Supports rage last, but they rage the hardest.
this is the realest thing i've ever read.
Supports rage last, but they rage the hardest.
this is the realest thing i've ever read.
The "dying poros" part of the post will be completely overlooked because of URF mode, but I still wanted to share this unused poro death animation that would have been used when they run into fountain turret. This animation got replaced with the "jump up and run away" animation. I don't know how the "crispy-black" charring plan mentioned in the article fits into either of these animations.
gif of animation
he was just playing...r-r-right?
Why is lethal tempo disabled in ARURF?
I get ult hat, but having crazy attack speed at times is the type of thing that can make URF fun, it's not like everything oneshots you anyway
I'll try to dig for a video of why (will have to be after winter break though).
If I can find a video, you'll understand why we turned it off lol. :P
Alright my man we can jam a little. In another post you say you're not interested in balancing urf. But as a veteran who has played every version of urf hardcore, I see the little changes here and there like no more stacking BTs on zed/ezreal (original version), or brand can't permastun you at level 1 anymore (recent version).
So, be honest, are you indeed balancing it then? If so, why not run normal urf and balance it some more so there's not insanely OP champs?
The line we draw is usually "bugged or broken".
Bugged examples are usually perma-stuns like you mention. EG: Zilean and Brand. It's unacceptable for a champ make you literally unable to play the game.
Broken is basically Sona. We will exhaust every other avenue before resorting to "switching off a champion". In the case of Sona in URF over the years, we've tried everything from blanket hitting "shields and heals" holistically to actually reaching directly inside Sona's script and just dividing everything by 2. No joke. We did that. She still sat a full 10% above 2nd place with a mid 70's winrate.
We don't want to reach inside individual champs and fork SR for the sake of "balancing URF". As many players mentioned, that's part of the fun. But permastuns are lame and URF Sona is a cosmic deity sent to bring ruination on all our computers. She must die for the greater good.
But isn't your sample size too small to make inferential claims on the effect of normal URF? How many times was it available? 2? It has never really been tested properly. For example, maybe data would be different if URF came back monthly instead of building up hype for years and then have one big burst of 2 weeks that makes people go all in on LoL. Or it would be different if URF was a permanent mode for which you have to earn tokens to play it by playing normal/ranked games.
I had that exact same "binge" hypothesis many years ago, and we tried running URF twice quickly back-to-back in succession when RGM first launched. We saw an even worse effect on the second run than the first. There's always a possibility that "it just needed more time to normalise, it wasn't enough!", but we felt there were better design alternatives than an existential game of chicken. :/
Do you think these statistics might be skewed though?
A lot of my friends come back for break and that’s THE ONLY time they play league - and generally during those breaks/holidays is when urf comes out, which would mean the player rates decrease because the holidays are over not because of URF?
We considered the possible "URF tourist" effect too.
We use "net churn" to measure, which includes revivals, and are looking holistically at hours played as well, which regularly sees a drop after we run vanilla URF.
I just want to say thanks for your transparency on this subject.
Plenty of companies wouldn't even have considered sharing that info, the fact that you did shows the respect you have for your player-base.
Cheers dude. You have no idea how long I've wanted to come and jam with you guys about this.
I feel like all of these efforts to change URF are just to make it less fun and therefore less bingable so it exhibits less of the problems shown. The problem lies there; the devs are intentionally making the game less fun to help with the bottom line of retaining players.
Correct me if I am wrong but this is straight up what seems to be happening. Maybe adding it permanently in customs would remove people's need to play so much for the limited time it was out.
Making a game mode "less fun" is definitely not the goal. My expectation of any game designer would be to creatively solve the problem in a way that actually ends up being more fun than the original. Intentionally crippling something fun like URF would be a travesty.
ARURF speaks for itself. It beats out original URF easily in popularity, engagement, lower fatigue, etc, everywhere it counts.
