2 months ago - /u/GalaxySmash - Direct link

Swiftplay is now available to play on PBE. Swiftplay is a faster-paced game mode that includes changes to the standard ruleset for a faster pace of play. Check it out!

Bug Reports and feedback is greatly appreciated for everyone trying out this mode, let us know here!

External link →
2 months ago - /u/GalaxySmash - Direct link

Swiftplay is now available to play on PBE. Swiftplay is a faster-paced game mode that includes changes to the standard ruleset for a faster pace of play. Check it out!

Bug Reports and feedback is greatly appreciated for everyone trying out this mode, let us know here!

External link →
2 months ago - /u/GalaxySmash - Direct link

Originally posted by sidewayshorizon

Not a single person in my friend group enjoys the lack of champion select.

The description they have "play with friends with (riot forgot a word) different skill levels without the fear of falling too far behind" describes exactly what we were looking for. No part of that requires choosing runes before knowing matchups.

We should be the perfect group that this mode is made for. We play casually for fun without caring too much about winning, and some players are much lower skilled than others. Even the lowest ranked player wants to know their matchup before picking runes and summoners.

Quickplay failed because all it really was was a change to lobby / champion select that didn't actually improve quality of games, just got you in faster. Swiftplay already has sped up gameplay. We don't need to be skipping champion select so that we can get into a worse game a few minutes faster.

Appreciate the report about the missing word, will look into it

2 months ago - /u/GalaxySmash - Direct link

Originally posted by ForestGuardian777

The gold numbers are weird in the scoreboard

Yeah should be fixed in the next few days. Appreciate it

2 months ago - /u/GalaxySmash - Direct link

Originally posted by ForestGuardian777

Other thing...I always get D- after a game no matter what and Challenges aren't showing up.

Yep we have a fix for that one coming soon. Nice catch

2 months ago - /u/RiotAxes - Direct link

Originally posted by AobaSona

Do we really need support items to be much more expensive? Kinda sucks that for once there would be an actual chance of supports closing their build more often than not and Riot just said "No, can't have that, we need to find a way to make it suck here too".

They should be both more expensive and give more stats. We expect that supports will be noticeably more powerful relative to the other 4 players on their team in this mode than in classic SR. If that's not the case, it probably means we missed on item efficiency and should buff something.

Before we made this change, we were seeing supports hit full build at like minute 15, which both felt quite bad and meant that Enchanters wouldn't even be viable with these rules - you'd pick supports who could buy non-support items and continue to scale instead.

2 months ago - /u/RiotAxes - Direct link

Originally posted by Top-Statistician1643

are there any plans to buff stacking champions (smolder, veigar, nasus, etc)? I tried some of them out and they seem quite a bit weaker. just a simple increase to the amount of stacks each last hit gives them maybe?

We plan to balance individual champions once we have good data, yes. Champion, Item, and Rune changes up to this point have mainly been for things that don't make sense from a game flow perspective - Dragon Soul coming up before Kayn transforms, lane phase ending before Magical Footwear pays off, that sort of thing.

2 months ago - /u/RiotAxes - Direct link

Originally posted by Happytoseeme

I would love to earn eternals in this mode. Makes me feel punished for wanting a quicker game mode!

We intend to support eternals, hopefully in the first patch but there's a chance it'd slip a bit, working through some technical setup stuff.

EDIT: We think we found the issue and expect to be testing a fix in the next day or two.

2 months ago - /u/RiotAxes - Direct link

Originally posted by sidewayshorizon

you'd pick supports who could buy non-support items and continue to scale instead.

Is this not still the case? I think Vel'koz support feels extremely strong in this because I can use my increased support income to buy full damage mage items. It felt silly how much stronger I was than a support building support items.

If full damage mages end up being the best supports, would you consider nerfing support passive income and making actual support items a little cheaper to compensate? I get the goal was for supports to get their items faster, but that just doesn't feel right when the item is deathcap.

I think that those supports are likely very good in the mode, yes, and I think that's cool. If they're OP, we'd balance on an individual champion level, but for now we're leaning into supports being able to have a much better economy and buy 'real' items.

The goal for inflating Enchanter items is to make sure that they're viable, not guarantee that they dominate the position - had we not done anything, they wouldn't be viable.

The reason we're leaning into supports getting more gold is because the riskiest thing for the queue's health is if there's a position that demands players 'take one for the team' - and then players just don't sign up to do it. But yes it's possible we'd change support income if having supports with gold just ruins the game.

2 months ago - /u/RiotAxes - Direct link

Originally posted by AobaSona

Not exactly the same thing, but in a similar note: Is it likely that we'll get to have champions who are usually kept with low winrates due to pro play/very high elo allowed to be stronger in this mode?

I think champions who are kept low because they're too good in the coordinated team environment are allowed to be stronger in this queue.

It gets more complex for champions who have low average win rates because they are demanding, but who are extremely powerful when mastered - is the mode better if Akali and Leblanc mains stomp most of their games, as the cost of letting Akali and Leblanc feel good to play for players who haven't yet put the time in? That's less clear to me.

I'd predict balance ends up being more forgiving here, but not infinitely so. There will still be lower and higher win rate champions.