League of Legends

League of Legends Dev Tracker




04 Jan

Comment

Originally posted by Kierenshep

Are you still with league as a game designer, or another game?

I work at Riot on the Summoner's Rift Team as a game designer. I made the changes to Axiom Arc, Horizon Focus, and Xayah that are coming in 13.1 (someone else directly implemented them).

Comment

Originally posted by Actually_Godlike

Not gonna complain about it getting an AP buff, but I was hoping for its ability haste to be increased myself. Any chance we'll see more items for mages with Haste, or Haste increased on some other items now that it's been reduced on archangels as well?

I chose AP over Haste because the item tends to beat Shadowflame when Vel'Koz etc. are playing support and slightly underperform to Shadowflame when playing mid.

So I pushed the item toward things like wave clear and burst in order to make it a better farming mage item.

Maybe the item is actually just overall better served as a source of haste but I didn't think any more deeply than the above.

Comment

Originally posted by 2th

Horizon will remain a bad choice so long as it stays bugged as hell though.

So I looked into Horizon pretty extensively. It’s pretty much tied with Shadowflame on all the usual suspects. This buff should make it clearly dominant and usher some players to try it out when they otherwise wouldn’t.

Longer term, I want to fix the bugs. But your statement isn’t accurate. It can be good even with the bugs.

Comment

Originally posted by pointeringed

I wonder if Phreak was negotiated with either. Pastrytime said it wasn’t his decision to quit, Dash says the same.

What are Riot doing?

If I wanted to cast in the same capacity (assignments, pay, etc.) in 2023 I could have. I chose to become a game designer.

Comment

Hey G2.Romain here, does anyone know those guys or has any way to reach out to them?
We would like to play versus them.... for science

Comment

Originally posted by K4ntum

You'll be dancing around with the other team next to an objective, suddenly this red stain pass by at mach 10 and your health bar disappears. Aatrox is bad against a team that can kite him, Vlad can safely get inside your team and it takes 1s to unload everything.

The only reason Vlad isn't as strong as Aatrox is that Vlad needs items.

“This red stain” LOL

Comment

Also on this list is a Xayah buff. I picked it up after the tweet was sent.


03 Jan

Comment

Originally posted by TifaChan7777

CPU: Intel Core i9 9900K

GPU: NVIDIA GeForce RTX 2070 SUPER

GPU driver version: 527.56

Reproduction rate: Every game

What overlays are you running: Nothing

Did running the game in DX9 mode help?: No

Did running with SMT/Hyperthreading turned off help? No

Logs:
https://drive.google.com/file/d/1iAXqEzaMV6FGOCsoh5Oo1Y82H8PdGOSN/view?usp=sharing

The issues started around 1year ago, before that I always ran LoL without any issues on highest settings on 240+ FPS. Would love some help, since I am suffering and I feel like I tried everything. Checked hardware, deleted windows and played LoL only with drivers and nothing else installed on PC, had FPS specialists look over it, updated bios, and what not... pls help :(

What seems to be the issue? You are running at a pretty solid 7(ish) ms per frame, with a few (rare) spikes. So, around 140fps. This is pretty normal for your CPU. You are running with frame capping on which will artificially limit your frame rate. Is that intentional?

I doubt you could ever run an entire game at 240fps - it would start at that rate, but would slow down as the game progressed.


30 Dec

Comment

Originally posted by FruitfulRogue

I don't know, it just doesn't feel well thought out.

If you're behind, and somehow manage to ace the enemy team while they're at or around your inhibitor. By the time you get to their first tier turret with a wave, they've respawned and hexgated to it already.

So the progress you've made in regards to objectives is close to null. In the past you would have at least gotten some damage onto the enemies first tier turret whilst they run back.

It makes comebacks feel nigh impossible, and makes games feel dreadful to play. I really think the balance team struggle with understanding games should be fun, and not just about a theoretical balance.

Right, that’s why the death timers were increased. I’m not arguing it was a perfect solution, I think it definitely needs some tuning or another solve, but the intention was to solve that problem

Comment

Originally posted by Masalar

Yeah, while I understand the intent, losing one fight at like 15 minutes at the opponent's base and them having time to run all the way back and take your nexus feels real bad.

Agree if that involves taking the outer turrets as well. Death timers are only 3 seconds longer at that stage, so it’s not like you couldn’t go coast to coast in that time previously. Being able to take multiple turrets and end the game before they’re up is probably a bridge too far though

Comment

Originally posted by Masalar

They've said part of what hexgates are solving is some champs (such as assassins) needing flanking opportunities to be powerful. By giving them said opportunities they can then take out some of the percent buffs they're receiving. Whether it's overall a better solution remains to be seen.

