League of Legends

League of Legends Dev Tracker




11 Feb

Comment

Originally posted by Bdm_Tss

Are FPS games where the name comes from?

Yup. BF2, quake 3 cpma and COD4 promod my main competitive games

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Originally posted by ElectroStaticz

I remember you guys winning nearly every DGL but one iirc? I had a few friends in some of the other prem division teams and I think some of them just played to try beat BFB xD

I cannot tell you how much you this brings me Yip that was me and my squad

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I was 22/23 and started it as a joke to get away from try hard COD4 promod. Never expected it to be my career because I kinda suck at anything not FPS haha


10 Feb

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Originally posted by ketzo

Ah this is so awesome, thank you! This all makes a lot of sense.

I wonder if part of the community confusion is that, rather than "just nerf gankers," it seems like the changes were actually intended be a very slight net nerf to all junglers -- but to hit ganking junglers a good bit harder.

So the larger scope problem is that Jungle probably is longterm too powerful no matter the champion or strategy, just gankers were even stronger. If we can afford to nerf the role in ways that don't feel like are making it unfun/unplayable etc then it's probably worth it.

Also fwiw League being a living game means that if we miss on something here we can react. We're watching the role closely and I've got a lot of things prepped depending on what goes on

Comment

Originally posted by ketzo

I've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.

There’s been some question of making power farming more worthwhile in order to reduce how often junglers gank—we’re potentially taking a small stab there

I think this is cool, but I wanna know the thoughts behind how this is happening.

How does the balance team go from "gank junglers are too powerful" to "we should nerf treat gold and increase xp per camp?"

  • How did the team decide gank junglers are too powerful?
  • In what ways are they too powerful?
  • Why did they choose the "treat gold" and "camp xp" levers, and not something else?
  • What do they plan to try next if this doesn't work?

/u/RiotAxes I'm always grateful when y'all take the time to wr...

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How did the team decide gank junglers are too powerful? In what ways are they too powerful? Why did they choose the "treat gold" and "camp xp" levers, and not something else? What do they plan to try next if this doesn't work?

I can jump in to answer this! I'm about to start a playtest so might have to be a bit more brief than you'd like tho. Apologies of something comes off weird or needs clarification, ask away underneath

For ganking junglers we tend to look at what kinds of characters are dominating meta, what the high elo/pro strategy is around jungle pathing and so on. It's a mix of external information gathering and internal analysis (looking at expected value of ganking vs farming, testing, talking to the game analysis team, intuition, etc.).

After that we look at how their power is manifesting (gank bot at 3, snowball ahead) and whether we think it's beyond the pale.

Then it's about both what is best to do, and wha...

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Ah my favorite game designer, Draven

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Originally posted by yastie

do you know what time?

should be around 2:45 PST

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Originally posted by girl__fetishist

Beaten by a little girl.

Just raising visibility - there was a bug with autoattacks that was depressing many champion winrates by very large amounts (3-4% in some cases) that was introduced with the patch. We fixed it last night, and Annie's winrate is now falling considerably. As a result, I don't believe stat websites are going to paint the correct picture of Annie's power level for this patch.

She's still overtuned and may be hotfixed - just noting that she's not a 59% win rate champion.

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Originally posted by persephonesspring

"we're definitely not going to kill mage supports off"

Why not? Literally what's healthy about them, except for being a last minute pick when everyone else on your team goes full AD against a Rammus? They get to absolutely annihilate the enemy adc without ever worrying about resources and CS (thanks spellthiefs!), because their kit wasn't ever intended to be in bot lane anyway 🤷‍♂️

Since the durability patch, they have been so much harder to deal with as a tank support. I can all in with Leona on a Lux (if that Lux player is too stupid to zone from half a screen away) and the Lux will most likely survive the engage anyway. And that's funny, considering Leona is the only tank support still somewhat viable versus mages, Braum/Naut/Rell will get popped immediately by a mage all in cause their sustain just isn't good enough.

