League of Legends

League of Legends Dev Tracker




26 Jul

Comment

Originally posted by FrankTheBoxMonster

How was the transition to four teams instead of the two teams + neutral team handled? Does the engine actually support more teams now, or are we still just swapping between one of two teams internally?

If still just two teams, then what prevents Soraka from ulting people in another fight? She can already ult untargetable "allies", so relationships wouldn't work, but maybe dimensions would? But then you'd need to swap us between dimensions so we can spectate right, or rework dimensions to allow visibility without targetability?

If we truly have more than two teams now, were any of the ideas above considered perhaps for early prototyping?

Regardless, what other issues, fixes, or workarounds did you run into getting the separate teams to work?

Had TFT already solved this issue, and if so do yall know anything about that process, what issues they ran into, or what issues yall ran into as a result of adapting their previous work?

"Generally we handle it with team swapping. There are still only two teams in League, so you get moved around to different teams when you get paired against another team. The engine is fairly hardcoded to only accept two teams.
The different matches happen in different dimensions, like you said, although Engineering did a lot of work to change Arena's version of the mechanic to allow things like spectating + disallow things like pings.
The first prototype was very hamfisted. There was no dimension tech in there, so random Ashe arrows would definitely find their way into the wrong arena :^D. Karthus and Soraka were banned for quite a while in early playtests. We also had to content with a lot of champion's not interacting well with team swapping, leading to a lot of temporary bandaid fixes in prototyping until we could make the tech work correctly.
TFT is a very different game and handles their combat very differently, so there wasn't much we could draw from (to my kn...

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Comment

Originally posted by PresidentGoofball

Could we see any augments that interact with emotes, for example, invincibility while dancing?

The original Warmup Routine triggered only off of using the explicit Dance emote until we sorted out our active augments. I think there's TONS of design space for cool augments that interact with different systems in League.

Comment

Originally posted by Xanhomey

Will Arena be "The go to game mode" when it comes to events due to how customizable it is, or will older game modes still come back?

We're excited about Arena's potential for the future, and we're already talking about what we want to do for next steps. We do intent to keep supporting our other modes, but having to go full bore on Arena precluded us from working on them so far this year. No timeline for when we'll be able to bring back existing modes, but you haven't seen the last of URF.

Comment

Originally posted by Zearyen

What was probably the biggest difficulty while developing the mode?

The timeline for sure. We wanted to get it out for Soul Fighter's summer event, which was already a VERY quick turnaround, but getting hacked early in the year really put our timeline further behind. The fact that we have a mode at all is incredible, and the amount of polish that the team got into it was truly magical. The team super overperformed on this one and I'm real happy with where it ended up.

Comment

Originally posted by Scrubz4Dayz69

Any chances we get new items that will affect healing?

No current plans for new items. We did a bunch of rebalancing on the existing Grevious Wounds items to make them more competitive with other items for each class, so they're fairly reasonable options.

Comment

Originally posted by ImTravior

What were the thought behind bringing ranks to the mode. Was this gamemode ever intended do have "tryhards" playing the "META"? Or is it just something to offer replayability to the mode?

The major intention was to add in replayability. The presence of a ranked system does encourage more tryharding, but you still see that in unraked queues as well, as evidenced by pick urf being fairly dominated by the OPs even though there is zero ranked. I think overall ranked systems adding a bit of stakes to the game increases fun, but it was an intentional design that this ranked system is less about maximizing every single little edge than the Ranked SR experience.

Comment

Originally posted by Random_Stealth_Ward

Why did you decide to make the hat potion cost as much as other potions instead of letting us delight in maximum hat overdrive by making it free or 50g?

Why do you deny Hats?!

Arena Rule #2: Fashion isn't free

Comment

Originally posted by DocTentacles

Kinda springing off of that, are you happy with scaling vs earlygame champions?

How do plan to balance champions that tank early (less important) rounds, but get strong late--entirely around their lategame/hypothetical power, or assuming they might tank enough to get knocked out early?

Definitely not perfect. I think the game cadence works for now, but in the future I'd like us to do a pass on what advantage being an early game champion gains you that isn't snowballing out of control. I suspect it would be very hard to fix this safely in a short timeframe, so I'm hesitant to do it for this run of the mode, but its something I'd like us to look at in the future.

Comment

Originally posted by Random_Stealth_Ward

Why did you decide to make the hat potion cost as much as other potions instead of letting us delight in maximum hat overdrive by making it free or 50g?

Why do you deny Hats?!

The hats are made of the finest quality materials. You think Choncc should sell them at a LOSS!?

Comment

Originally posted by ThexLoneWolf

What’s the most hilarious bug you discovered while working on Arena?

My favorites are always the 'your auto attacks cast some kind of spell for some reason'. I think at some point some champion's auto attacks were firing shaco boxes? Technology is weird, yall.

