Original Post — Direct link

In classic Riot fashion, a new client feature is introduced, and in classic Riot fashion, it doesn't work at all how you want or expect it to. Clicking the multi-disenchant button, instead of allowing you to freely left click multiple shards for disenchanting, automatically selects shards in a predetermined and uneditable way.

Upon clicking the multi-disenchant button on the buttom left, the loot screen organizes like this.

You can only disenchant 50 at a time, and only in the exact order it sorts. You cannot deselect any of the shards, which means if you were saving one shard or two for mastery 6 or 7 upgrades, those shards are the first to get presorted for disenchanting (per the text that says "owned and duplicate shards will be disenchanted").

Clicking on a preselected shard (Kayle) brings up the regular menu, but both options are unclickable.

As someone who was excited to finally be able to quickly multiselect shards to disenchant in time for the Essence Emporium, I am now back to square one of meticulously disenchanting one by one in order to save the shards I need for future use. In short, since I generally save 2 shards of each champion for the mastery upgrade, the autoselection multi-disenchant option is unusable.

Truly disappointing that the client cannot support manually selecting shards for disenchanting.

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about 1 year ago - /u/BarackProbama - Direct link

Hey friends, BarackProbama here. Wanted to clarify a few things about our multi-disenchant feature.

Why does it only let me select 1 category and 50 shards at a time?
Main reason is service load concerns. The loot service was built with the expectation of folks disenchanting things one at a time sporadically. We designed this feature to handle many many players hitting the service all at once. The scripts/tools you mind find out in the wild are fine when one person uses them, but if everyone used them on large inventories there would be chaos. Snakes and Mongooses settling down together and such.

Long term, with further improvements to the service and fewer large inventories, our intent is 100% to allow larger amounts of items to be 1-click disenchanted with less hassle.

Why doesn't it respect the shards I am saving for Champion Mastery?

Why can't I unselect shards?

These essentially have the same answer: Time. We really wanted this feature to land before the Essence Emporium dropped so that folks would have easier access to a wealth of BE. This mean't simplifying the feature so that it would ship at a high quality bar. I understand that for some players this seems like a frustrating oversight.

One other note: We are currently evaluating what is next for Champion Mastery. One thing we are fairly sure of is that the collecting loot items and cashing them in part of the system is not something we'd like to carry forward. More to share on that as things develop, but this also factored into our feature-prioritization for Multi-Disenchant. (Minimizing throw-away work and such.)

As mentioned before, we will continue to find ways to improve this and other features within League. I can hang around for a bit to answer questions if it would be helpful.

about 1 year ago - /u/BarackProbama - Direct link

Originally posted by bz6

Mastery system has so much potential to unlock champion-specific customization the further you level it up. I am hoping further levels inject some merit into the system.

On a completely different subject, I also feel there is an opportunity to show-off Challenges Titles in game no?

Candidly, we ran a bunch of tests around titles in game and no one liked them in playtests. They got in the way pretty badly. We tried having them fade in combat, but them coming in and out became distracting unto itself. Ended up being a bit of a cursed problem.

We did once explore being able to equip challenge tokens as emotes which was pretty sweet, but on reflection they didn't have as much emotional significance as we wanted.

about 1 year ago - /u/BarackProbama - Direct link

Originally posted by Spideraxe30

I was wondering, would it be difficult to add a toggle to disable loot animations, I just want to see the results

I honestly do not know. Conceptually it is simple. I can ask :)

about 1 year ago - /u/BarackProbama - Direct link

Originally posted by 2cool4ashe

Thanks for your response. What you said here:

The scripts/tools you mind find out in the wild are fine when one person uses them, but if everyone used them on large inventories there would be chaos.

Are you saying that using the loot disenchanter tool from Github would not get your account banned for using 3rd party tools?

I am not commenting on whether or not they violate our terms of service, but reflecting on the amount of load they add to our services as a game. I do not actually know what their relationship to the TOS are.

about 1 year ago - /u/BarackProbama - Direct link

Originally posted by Visual_Record_528

Your response is a good PR move, but was the months of time spent on this feature really just thinking about server load? Surely it wasn't spent on the simple UI that has you click one button? There couldn't have been any improvements made in that time? We're talking even more months for a relatively simple solution (im a swe). Do you guys not have many resources as a team or something? Why is it so bad?

If you compressed all the time it took and said no one had any other responsibilities I think it would have looked like: - UX Design: 1 week - Art/Sound: 1 week - Engineering: 4 weeks (less sure of this, but ballpark) - Quality: 1 week

But no one is only working on something like this. We have multiple longer-term projects, shorter term things in other areas, and work that just isn’t visible in the same way all happening at the same time. A for instance: the engineering team responsible for this was also working on backend store improvements, longer-term feature bets, the essence emporium, and various other things I probably am not fully aware of.

I am not and never would suggest that there aren’t improvements we could make do both our development platforms as well as our internal processes. (We are always working on both) I will defend the talent and care of the humans making things at Riot to the ends of the earth. They f*cking rule.

about 1 year ago - /u/BarackProbama - Direct link

Originally posted by NunexTK

Gotta love when the biggest budget ever doesnt allow for things to be made properly on time

I’m starting to think that quote was a bad idea. 🥲

Budgets take a fairly long time to manifest into tangible products. I work on a time horizon that stretches to 2026.

I think I also disagree with your premise. The feature has a low defect rate and meets the needs of many players. If it did not, I would not expect the usage that we are seeing. That it does not meet a pretty large and well established case (saving shards for mastery) is a bummer, but it’s not the only or the largest case.