League of Legends

League of Legends Dev Tracker




05 Oct

Comment

Originally posted by Nintz

Just gonna hijack this to say thank you. Way back in 2013, the very first pro game I watched of League was GSG vs CJ Entus NLB Winter finals, game 5, with the legendary jungle/push Heimer comp. Your excitement during that game convinced me to download the game in the first place, and check out some other pro scenes. As you can see, I'm still here. Regardless of where you end up, I wish you the best, and hope you find a way to stay involved in the community.

Glad to hear it!

This is also not a unique story, so I'm glad that Heimer game found as many people as it did.

Comment

Originally posted by AssPork

Thank you for the great memories Julian! I distinctly remember watching you cast the Jensen Ekko moment live in Vancouver. You were so great that series! All the best in your future

My only LCS final on record, but it sure was a banger.

Comment

Originally posted by TripleShines

Hey i've been one of the people that has been very convinced that matchmaking is, to a degree, rigged. Part of this is due to the fact that afaik Riot has never made a statement directly denying that. Can you please state in no uncertain terms that matchmaking does NOT AT ALL take into account things like engagement, retention, match history, or player behavior, and that it focuses ONLY and without bias on finding fair matches and that each and every match is treated as its own entity without bias from previous marches?

If I hear it directly from Riot then I will gladly have faith in your statement until im shown strong evidence to the contrary.

it focuses ONLY and without bias on finding fair matches and that each and every match is treated as its own entity without bias from previous marches?

yes confirmed

if you want to be very technical about it, previous matches will change your MMR based on the result (if you win, up, if you lose, down) and thus influence future matches

Comment

Originally posted by xuankun

Might be unpopular opinion but Pastry is one of my favorite PBP casters. His delivery might not be as 100% clean as it could be but the hype he brought to some of my favorite competitive moments is overshadowed by only a select few.

My favorite moment of his has to be the final 15 seconds of game 5 of WE vs C9 at worlds 2017 Quarterfinals.

Link: https://youtu.be/wLnF6QM9r94?t=2038

"But Mystic, the champion, the hero, of WE will hold on! They weather a brutal storm, and will [?] push themselves to a historic semifinals!"

That line in particular never fails to give me chills and I find myself rewatching that specific clip every now and then just for the hype.

I'm actually terrible at remembering my calls but someone on Twitter (might've been you tbh) brought this one that I'd forgotten to my attention and it's genuinely one of the closers I'm most proud of.

The wildest thing was I was racking my brains for what on earth I'd say if C9 pulled off the historic upset for the whole series that I almost forgot to think about a line for the other team so I think this one I thought of almost right before the game ending play.

Brain works good sometimes I guess xD

Comment

Originally posted by potatorunner

Nice, manual moderation for high MMR would help alleviate some of these issues. I agree with the overzealousness comment as well.

I'll state that matchmaking optimizes for fair matches and low queue times, full stop.

I agree that this is naturally the top priority of a matchmaking algorithm (to get fast and relatively even games with players of similar rank) but if you would please comment on the patent filing that demonstrated the matchmaking algorithm takes more into account than just skill level (https://patentimages.storage.googleapis.com/1a/6a/cf/ae76598bc6da06/WO2014014840A1.pdf).

Specifically this section:

"[0032] In a preferred embodiment, the matching approaches described above can be performed in conjunction with "Rank Pick" as well. An example process 6000 is shown in Fig. 10. Players are first place...

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we don't matchmake using behavioral data at all

Comment

now this is podracing

Comment

Originally posted by RedditIronJungler

This wrong. Pulling camps has more benefits then just clear speed. It's a super important tool for avoiding invades and pulling off risky invades. Going Hurr durr gromp+blue ever clear isn't how it works and understanding when you can double camp and when you can't is jungles version of wave manipulation.

Indeed, safety around invades has gone down. Looks like players have some learning to do around jungle invades.

Comment

Originally posted by Proxnite

Damn, of all things today this was the least expected. He was literally casting not 6 hours ago.

MZ+PT casts will be missed.

Same tbh.

Mark was one of my favourite people to cast with and I've cast with a LOT of different people over the years. I think probably more than anyone else actually, certainly at international.

Comment

Originally posted by MMACheerpuppy

Hi GM here.

Problems:

There are a few reasons the combination of ward tracking and patience changes encourage us to play without teams and not with them, contrary to your goals and objectives. This is mainly because the combination of patience removal (jungle timing variance) and ward tracking (needing the support to do their job) just makes it way easier for SoloQ players to play in almost complete isolation.

