reset. There will be no further account resets—anything you earn once open beta starts is yours to keep!
If you purchased content using Coins during the preview patches, we’ve reset any content you purchased returned that value back to your Coin balance. Your exact number of Coins has changed (more info in the next section), but we’ve made sure you’ll have at least as much purchasing power as you did before (i.e., prices have changed too).
Coin pricing
As those of you who played during the preview patches may have noticed, our store initially used League of Legends’ RP price points as placeholders. That worked fine for a preview, but LoR is headed to mobile once we launch later this year, which means we need to establish our own price structure that aligns with standards on the Play Store and the App Store.
In designing LoR’s price structure, we also reviewed regional pricing comparisons (particularly between countries on the same shard), which means the degree of these changes varies quite a bit depending on your local currency—some will see relatively similar prices (e.g., US dollar, Euro), while others will see relatively higher prices (e.g., Turkish lira, Brazilian real) or relatively lower (e.g., Japanese yen).
Overall, you’ll now receive fewer coins when purchasing them, but content prices have also gone down. Here’s an example (in USD):
- Previous values
- $10 = 1380 Coins
- Champion Wildcard = 400 Coins
- New values
- $10 = 1000 Coins
- Champion Wildcard = 300 Coins
- Effective change
- Purchasing Champion Wildcards with Coins now requires ~3.5% more when using USD (varying slightly depending on the number of Coins purchased).
LoR currently operates with ~25 currencies, and the exact price changes vary further depending on content (e.g., Common Wildcards are relatively cheaper, Epics relatively more expensive). Rather than try to exhaustively document all the different percentages, we encourage you to head to the store once the open beta starts and check out the various new price points for Coins and content in your local currency. Volume discounts (bonus Coins for larger purchases) have also changed (again, varies by currency), so make sure to check those out as well.
Finally, it’s important to note that price point standards on the Play Store and App Store are periodically updated by Google and Apple, so we expect to have to review and adjust our own structure over time. Whenever that’s necessary, we’ll share details as soon as we have them.
Shard values
The Coin pricing overhaul required that we also adjust Shard values and rewards to preserve the 10:1 ratio between Shard and Coin costs for content. While we were at it, we also made some minor tweaks to relative Shard values (e.g. Rare & Epic 4th copies are worth a bit more, Common 4th copies a bit less).
Content pricing (Shards & Coins)
We’ve adjusted content prices in both Shards & Coins to align with the above changes, though again there’s some minor variation (e.g. Common Wildcards are relatively cheaper, Epic Wildcards relatively more expensive).
Rewards (chests, expeditions, and the vault)
Vault, Expedition, Prologue, and general chest rewards have all been updated. Much of this is tied to the above changes, but we’re also aiming to make Expeditions more accessible for everyone by adding an Expedition Token to level 10 Vaults and making Shards a greater proportion of the rewards you get from your Expeditions. Here are the highlights:
- Vault
- Expedition Token added to level 10+ Vaults.
- Random champion card removed from level 10+ Vaults.
- Expedition rewards
- Now grant greater value in Shards at all levels.
- Now provide less value in chests and capsules at all levels.
- Prologue rewards
- Expedition Token added to the 10th Prologue level.
- Chests
- Higher level chests now contain fewer Shards (keep in mind individual Shards are now worth more, so the difference is smaller than it appears at first glance).
With these changes, players should be able to more consistently finish their Expeditions trials and reach open play, and get a greater chunk of their Expeditions rewards in raw Shards they can put towards specific cards or more trials.
XP rewards
Finally, we're shifting the spread of XP across your games to help you make progress without the grind. The most noticeable change is bonus XP for your first few wins of the day. By frontloading the biggest chunk of your daily XP, we hope you'll play as many games as you want, not as many games as you have to. We've also buffed the XP you get from losses, because even LoR masters can't win all the time.
This shift gives you more XP up front and over both wins and losses by taking it from later games, which means eventually your XP gains will tail off as you reach many hours of LoR in a given day. Check out the exact numbers below:
Constructed XP
- First-wins bonus XP
- 400 bonus XP for your first PVP win each day, 200 for the 2nd, and 100 for the 3rd.
- Base PVP win XP now 200 (from 250).
- More XP from PVP losses
- Base PVP loss XP now 100 (from 25).
- Diminishing XP rewards over many hours
- PVP Wins (per day)
- Wins 11-15 (in one day) reward 150 XP.
- Wins 16-20 reward 100 XP.
- Wins 21-30 reward 50 XP.
- Wins 31+ reward 0 XP. Get some sleep and come back tomorrow you maniac.
- PVP Losses
- Losses 5-10 (in one day) reward 50 XP.
- Losses 11+ (in one day) reward 0 XP.
- Vs AI Wins (per day)
- Wins 5-10 reward 75 XP.
- Wins 11-20 reward 50 XP.
- Wins 21+ reward 0 XP.
- Vs AI Losses
- Base XP reward is 50 XP.
- Losses 5-10 reward 25 XP.
- Losses 11+ reward 0 XP.
- Comparison to old values (PVP)
- Reduced win XP doesn’t set in until 11 wins in a day, which is on average about 20 games or 3 hours and 20 minutes of daily play.
- Overall win XP is higher until 14 wins in one day (where it evens out), then lower.
- Losses grant more XP until 21+ (where they now grant 0)
- Generally, we don’t expect players to reach comparatively lower XP until they play for about 7-9 hours straight in one day.
Expeditions XP
- Base Expeditions wins = 100 XP, Base Expeditions losses = 50 XP (unchanged but included for reference).
