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I enjoy the accelerated gameplay especially if I want a quick casual game and I don't feel like playing ARAM. I'm also a big fan of how much of a fiesta every game is with people just queuing up random sh*t.

However, for some reason, every single swiftplay game I've played has been absolutely toxic as hell. I haven't seen people spam chat in all caps for people KSing them in years of playing normals, but it happens almost every swiftplay game.

People aren't even this toxic in ranked most of the time for me. Anyone else have a similar experience?

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2 months ago - /u/Auberaun - Direct link

Following thread. Interested in if you think Swiftplay is for you, what you think could be better about it.

Biggest thing gameplay-wise on our minds right now are outlier game lengths. The game length is on average shorter than standard SR (excluding surrenders for both, yes) but the experience breaks down a bit when everyone on both teams gets to full build and then are there for a long time. Those 40 minute Swiftplay matches shouldn't really be happening.

2 months ago - /u/Auberaun - Direct link

Originally posted by Spideraxe30

Given Swiftplay is part of the core SR experience, is there any concern that it havibg its own specific balancing might be confusing for players or add complexity

Not a ton of concern but those are costs, yeah. Balance bands are broader than standard SR, similar to ARAM, and we'd stay away from doing anything that changes a champion's identity. There is a responsibility to balance this mode since everyone has the ability to choose specific champions without bans as a release valve, and winrate data, so it'd be pretty bad for the experience if there were a 58% winrate Kayle in every game you play.

2 months ago - /u/Auberaun - Direct link

Originally posted by Genericfantasyname

Some sort of "late" game escalation mechanic with a non-gold output.

something like clash towers rotting away after a set time.

Or maybe you get a rift Herald with your baron, like in Ultimate Spellbook.

Just some way for a winning team to close out a game once we are past the intended game time.

Yeah for sure hear ya, those are the types of things we're looking at right now!

2 months ago - /u/Auberaun - Direct link

Originally posted by Rexsaur

How about the mastery grading bugs, are you guys looking at it?

The other day it was stuck giving D- to everyone no matter what, and then after it was giving A to everyone, it was working fine like a week ago but then something happened that broke it.

We had some issues over the weekend yeah, are you still seeing unexpected mastery grades currently?

2 months ago - /u/Auberaun - Direct link

Originally posted by Razetony

Depends on if you want to keep it "pure summoners rift" but faster or not. If you add too much it becomes a half baked LTO game mode.

Also as a primarily ARAM player, and as someone who has been playing since almost launch on league in general, be very careful with the adjusted nerfs and buffs please. Unless someone becomes an absolute menace it feels really bad to pick up a favorite champion (Sivir, Ashe, Teemo, etc) only to find out they're hyper nerfed, although obviously makes sense in ARAM. On the flip side, you don't want to bait new players into enjoying a champ only for them to find out how much more buffed they are than normal (Akali, LeBlanc, etc)

I can speak a lot on this, but those are the absolute top thoughts I can think of.

Currently trying to stay close to being able to call it a Summoner's Rift experience rather than some other game mode. Hear you on balance changes that are too significant being warping, overall it's looking like we'll just need small tweaks since the characters are already designed and balanced for base SR as opposed to something like ARAM that puts really different demands on every champion's kit to perform equally.