Camp timings become almost entirely predictable and this is a problem. You could trick a marketing team into thinking these changes are low elo friendly but you're going to make the game more frustrating to play for those players (because why do we need to play with the jungler if we have perfect omniscience on camp timings, and why do we need to play with the support if junglers have perfect omniscience of ward timings, and how do you now gank your opponents). In competitive league, you have to leverage greater unders...

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Hey,

Just got around to reading your post and I appreciate the time and effort you put into this. I would like to emphasize that these questions and explorations are constant focuses of the team as we iterate through the design process. Please keep in mind that the iteration we have advertised is not a guarantee for what players will see in season 13, things are subject to change as we approach our ship date.

I can not provide hard answers for a lot of your questions/concerns at the moment, but I am actively collecting comments like this and relaying it back to the team. I know this is not the exact answer you are looking for at this time, but I'm more than happy to keep these lines of communication open.

Comment

Originally posted by adek13sz

Jungle companion damage triggers Viego Q's passive every time it damages jungle monster after using his Q (and maybe W) and applying passive to monster.
Buy new jungle companion item. Take Q, Use Q on jungle monster, consume stack by aa-ing the monster, next instance of damage from companion will apply stack on jungle monster which can be consumed (by stack I mean Viego Q's passive).

This is fixed in the next build.

Comment

Originally posted by V8_Only

Hi.

Not sure if this affects anyone else but the pets apply Viego’s Q passive. So an auto attack on a monster will cause the pet to attack and then applies the Q passive.

Fixed this in next build

Comment

Originally posted by Blastedsnake526

Lots of shields are bugged visually such as kassidin q galio w
Theres also kled hp bar being weird

This is being tracked, thanks for the report.

Comment

Originally posted by Oneprogoober

Practice tool doesn't have a "spawn chemtech drake"!

I'm looking into seeing if we can update practice tool. No updates at the moment.

Comment

Originally posted by Taiji2

What is the consideration when deciding whether or not to implement a mechanic like last hit indicators? I do not fully see the difference between indicators for leash ranges, ultimate damage thresholds, and for minion last hits, and I'm frankly not against an indicator that reveals when your auto attack will kill a minion.

So, personally, I would like there to even be tower range indicators.

In my mind, things that do not change or don't have even first-grade math involved should likely just be shown to players. Cho'Gath and Pyke R, for example, is just comparing tooltip number to health bar. For basic attacking minions, comparing total AD to health bar is just as easy and I think it should exist. There could be an argument around things like BotRK/Wit's/Noonquiver making that slightly less trivial and thus breaking the rule, but I think even just doing it based on total AD would be fine.

As for how the Summoner's Rift team--who would likely make such a change--feel, I couldn't say.


04 Oct

Comment

Originally posted by Ikea_desklamp

Actually I do. I think its total BS and removes skill expression from the game by giving pyke a huge "KILL NOW" indicator. Part of being good at cho (before they gave him one too) was knowing your damage threshold to not f up your ult. The game doing that for you is lame.

I feel you, but the game literally tells you the true damage of the ability on the tooltip and has for many years. It's comparably much harder to know at what damage Garen R will kill someone than reading the Cho'Gath tooltip and it saying "823" and going, "K I'm gonna look for 823 or lower."

For any ability asking for anything more than just "read the tooltip" there isn't an indicator. To me, that feels fair.

Comment

Originally posted by ahris00

updating patch notes text styling is unexpectedly nontrivial work because it involves multiple teams (at least, that’s what i thought during my time writing them). kudos to u/Riot_Riru ^_^! this is a huge win for accessibility, too!

OMG I MISS YOU COME BACK

Comment

Originally posted by HawkEye1337

It's easier to target a certain player in a bo5 than a bo1 because you have more info and time, MAD showed 2 main strategies in groups and EG just banned them out.

As though 20+ games in Europe this split aren’t enough?

Comment

Originally posted by WaroftanksPro

I literally put in /s

Rhetorical sarcasm is the exact method people have been using this week to lambast the changes, which made the intent of your post unknowable.

I’m glad you like the changes, though!

Comment

Originally posted by InformalMarch

Mad Lions ain't making it out anyways.

A prescient comment

Comment

Originally posted by WaroftanksPro

I actually don't dislike the changes, I was just making a joke expanding on the parent comment and not trying to argue any sort of slippery slope fallacy

The problem is, your satire (or sarcasm) is indistinguishable from the exact same comments that people mean legitimately.

A substantial portion of "I don't like this" posts simply strawman a hypothetical.