Yeah this is the intent here. The flanking positions should give assassins more play at a baseline, so they shouldn’t need the balance buffs. There is follow up to be done on that side.

The death timers (which again, we’re going to look at) were to address the knock on effect of changing the map proactively. Definitely possible we overshot and didn’t need it


29 Dec

Comment

Originally posted by raphelmadeira

Hello, in the tests did you guys verify the possibility of the inhibitor tower also blocking the passage falling on the opposite side of the first tower?

It was pretty clear that the one tower falling was going to have a large impact, so rather than mix up the whole map, we wanted the terrain to impact a specific part of the map and leave the rest as is.

Comment

Originally posted by WitheringAurora

I feel like a massive issue with the hexgates is the fact it gives the winner a major advantage. Before you had to carefully fight, and strategically take out the enemy team to take down the first turret if you were behind. Now they can just sit under tower and wait until their carry gets back. A lot harder with tanks now too.

It definitely does. I think the death timers, as frustrating as they are, are the counterbalance here. I don't think they're doing a great job (clearly they're frustrating), so we're going to be doing some resting on alternate solves.

Comment

Originally posted by Naerlyn

If this is supposed to be a comment about how many words Bel'veth has on the wiki, the Details section of Illaoi's E alone contains 15% more words than Bel'veth's entire kit. 45% if you then also include the ability.

I see folks also use the wiki as their source of info for learning what a new champ does from scratch, which it's not the best at since it has way more detail than is really needed to get going. The client is a better resource for this since that's what we write those short descriptions and include videos for. Once you have the basic grasp of what a character does, the wiki is great for hunting down the details if you want to get into optimizing playing as and against. For all that Bel'Veth passive text, the client description is

Bel'veth gains permanent attack speed stacks after taking down large minions and monsters and champions. She also gains temporary bonus attack speed after using an ability.

and that's enough detail to grasp it. If you're now interested in "how do I optimally cycle my abilities to keep passive uptime", or "how does Riot numerically tune infinitely scaling attack speed" you can read the wiki version.

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Comment

Remember that many of the ASU champions have 10+ skins. It's not just 1 champion, it's essentially 10 champs (especially if any skins are legendary).


28 Dec

Comment

Originally posted by dyldoshwaggins

i thought they removed the akali q during e?

I'm basing this off of "I havent played Akali outside of ARAM in a few months" so you might be right

Comment

Originally posted by genesiscz

Ok, turned that up. I get that it could be CPU limitation, but shouldn't it at least use around 100% of one of the processors?

https://drive.google.com/file/d/1DzIWZvON8-kpuTFEnEQ3yTSEZYNB6yPx/view?usp=share\_link

No. The game doesn't lock to any specific cores - we let the OS move the process around to whatever core it sees fit (there are various reasons for that - power/heat management being one of them). The graphs you see there are averages of CPU load. If you locked the Lol process to one core, you'd probably see it hit 100% then (but that wouldn't make the game run any faster)

Comment

Originally posted by genesiscz

Okay, I moved it back to my SSD just to be sure it wasn't caused by this. Turned of SMT. Now, after rewinding 10 minutes (not locking them up), I am at about 135 FPS looking at them and 160 when I am not. Seems fine now. I am going to try ranked and will report back if the problems still happen. I always thought the minion position is done strictly on server side, as they stop when you disconnect from the internet for example.

Don’t turn off SMT. That was only to fix a bug which is no longer in the game.

Comment

Originally posted by genesiscz

The worse part is that it doesn't happen only when the minions are on screen. They just have to be in the game to cause that slowdown, which is weird I think. And still, my GPU is under 10%, CPU too.

You also said this is not the same issue as the second-or-so-long stutters. So you are aware of that one too and will be resolved? Or is it something not related to LOL? That started happening after I updated my BIOS and moved LOL to another harddrive. It happens once or twice a game but quite badly. I see that the frame freezes when damage popup is shown (as my E approaches anivia). This example is NOT THAT BAD, there are much worse examples, but I didn't manage to clip that.

https://drive.google.com/file/d/1klCf3SubkK11nulk7iI4CT-Z5VHMarAX/view?usp=share\_link

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Yeah. Its not the cost of rendering the minions that is the issue, its the cost of pathfinding and logic for the minions. So they don't need to be on screen.

CPU and GPU at 10% sounds about right (depending on hardware). LoL is not GPU limited, its is CPU. And if you have lots of cores (which you do) then LoL will run one core at 100% and a few at lower percentages, which will translate to about 10% CPU.

So you moved your install to another drive? How fast is that drive? If LoL loads something mid game (which is bad, it shouldn't do that but does sometimes happen), then it could stall the frame while that load happens.