Mage supports were never healthy to begin with, but they couldn't break the game cause they were squishy. Now that you've removed their o...

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Brand is a nearly 10-year support pick at this point. There's an audience that we're going to be respectful of.

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Originally posted by _raimu

Is there any new info about fixing top lane satisfaction? Feels like we were the only lane not touched on here haha (despair)

Other than very excited to hear that you're continuing QGT, always liked reading them.

The bet was that ensuring that the winning top laner could scale throughout the game would move the needle on agency and satisfaction; in practice we needed to push items further than we sustainably could in order to succeed that way. We need new tactics as a result.

I will note that resolving the bot lane 3v3 slingshot is likely to help here. Hard to have influence on games that get that snowballed that fast in a fight you can't participate in. But that's not going to be resolved instantly.

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Originally posted by Cute-Beautiful-5651

Theres another problem. Normal K/DA Ahri prestige lost its border after the ASU

Aw, will check. Thanks!

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Originally posted by Proxnite

Many of them have moved to Support instead, but when we poll players on champion frustration, Mage supports are reported as among the most frustrating champions to play against in the entire game.

Surely it couldn’t be because Spellthief’s removes any need for mana management while also being the easiest support item to proc and evolve? Surely.

I don't see evidence that the trend is that recent. Suspect it's more that having to dodge a pillar of flame every time you step up to CS is infuriating when the Brand doesn't have to position around his own last hitting needs, and that flipping a defensive/long-fight oriented champion (tank or enchanter) to a burst character completely changes the shape of the game.

We're definitely not going to kill mage supports off, but it's a clear warning sign to be a lot more careful allowing mages to migrate there, and its one of the reasons getting mages more comfortable in mid lane is important.

Comment

Originally posted by ketzo

I've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.

There’s been some question of making power farming more worthwhile in order to reduce how often junglers gank—we’re potentially taking a small stab there

I think this is cool, but I wanna know the thoughts behind how this is happening.

How does the balance team go from "gank junglers are too powerful" to "we should nerf treat gold and increase xp per camp?"

  • How did the team decide gank junglers are too powerful?
  • In what ways are they too powerful?
  • Why did they choose the "treat gold" and "camp xp" levers, and not something else?
  • What do they plan to try next if this doesn't work?

/u/RiotAxes I'm always grateful when y'all take the time to wr...

Read more

I've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.

The plan is to go more in-depth in some of these articles - this one was a bit of a reintroduction to the space, so I went for a survey of what we're currently thinking about instead of going deep on one of them.

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I will take this scripture to the champions team.


09 Feb

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I agree, Orianna is swell.

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Originally posted by dannymrowr

No abilities, just vibes

The real support for new players. They will cheer you on in game! Supporting the nearest adc mentally with good cheer and upbeat attitude.

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Normal MMR is separate from Ranked MMR. It goes up when you win games and down when you lose them. Normal Blind and Normal Draft share the same MMR number

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There's been a few crazy things that never lasted too long I haven't seen mentioned as much.

There was Nasus who could crit with his stacks, I think this was an intended change that made it to live to help open up more builds but back the Triforce had Crit and with an IE and some stacks you just bonked for 2k over and over. I only ever did it in a bot game just to live the dream in the brief window it was on live.

Another Nasus one was when his ult was accidentally set to 100% AP per tick on the damage aura instead of 1% or something to that effect, you basically just went AP Nasus, flash in and Zhonya's with your ult and kill everyone around you.

Yorick pre-rework had a bug where he could infinitely respawn through his clone ult thing and he could just run it down and face tank towers while you got credit for 500 kills on him but it didn't matter.

Oh and AP Tryndamere. That was one of the all time greats. It was there for years but no one did it unt...

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08 Feb

Comment

Originally posted by Trinapsis

turret damage should be 162-344 > 182-350, right?
also, Thresh's new E ap scaling is missing. it says "75-215(+40%ap) > 75-215", without the 60%ap

thanks for your work!

You are correct, got this one in just in time. Thank you!