EDIT RE URF being made permanent: We still don’t intend to make even a mode like ARURF permanent. Making another permanent competitive mode in League to rival Summoner’s Rift is dooming it to failure. We learned that lesson on Dominion the hard way (among many other flaws with how we handled Dominion in general). Even with our hard working Live Balance team, base SR is a monolithic job to keep as balanced and well oiled as they do. We wouldn’t be able to get even close to that level of commitment for a permanent ARURF, and it just wouldn’t hold up to the standard of competitive ...
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You're a monster....
....no.. XD
The truth finally released.
To be honest, we've been trying to figure out how to talk about it for a while. This is a pretty weird problem to have. Like, players love this mode, and also the mode makes players churn. That's sort of hilarious and terrible at the same time. So, before talking about it, we first wanted to really investigate the issue and make sure it wasn't just some sort of one time thing.
I've been personally battling for a long time to not have to kill URF altogether. Our team has been jamming on iterations over the years, and once we noticed that the first runs of ARURF didn't suffer from the problem to the same degree, we decided to keep experimenting with it. Since ARURF also tends to solve some of the other big design problems URF has (poor champion diversity), we now feel confident enough about the path we're taking to address it.
Any chance we might see one for all or are the same problems exhibited. One for all games are some of the best times I have with friends.
OFA doesn't actually exhibit any of the problems URF does. It's in the clear!
I'm sad we couldn't get it working in the back half of this year while we were building Star Guardian and Project modes, but I'm hoping we'll have it running again soon.
I wanna play OFA Xayah.... XD
I played with a Rioter in ARAM and he bought everyone a skinboost. It was a great game.
Every ARAM with me is a skin boost game :)
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I know several Rioters who set up smurfs to stay incognito for various reasons. I haven't set one up yet, but for me its appealing because I feel a pressure to be good at League. Unfortunately I don't play nearly enough now to ever make significant progress.
Usually though when people notice a Rioter, they're excited and we tend to have fun with the players.
BANANABANDIT, Edditorial Riter
lol
ayyy
The problem might be that they have nothing to communicate, because they are still "tying some things up" and thus can't go into any specifics.
Which doesn't make the silence any less frustrating btw...
This is correct, and I also agree that it does not help with the silence
That's precisely why I did not want to leave the thread without any answer at all. There is clearly a lot of (understandable) frustration in the thread, so the easy way out would just have been to ignore it, and wait till we are "Ready" to share something else.. but we really want to change that dynamic and be more open, so I opted for jumping in, to at least acknowledge this, and let you guys know that there will be a follow up before the end of the year (and that's not too far off)
All of the Riot EU employees are probably getting imported to NA
Hey Guys, we hear you. We want to be more involved and open when it comes to our communication and engagement with the community, so something like an AMA makes total sense.
NA just had the announcement for the NALCS teams so from a timing perspective their AMA made perfect sense. On our end, we are still tying some things up, so it will take just a bit more time, but you will definitely hear more from us before the end of the year.
Everyone I know who actually plays board games thinks it's mediocre. Better than Monopoly or some shit for sure, but it isn't as amazing as LoL fans seem to think. If it were my first contemporary board game I might be blown away too, though, so I understand the sentiment.
You've got a fair point. We didn't set out to make the best board game out there, and we don't have any illusions of having done so. We, and most particularly Kades, felt passionate about the space and wanted to deliver something that provided amazing value to the board game community. During development we knew a vast majority of LoL fans likely hadn't played anything since Monopoly as a kid, and so one of our goals was to make it something that showed off the great social aspects of board gaming and hopefully pique their interest enough for them to take a look at many of the other amazing games out there now.
Thank you so much! It’s been a bit of a grind to get to this point, but it’s well worth it.
First of all, thank you! You beast. Once preseason goes live, please reach out to player support and we'll do our best to properly reward you for Rune pages you unlocked with RP.
Holy sh*t this was amazing. Great work, really enjoyed it. :)
it's way too early to have any meaningful conversation in this subject. There's something along the lines of 30+ runes not released (Iactually think the dev post said 50+ but i don't want to dig for it) and most of these numbers probably won't see light of day without change.
Can confirm every rune except for the last inspiration keystone has been revealed.