League of Legends

League of Legends Dev Tracker




27 Jan

Comment

Originally posted by TheForrestFire

Thank you so much for helping out with this, the bots are out of control.

Any thoughts on targeting intermediate/beginner bot games? It’s basically all bots, especially in beginner bots, and might be a way to reduce how many smurf accounts are in circulation.

Is there a way to track the suspected bots from those games if they aren’t suspicious enough to ban outright, and then ban them when they all of a sudden go from terrible to gold/master performance?

We're looking to ban a whole swath of bots, though I can't be specific on the specific cadences for all game modes, besides us having a zero tolerance approach to bots in Ranked. I will also say, we do look to minimize the player impact of bots, which includes account selling/smurfing.

Comment

Originally posted by ChilleeMonkee

f**k there was a rammus jungle in a game of mine a week ago that was very, very obviously a bot. Not flaming a bad player, it was clearly just an AI and in a ranked game lmao

I'll see if I can dig up that match history

Let me know! I've been reading DMs here and on Reddit, so far so good, but looking to make sure we're on the mark.

Comment

Originally posted by WoonStruck

It just seems like matchmaking in general feels worse compared to up until season 6-8 or so. Games feel far less stable, and far more often one-sided.

Is this just a symptom of role select as people solely grew more specialized and less versatile, you think? Is it just people being less experienced in secondary and autofill roles, and leading to relatively frequent lopsided experiences? I'm still of the mind that role select feels great for players, but was bad for the game overall.

Or do you think its a symptom of where meta has shifted, where coinflips commonly happen before a jungle even finishes first clear?

As far as "stats", its just noticed trends (could be anecdotal), but its also something that others seem to mention somewhat commonly as well. I remember people thought 5+ win/loss streaks were crazy unless you're playing far outside of your actual MMR back in early seasons. Now it seems like 5+ isn't uncommon in comparison even for plateau'd players...

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Role select did a lot of different things. Like you said, it's led to players becoming less versatile because it allows you to hyperspecialize, but it's also made a lot of players really happy for that reason. "Feels great for players but was bad for the game overall" isn't a rare opinion internally, but it would probably take a lot if we decided we wanted to unwind it.

Gameplay is absolutely something that can affect how fair a match feels. If the meta shifts from "farm and scale for late, mages and ADCs are the strongest" to "early game hyperaggro invade junglers every game", the latter games probably feel more one sided even though nothing changed with matchmaking.

On streaks, humans are pretty bad at recognizing randomness. It'd be more likely we were rigging things if streaks weren't frequent. On a pure 50/50 coinflip the chances of you getting heads 5 times in a row are 1/32. Then consider how many players per day are flipping those coins, you're ac...

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Comment

Curious what this analysis looks like accounting for minigun Attack Speed. Jinx historically LOVED getting IE ASAP since the AD synced with Minigun Attack Speed for tower taking and earlier brawls

Comment

Originally posted by facbok195

Don’t know if you’re aware, but played a couple games today and some of the Fighter item tooltips are somewhat off. Things like Eclipse/Ravenous saying they have 0% omnivamp instead of the new stats.

Appreciate the heads up mate. We can't ship localization in a hotfix so tooltip accuracy misses out in favor of us making the game fair and balanced quickly. Something for us to think about solutions though

Comment

Originally posted by MchLeLe

CPU: AMD Ryzen 5600X

GPU: ZOTAC RTX 3060 TI

Driver version: 528.02 (Upgrading to 528.24 currently, will test and update)

Reproduction rate: Every game

Overlays: Team Advisor (via Overwolf)

DX9: N/A (will try and update)

SMT/Hyperthreading: N/A (will try and update)

RPD: https://drive.google.com/file/d/1y71G02ZAIuJHwCmm43j5zIu01ryjaEEH/view?usp=sharing

I need an RPD from a proper game. Not Practicetool.

Don't bother with SMT or DX9 - that was for the bug which is already fixed.

Comment

Originally posted by KINGTGERGO

Started lagging couple days after I upgraded to WIN11 22H2

CPU: i7 860

GPU: GTX 1050Ti

Driver version: 528.24

Reproduction rate: Every game

Overlays: -

DX9: -

SMT: -

RPD: https://drive.google.com/file/d/15fFkHxQhgS0g31-tFF6Zc2yiYsxDXulv/view?usp=share\_link

Your CPU is just within the minimum spec, so you should be able average around 60fps. But you will drop below that in big team fights.

Your average frame rate for that game was ok, but you did have a lot of frame spikes throughout the game. These would have made the game feel pretty bad. I'm not sure what cold cause these spikes, but they are most likely from outside of the game - are you running anything else? Any frame capping software? Your system load is quite low, so it doesn't look like anything significant is running in the background. How much RAM do you have? And do you know what type?

Comment

Originally posted by Striking_Title_3676

Inb4 it's worth to note, that in last season I had ~250fps avg throughout the game, now it's 120-140 in the first 5 minutes, then unstable 120 with drops even to 70fps.

CPU: Ryzen 5 5600

GPU: RTX 3070

GPU driver version: 528.24, tried to rollback to 528.02 and noticed no difference

Overlays: Sometimes I use blitz, but it doesn't really affect my framerate.\

DX9: I tried it on practice tool and bot game, got even worse results than on dx11

RPD: https://drive.google.com/file/d/1YDOFUxYVaFecct5mtSb22Ni2uncllYDe/view?usp=sharing

That RPD is from a PracticeTool game. I need one from a League game, or ARAM. It's easy to make a PracticeTool game drop frames - I'm not concerned about that.