Comment

Originally posted by SylentSymphonies

What are the goals for class-specific viability? People have already noticed that AP assassins in general aren't the best, while enchanter-marksman duos are very powerful and juggernauts remain reliable. Will you aim to level out this disparity in the future, or accept that Arena's scrappy close-quarters gameplay rewards certain playstyles by definition?

Ultimately, we want every champion to be viable, and every comp to have a good time playing. Some combos will be better than others, and that's okay, it just means there's more to discover. What we don't want to have happen is that one class composition becomes dominant and the only way to win the game, or to have two classes that just cannot win a match together. The augments are intended to help equalize things across the classes and allow the weirder ones to win, even if on paper they're less powerful.

Comment

Originally posted by sweenster98

What was the design process behind the new items? They have some really interesting stat profiles (Tenacty + AS, Health + Crit) that we aren't used to in LoL since they seem meant to synergize with the augments.

Was just curious how you went about finding unique stat pairing that could offer new power fantasy to champs

There were two major classes of items that we added for the mode. The first is old items that players have a fondness for that we brought back. Zephyr is one of those. The other is items that we used to help bridge the gap on the Augments, like non ADCs needing Crit Chance. Rite of Ruin is one of those combining AP and Crit Chance. Generally we wanted there to be items that allowed you to build differently based on your augments, as well as just some items that people remembered fondly.

Comment

Originally posted by KindRavenn

Hello, do you have any plans in the future to add sub-modes to L'arena like 1v1v1v1 or even 3v3v3v3 ?

The 2v2v2v2 is very interesting, but I've been waiting a long time for a 1v1 mode, and this mode would be perfect for that.

Exploring a 3v3v3v3 mode is something we're interested in doing, as having an extra champion on each side goes a long way in spicing up combat, and a lot of champions are designed to be interesting with 3 (or more) champions on a side in fights - teamfighting is a big part of League of Legends after all. That said, there are a whole other set of difficulties, ranging from very different balance needs to concerns about setting up 2 players to blame the third random when the game goes badly, to needing to rethink how Augments are designed because fights are inherently a lot noisier. I expect we'll explore it internally, but we'll see how it actually plays out when we do, it might not be something we ever try to bring live.

For 1v1s, we don't believe this is likely to have enough replay value, and a huge portion of the champion roster is designed around being interesting with teammates - I won't rule out ever trying it, but I think it's pretty unlikely that we'd pursue that.

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Comment

Originally posted by Ducstin

can we get a arena with no rng. just regular SR champ stats fighting

Our initial prototypes were pretty close to this, but just heads-up combat in a field gets old very fast - we're pretty confident that it wouldn't hold an audience for long, so we opted to pursue a version that had a better chance of being replayable instead.

Comment

Originally posted by Proxnite

Why opt for allowing champ picks rather than more pseudo-random like ARAM? Random picks in itself is a strong balancing tool and would alleviate one of the current main complaints about specific duos outclassing the majority of other champ combos.

A lot of the fun of this mode is trying out combos and synergizing with your partner. I think that random champs or pseudo random is a pitch that solves a lot of the 'always see the same champ' problems when the meta settles. It's a problem that I want us to address in the future of the mode, but I don't think we have a clean solve yet.

Comment

Originally posted by HiVLTAGE

What were your inspirations behind the mode?

The mode started with the premise of getting to play League without a lot of the internal friction caused by Summoner's Rift's core mechanics. How could we let people play with champions and explore those fantasies without worrying about a resource competition among your own team? Or without getting your lane frozen on you. From there we got to the concept of early exit, where you could be eliminated if you're having a bad game rather than having having to eke out small advantages from a losing position. The rest fell in after that. Augments were to provide variety of experience and give you new things to try every game, and the map + cameo design was built around making the 2v2 experience as smooth as possible.

Comment

Originally posted by chimpalump

Reminder to look out for Bard!

Bard's on the list!

Post

Hey Redditors and future Gladiators!

We’re some of the Modes Team members that helped bring League’s newest game mode, Arena, to life and we’re here to answer your questions! The game mode has been live for a few days now, so we’re curious to get your thoughts on it as well.

This AMA will run from 10am-12pm, but a few Rioters will likely stick around to keep answering questions.Rioters joining the AMA will include:

CptCubone | H28_G_Evo | ...

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Comment

Originally posted by go4ino

is there a tenative buff list? or not yet

Should have one coming in the next few days

Comment

Originally posted by B3ER

Will the tooltip communicate that smite doesn't do full damage against pets? Because exhausting Soraka is a fine analogy up until the point where the summoner spell is consistent with the description given along all units it can target.

This game has too many things that are the way they are without anything that communicates it. Don't add more. And no, patch notes don't count. They only suffice as communication for the small percentage of players that bother reading them.

Yes, the tooltip is updated.