3/16/20 06:00 PM
Patch 0.9.2 brings the second big batch of balance and card updates for Open Beta, including several full reworks—check out the new Kalista and Mageseekers roster. We’re also continuing our efforts to improve game pacing and feel, and making tweaks to Expedition archetypes.
Note: We’ve moved our standard publish time for the patch notes (and most other articles) up to 10 AM PT (was 11 AM PT).
Just a repost this time, but in case you missed it: check out Design Director Riot Umbrage weighing in on the current state of Open Beta and what’s up next for LoR.
Context courtesy of RubinZoo, Live Design Lead
Elise / Frenzied Skitterer
We’ve previously mentioned keeping an eye on Fearsome units as a whole, so consider this an addendum directed at specific cards. Elise and Frenzied Skitterer are both durable, versatile, and evasive threats we’ve seen used in a larger number of decks than we think is healthy. We want to take it slow when powering down regions and avoid over-nerfing cards, so we’re hoping the changes to other Shadow Isles tools reduce the effectiveness of these spiders. For now, we’ll continue to monitor the strength of these two and make additional changes in the future if needed.
Glimpse Beyond
Glimpse Beyond is an efficient card advantage tool that doubles as a synergy play in many Shadow Isles decks. We’ve decided to watchlist Glimpse, as the card advantage combined with the ability to soft-“Deny” strikes or certain spells can be frustrating to play against. That said, we’re hoping it can stay at its current cost, as Glimpse Beyond is a pivotal core card for Shadow Isles and its synergies. Similar to Elise, our tuning options here are constrained given Glimpse’s low mana cost design, and any change at all may end up severely nerfing it. If we see indications that Glimpse is overly problematic even after the other Shadow Isles changes settle, we’ll reconsider.
Shadow Assassin
Shadow Assassin is the most played card in Legends of Runeterra, and for good reason. Reasonable Elusive stats plus free card advantage make this card a near auto-include for Ionia and a frequently “splashed” card for other regions. We’ve discussed and tested out number-based changes (such as 1|2, 2|1 or 4c 2|2), but none of them left the Assassin in a spot that felt right. For now, we decided to watchlist Shadow Assassin and continue to monitor her for potential changes in the future.
Last patch, we improved the feel and speed of basic moments you encounter every game. We’ve made further progress in 0.9.2, and are also tweaking specific cards and interactions that we’ve heard are especially rough on both your turn timer and your sanity. Highlights include:
We’ve also made a first step toward improving turn timers. We have more work and tuning to do here, but the kind of frustrations players were experiencing in some scenarios (not getting to finish actions, not getting to act at all on their turn, etc.) was unacceptable, so we’ve immediately shipped some quick fixes. Next up, we’re looking at early game turns that go too long, late game turns that are over too quick, and the frustration of being “roped” turn after turn by opponents who aren’t actually playing the game. Keep telling us about the worst-case scenarios you’re encountering.
Demacian Steel has continued to be one of the strongest archetypes, so we’re removing a solid card that fits in another archetype and replacing it with something more situational.
Noxian Might has proven too reliable at taking huge chunks of the enemy’s Nexus with cheap, aggressive units backed by similar spells, so we’re removing an efficient burst spell in favor of one that will give the opponent an opportunity to react.
Shroom and Boom is an archetype that can be very strong when everything comes together, but it’s still a little inconsistent overall. We’re removing a slower Elusive unit in favor of a spell that synergizes with cards like Eager Apprentice and Assembly Bot while providing blockers to buy time for the shrooms to work their magic.
Spellbound more directly revolves around casting spells that cost at least 6 mana due to the new Mageseeker changes, so we’re replacing a spell that’s just a little too cheap with one that fits the bill.
Relentless has been helmed by Garen on the Demacia side, which has helped him become the most played champion in Expeditions. To mix things up, we’re replacing him with Lucian, who has a Rally effect on both his champion spell and his Level 2 form. We’re also replacing a unit that saves your other units with one that makes them easier to trade to better support Lucian’s level up.
Battle Scars has still been underperforming, so we’re removing some of the more inconsistent utility cards in favor of ones that are more directly powerful. (Note: The first two swaps were communicated in the 0.9.0 patch notes but didn’t make it in until now.)
Shadows and Dust is simply more dependent than most archetypes on having a solid, cohesive deck since Ephemeral units get stronger the more you’re able to commit to them.
Total Recall has been struggling to find enough consistent damage sources that can finish off an opponent, so we’re removing one of its weaker cards in favor of an additional Elusive unit.
Arachnophilia could use a little more flexibility in how its spiders clash with much larger enemy units.
We’ve added additional language support to LoR—more to come. New players should be correctly auto-detected, while existing players can swap languages in their login screen settings.
Dillon Buckner
Comms Lead
Goes by "A Small Man," after the despairing last words of a vanquished foe. The Johnniest of Johnnies, he loves to run an all-out, champion-less Ionia/Noxus aggro deck named “Do you have Avalanche?”