Instead of caring about clarity problems for champions, maybe they should do it for skins as well
Instead of caring about clarity problems for champions, maybe they should do it for skins as well
We're also doing work on skins to make sure champion and spell recognizably is as clear as it needs to be.
It would be interesting if we could hear about how their projections for Fiddle's winrate over the last patch compared to what actually happened, as well as how they made those projections using test data or whatever else.
Also, I appreciate the idea of releasing champions that start with somewhat low winrates and then reach a balanced state over time. Based on the Fiddle release, though, it seems like people are fairly impatient about that sort of thing even over a pretty short timeframe. I don't know if that's a product of expectations from previous champ releases or just Reddit stupidity, but that's just how it is I guess. Based on how Fiddle's winrate stabilized remarkably well in 10.6, particularly with the WQE max order, I think the developers should double down on whatever predictive tools they're using in the release patch (and maybe publicly share what they expect to happen if they're reasonably confident).
With fiddle we expected him to grow by roughly 6% winrate over the first patch as players learned him. So after we saw that he landed a bit weaker than that we did a small (roughly 2% micropatch buff).
With that buff included across the patch he's climbed up to pretty close to 50. There's still definitely some deeper learning that will give him slow growth over the next few weeks, so we're letting him rest rather than overbuff.
Any thoughts about Udyr? I've mained this champ for years now and its become increasingly frustrating to do anything in higher levels of play.
Udyr is popping up on our "hasnt gotten love in a long time" list. No concrete plans yet because he's not really in a spot where we can just straight buff him.
Probably will look to get him some QoL improvements at some point, what are you hoping for?
That is a nice post as it lays down some design values to adhere by. I've got a couple of questions:
1) Does the team value playing AS more than playing VS when adding new champions / VGU's?
2) Look at VALORANT, the community is already hassling them about balance prior to release. The community AND the devs know the design pillars of the game and that is helping with clear communication. What are the design values of LoL in 2020? Are they still mastery, meaningful choices, counterplay, teamplay, clarity, and evolution?
League was touted to be a hardcore game that will last for decades, was just wondering if that is still the aim.
Those old design values from 2014 that we made still hold up very well. We still use all of them in our current design choices.
We balance both playing as and against, they don't need to compete when done right. Adding counterplay and weaknesses to a champ doesn't make them less satisfying and our target is to make a satisfying and unique champ that doesn't make the game worse for the other 9 players.
It's worth saying that in a PVP game like LoL, there is some frustration that is built in to every champ. They have to beat you somehow. Take blitzcrank, a classic and original LoL champ, can be frustrating to die to but in the end he makes the game more interesting to play when he's on the enemy team.