- Per-game XP for Expeditions shares the same PVP tracks for Constructed play outlined above, but will diminish to 0 more quickly due to lower base values.
- Expeditions grant a bonus burst of XP (0-2000 XP depending on wins) upon completing a trial (unchanged but included for reference). This end-of-run burst XP is not subject to diminishing XP rewards, and will always be granted at full value.
Comments
I pre-registered on the Google Play store a long time ago but it's not letting me download the game. The only option is to unregister. Anyone else having an issue?
The game is only available on PC to start. No ETA on mobile.
Anybody get into the open beta yet?
I wasn't part of closed beta, don't know much about the game, read a few things about it on official page + some videos on yt.
What got me interested, is that as f2p, it seemed (can't know for sure, but from the rhetoric) quite doable to have near complete collection from playing (and not uberfarming). All I see in that huge wall of changes is:
"Random champion card removed from level 10+ Vaults."
And if above it it said:
... we’re also aiming to make Expeditions more accessible for everyone by adding an Expedition Token to level 10 Vaults ...
because of:
Then it should have said (and is true even without it being explicitly written):
... we’re also aiming to make Champions (most expensive part of deckbuilding / collection completion) LESS accessible for everyone.
My interest dropped 50%, nice start of open beta.
All I got out of that was : *Starting Jan Twenty-Fourth*
Deleted.
I'm f*****g blind !
For a compensation, I can say this; Versus AI and Versus Player experiences are seperated from each other so you can continue to your grind against AI too. :)
Source from a respnse of a Rioter
I haven't played this game, but it certainly is odd how the cards are worded. Writing in this first-third person makes it more verbose, which seems more confusing - why would the design team have chosen to do that? It doesn't always seem to be the case, as well.
Also - and I apologize for calling this to the attention of active players, because if you're anything like me, it'll irk you to no end - while the Power value is centered on its orange gem, the Health value is slightly right of its red gem's center. Woopsie.
It depends. Consider a card like Lucian: if he was HS or MtG, his text would read something like "If any Lucian card has been is in play while a total of either 4 or more friendly minions or 1 friendly Senna died, level it up immediately". Instead, he says "Level Up: I've seen 4+ allies or an allied Senna die". The first person and the verb "seen" make it clear what the criteria is and reinforce the flavor: he's increasing in power to avenge his fallen buddies and/or lover. It also makes it crystal clear to both players: if you play 1 Lucian, then 2 allies die, then the 1st Lucian dies and afterwards you later play a 2nd Lucian, his progression will be at 2/4 because that's exactly how many allies his character has "seen" die. Sure, as CCG aficionados we're so used to the latter that we can mentally parse it and understand it immediately, but remember that they're hoping to lure a lot of LoL players to this game who might not be as fluent in "cardspeak".
This is exactly why cards in MtG and Hearthstone are worded differently. There are different requirements and mechanics in each game, and as a result, the wording needs to be changed to fit. In MtG, you have so much freedom on how you want to play the game through flash and instant speed cards, activating abilities on your opponent's turn, activating sagas using proliferate, etc. As a result, you need to know exactly when and how the card abilities work. In Hearthstone you don't have that freedom, and thus you just play the cards and the game takes care of the rest for you. In turn, Hearthstone doesn't need as much text to describe exactly when and how abilities trigger. One of my favourite examples is if Gral, the Shark was an MtG card, it would probably read like this: "When this enters the battlefield, search your library for a creature card, exile it and add +X/+X to Gral, the Shark where X is the attack and toughness of the creature. When Gral, the Shark dies, return the exiled creature into the battlefield under your control".
Omg, Why did you do this to me !
thats the eye of a falcon right there.
Removing "Can't block" from Eggnivia is not exactly a buff, considering it can now be Challenged.
(Great change, though!)
you can drag all "can't block" cards with challenge btw so this change doesn't change anything for that situation.
Really? I could swear I saw people trying to do that and finding it doesn't work. Maybe there was another reason I'm not aware of, or maybe they just ran out of time or something.
or maybe they were just elusive :) normal minions can't block elusive ones, like flying in MTG
Good point. But now that makes it seem very inconsistent. Challenge cannot break the Elusive rule, but it can break the "Can't block" rule?
I have to say, I don't like that discrepancy.
challenge also breaks elusive rule btw.
If that's the case, I guess maybe the streamer either changed his mind on his own, or he stopped because he assumed it wouldn't work (but it actually would). Oh well, it was a month ago, and I don't even remember which deck he was playing.
One thing is certain: This game needs a Advanced Rules wiki like they have for Hearthstone!
Do we know how long will a season last? Is it just one month or more?
I think monthly seasons are unlikely, but I'm purely basing that on their approach to League and TFT. For League, a second is an annual thing with a midseason break and two pre-season periods - this is to tie-in to League's professional scene, so I'm not expecting this to be a huge influence on LoR, but it's still something a decent chunk of the LoR player-base will be used to.
TFT has an entirely different approach which seems to be based on 'sets', with seasons essentially lasting the duration of a set. This isn't tied to any particular event, and is presumably just linked to Rito's new content and when they want to release it. As such, I can certainly see LoR following that trend.
Rito definitely trend towards longer seasons, though, because they like the investment that gradual progression between the varying tiers gives. A monthly season is enough for HS because you're mostly just looking at specific barriers (15, 10, 5, L) and the individual ranks between them don't matter all that much. When you're looking at Bronze-Challenger, you'll find people care a lot more - people feel a lot better about being, say, Gold I than Gold IV.
But, as noted in the other responses, this is all just conjecture and extrapolation from what we have. In the end, we don't know yet.