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/u/RiotMeddler tweeted:

First patch of the year for LoL, with all the start of season changes, went live yesterday. We're still digging into how everything's landing, some initial notes though:

1 - Unlocking new champions via blue essence wasn't meant to get harder. Digging in to understand whether something isn't functioning as intended now

2 - Still assessing where new and heavily changed gameplay elements have landed. We're watching snowball rates and perception/frustration with potential snowball especially. Planning on doing a micropatch later today with some adjustments, then will look at things again after that

3 - Too early to get much of a read on how Swiftplay is going, not seeing any immediate major issues though at least

4 - Multiplayer Practice tool seems pretty stable so far. We were fairly optimistic about that off PBE, but always the chance something discovered on live pops up that's a big deal of course

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about 5 hours ago - /u/GalaxySmash - Direct link

Originally posted by Jeremithiandiah

What do people think of swift play? I actually quite like it because it feels like a normal summoners rift game but you just get to late game faster. It doesn’t feel like an accelerated normal game but it is.

Very glad to hear that you like it, happy to answer any questions/discuss it with people here, I was one of the devs that helped get it out the door.

about 5 hours ago - /u/GalaxySmash - Direct link

Originally posted by Sweprolle

How was the matchmaking for you? Every game so far me and my premades have gone up against people level 10 to 30..

Matchmaking was bugged at launch, should be fixed now. If you played games already you might need to play a few more to get into a more ideal MMR state. Sorry about that.

about 5 hours ago - /u/GalaxySmash - Direct link

Originally posted by nikkicocoa7

played it once to try it but you can't make eternals progress so probably won't really play it much unless a friend wants to

All forms of progression were not functional at launch (challenges, etc), should be largely resolved. I think just eternals might not be fixed yet but they should be fixed within the next few days.

about 5 hours ago - /u/GalaxySmash - Direct link

Originally posted by Dapper-Welcome-5286

Big fan of the casual, comeback heavy nature of the mode so far, kudos to y'all for the hard work! When y'all were workshopping swiftplay, was it always the intention to use the quick play champion pre-select system, or did you explore other queue styles before settling on the quick play format. (This is a long-winded way to beg for blind pick back)

From what I recall we always used the champion pre-select system when working on swiftplay. Never explored blind pick from what I recall, unfortunately.

about 4 hours ago - /u/GalaxySmash - Direct link

Originally posted by Jeremithiandiah

My only concern is that I remember years ago that draft pick was removed from some regions. I think everyone should have access to an experience that is exactly like ranked for practice reasons, or so new players understand how the game really works in a competitive setting, without risking lp. The way swift play works, it could have completely different meta than the original game and may evolve into a quite different experience in the future.

A reasonable concern, unfortunately when draft pick is removed from a region that is generally because of player population as we dont want to spread players out too thin between different queues. I'm not too much of an expert on queues though to answer your question more in depth I'm afraid.

about 4 hours ago - /u/GalaxySmash - Direct link

Originally posted by Wrevellyn

Can you elaborate on this? I tried a game and just got obliterated, enemy team was way out of my league. Some of my teammates were really good too, but I am *not good* at the game (trying to get better), and I just had no shot. Been maybe better after some of my friends teamed with me, but I have yet to have a good experience after 4 games which is about all I can manage in the time frame.

Can't really get too specific related to matchmaking and MMR but we didn't fully take into account your skill level from other queues to help inform your swiftplay rating when you first played.

about 4 hours ago - /u/GalaxySmash - Direct link

Originally posted by Kingofthered

I really want to like it, but I was under the impression it was going to be tuned to be much faster than a regular rift game.

I'm happy people are liking it, but I've been surprised with my 25-30 minute games so far. Doesn't really feel like it's significantly different to a draft game, aside from the time saved queuing up.

Game pacing is something we are keeping an eye on. I think 20-25 minutes is both ideal and realistic, our main concern is the occasional outlier game going 35+ minutes. Honestly I don't think we would make the game be that much faster than it currently is (the core Summoner's Rift experience starts to get unrecognizable at that point) but we do want to come closer to guaranteeing that when you pick Swiftplay, you aren't running into the possibility of being in a game for 35-40 minutes or more in some cases. So less about "really fast games" (they should still be faster) and more about "we assure you that this experience in total will not be more than 30 minutes (rough estimate) from start to finish"

We have a few options of how we go about that, including sudden death, but we are still waiting to see what exactly game time looks like first.

about 4 hours ago - /u/GalaxySmash - Direct link

Originally posted by Dapper-Welcome-5286

I figured, since the quickplay system cuts down on the interstitial time between games so much, but thought it worthwhile to ask! 

One more question, if it's cool with you! What kind of balance support are we going to be seeing with swiftplay in the weeks and months ahead? Is the plan to implement mode-specific nerfs a-la ARAM or Arena, or to essentially let it ride as a mirror of summoner's rift? 

We are gonna use ARAM and Arena style balance, using direct champion modifiers to abilities as well as general % buffs. So if for example we though Kassadin was too good we could nerf his R cooldown directly and also apply a -5% damage dealt buff to him.