Turn off anything which may use your GPU - and GPU optimisers, and anything that frame caps or modifies the GPU in any way which isn't League. Only use League to frame cap your game. Turn off anything which is recording your GPU.

Comment

Originally posted by skilsor

CPU: Ryzen 5 3600

GPU: RTX 2070

GPU driver version: 528.02

Reproduction rate: every game

Overlay: Blitz, Geforce Overlay (turning off instant replay does not improve performance)
DX9 did not help.
Have not tried turning off SMT.

It's kinda annoying to get drops into the 50s range, especially since I used to get very good FPS a few years ago with an i5 4460 and a GTX 970 ^^

RPD: https://we.tl/t-A9JobQjpFh

Firstly, all overlays have an impact on performance. Some more, some not so much. Anything which is using your CPU or GPU (or hard drive) to record your game will also have an impact on performance.

Don't bother with SMT or DX9, that was for the issue that has already been fixed.

From that RPD, your GPU is spending too much time rendering. I suspect that something else is using your GPU at the same time.

My recommendation: turn off everything that isn't League. Turn off all overlays, all recording, turn off Twitch streams in the background. Turn off your Youtube stream. Everything. Then try the game again and if it is still bad, send me an RPD.

Comment

Originally posted by WoonStruck

https://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM peer-reviewed study warning

So an engagement optimized system isn't being used?

  • We're going to ignore the high prevalence of extended win/loss streaks in modern seasons which very closely match trends found under EOMM-based matchmaking?
  • Are we going to ignore the consistency in the high prevalence of recent performance discrepancies between two teams? If you don't know what I'm talking about, seeing a team full of 50%+ WR, and the other full of 49%- WR, rather than a relatively random distribution that would be expected.

These didn't happen often in early seasons. Win/loss streaks and recent player performance on each team would appear relatively random in a normal system.

Are you saying Riot would have zero motivation to use a similar system after all of the past /dev posts talking about wanting higher playe...

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So an engagement optimized system isn't being used

Correct, it's not

Where are you getting your stats on streaking and team performance distribution compared to prior seasons?

We have a pretty straightforward strategy for increasing engagement - put out cool stuff that the players want to engage with and build long term trust that we're gonna be straight with you, are in it for the long haul, and are committed to all of those things because we're players too and those are all pretty fundamental things everyone wants.

We could juice all sorts of ranked engagement metrics with EOMM for a while, but how long are you going to stick around with League if we were to actually start rigging the ranked system? If we were, I wouldn't be out here telling you we aren't because that'd be pretty slimy. Would you trust other Riot games? There's all sorts of downstream consequences to violating trust like that.

There's versions of...

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26 Jan

Comment

Originally posted by Diligent_Deer6244

why did my version number on the bottom right not change (when hovered)? jw

Its still 13.1 but with a bunch of hotfix changes. We can live patch data but the executable change requires a full redeploy which our capability is temporarily degraded due to the recent security breach.

Comment

Originally posted by r_xy

everywhere or only NA?

Everywhere but China. They typically skip this patch for their new year

Comment

Originally posted by No-Yellow-7547

Still nothing!

Its live. Patch notes incoming

Comment

Originally posted by HoloHuni

At which time?

1hr and 5mins from now is when we'll start the rollout.

We've had to run the process manually due to some internal automation being down so it will take longer than usual to hit all regions.

Comment

Originally posted by Sonder332

Watched your breakdwon yesterday. I got the impression you dislike the Spellblade passive on ER. I also got the impression you felt ADC's could use more defensive options, and passed on doing so this patch because that kind of work takes longer to playtest and implement. Do you think you could take a serious pass at items next Pre-Season? Not even just ADC's, but items overall.

Spellblade on ER is cool. Niche items are fine.

ADCs should have very few tailor-made defensive items. The class should be squishy. If they want to build like a different class like Graves does, we have to be willing to support that playstyle.

Comment

We needed extra time to build confidence in the hotfix. We expect to be sending it out today PST.

Comment

Originally posted by JoshQuest1

Hi Phreak!
Personally I'm not one on the 'Every champ is Riot trying to ruin the game' bandwagon, but I see one argument against Yuumi making the rounds recently and I'd love to see it addressed.

Recently Riot has taken a stance of 'Yuumi is baby's first support, the support to get your friends into league' which is great and I like that.
But everytime that sentence is said someone brings up how Riot was like 'Yuumi is a very complex and skill based champ, you just don't know how to play with/against her.'

I'd love to know what Riot's (and I know you don't speak for all of Riot, you're just a voice the community loves) stance is regarding that old post and if they still think its true or if they changed their mind.

Personally I'd love a world where she is both easy to play as a first champ, and offers skill expression in higher elos. I don't kno...

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Yuumi has extremely high skill expression. I don't know if Yuumi was actually meant to be super easy but hopping off has historically been a very big deal and a large part of her power budget.

Comment

Originally posted by kloricker

Phreak single handedly saving LoL a patch at a time. Phreak the saviour.

Not at all single-handedly. I didn’t do any calling for Yuumi changes. The team is pog and they make good decisions.


25 Jan

Comment

Originally posted by -ElBandito-

Slightly hot take: the balance team was already doing very well before Phreak joined. Last year Phroxzon and others kept the game much more balanced than previous seasons, and had engaging changes. The source of frustration then and now are coming from things outside of balance.

…not that I don’t love Phreak on the team. His approach on the game is awesome

This is the right take