League of Legends

League of Legends Dev Tracker




13 May

Comment

Originally posted by MCrossS

In the same lists and sharing the same modifier in heal/shield %, but I see your point. Looking at the list it generally appears to be true, but then again that very pointedly singles out Janna with a 45 reduction on E which is more than 20% loss of base value.

Fixed

Comment

Originally posted by MCrossS

Healing and shielding aren't the same, though. I don't think there's an easy answer to this, but I'm wondering if you guys aren't making a fundamental mistake by lumping in those two mechanics together, even though at a glace, the added effective HP added to a champion doesn't really care if it's permanent HP or not, that's already accounted for by the abilities themselves.

For instance, if you're nerfing healing hard on the basis of healing reduction being prevalent, doesn't that make the shield nerfs harsher in comparison, considering there isn't grievous wounds to speak of (disregarding the atrocity that is Serpent's Fang)? Just food for thought, I'm very unsure what the result of this is going to be.

If it ends up being necessary, are you guys going to return power to the affected abilities or look elsewhere? Because that's another concern of mine.

They are only lumped together in the sense that they are in the same lists. When we went through and nerfed champions, shields are nerfed less than heals on average because we expect healing to be comparably more buffed (mostly due to GW adjustment)

Comment

Originally posted by Lagmaster0

It kinda feels like a replacement for old oblivion orb which I like. The flat pen felt missing on my mid karthus build until shadowflame. :)

Yep kind of filling a similar slot

Comment

For folks wondering "why rito nerf my champ they are weak???":

The majority of the champion specific heal/shield changes are intended to be POWER NEUTRAL. Every champ in the game is getting more Armor and MR (more EHP) + grievous wounds is being nerfed (less healing reduction). This means healing is overall BUFFED. The reductions are there to account for that. We'll be monitoring if any champs end up super nerfed and following up in future patches.

Comment

The intention of it is to be a good item to buy against squishies and squishies receiving shields (Lulu, Janna, etc.) It's not meant to be particularly good against Sion (that's why it has Flat MPen). Having said that, it's also not meant to carry much power budget and mostly for flavor, since I didn't want its usefulness to be dependent on whether an enemy team comp has shields or not. (That might have been a bad choice)

We didn't want to increase the prevalence of Serpent's Fang effect, because it is harmful to champion design. (Frequently use large shields as functional invulnerabilities)

Comment

Originally posted by Moonlitekilla

Pastry dropping the entire "whelmed" bit from 10 Things I Hate About You was hilarious

We were in Europe and everything!

Was never getting away from that haha

Comment

Originally posted by tankmanlol

And play yuumi with feet?

Meow.


12 May

Comment

Originally posted by Swaamsalaam

• Server: EUW

• Type of Bug: In-Game Bug

• Description: Heimer's turret count shows incorrectly on the ability

• Reproduction rate: 10/10

• Steps to reproduce:

  1. Go in game as Heimerdinger
  2. Place a Q turret

• Expected result: Turret count on the HUD goes down by one.

• Observed result: Only the turret count ABOVE the hud goes down, not the one on the ability.

This is a known and tracked issue. Thank you!

Comment

Originally posted by Shadowofthedragon

Server: NA

Type of Bug: in game

Lethal tempo does not proc on clones (only item or rune to not work on clones)

The easiest way to reproduce it is play Illaoi in the practice tool, press E on a target dummy, auto attack the spirit (which is considered a clone)

Expected result: auto attacks on the spirit stack lethal tempo

Observed result: lethal tempo isn't procced, doesn't stack.

Reproduction rate: Happens every single time.

Nice find! This is ticketed and tracked :D

Comment

Protip: tie your hands behind your back.

Comment

I have a horrible feeling G2 are going to crash and burn because they aren't being given enough opportunity to get the int out early in groups

Comment

Originally posted by Jozoz

Fixed a bug where Shyvana’s Q - Twin Bite’s second attack would not deal damage if the enemy was running away from her

Wtf that's massive.

Prayge, Shyvana is saved

Comment

Originally posted by Virtual_College9404

I’ve literally never seen it called that and I’ve played for like 7-8 years

They are the old names and the ones that we use in-dev because thats what they are called in the files.

Comment

Originally posted by Weakonomics

Or summoner spell book bug Summoner has switched Exhaust to Season_12_Ugrade_Teleport_Name

Unrelated issue, but known and tracked!

Comment

Originally posted by PlotShield

Still no Ornn passive fix with item names and descriptions. I guess I’ll keep buying display_game_item_3233 again

Also a lot of those descriptions that do work are outdated or just wrong. Its a known issue that will require a large overhaul of how the system works, but we are working on getting it done :).

Comment

Originally posted by Namulith94

It really seems like a 40% nerf on illaoi’s heal is completely over the top. I get that effective health on heals gets better when champions are tankier, but the nerf goes so far past that extra effective health to the point of absurdity. It doesn’t make sense to me to nerf her due to the gw nerf by essentially putting a constant unnerfed gw aura on her that stacks with actual gw. Do you have any context for why she’s seeing a 40% heal nerf while 90% of the roster is seeing it in more the 10-20% range that’s actually in line with durability increases?

It's intended to be a nerf from 5% to 4%, not 5% to 3%.

The target here is nerfing heals from around 10% at level 1 to around 25% at endgame; not all champion spells have the tools for us to nail that perfectly. She definitely should not be nerfed 40%. (We used a different target for shields, as heals are also accounting for Grievous changes)


11 May

Comment

Originally posted by NitronBiohazard

Iirc the durability changes were intended for preseason and ended up delayed. Was apparently explained on one of the devs streams about why it was delayed.

We started exploring them around when preseason shipped. This was the earliest patch we'd have been able to ship them since we started that investigation. They were never at any point intended for last preseason.

Comment

This is an absolute bloodbath of nerfs to compensate on the advantages champions get that prioritize on shielding and healing after the whole champion durability buffs.

I want to really emphasize the bolded part here. If we don't act on healing and shielding, their relative power levels go up quite significantly and champions with them end up much more powerful relative to champions without them, so we've applied an across the board (with only a small handful of exceptions) approximate nerf on all of them. We additionally elected to go slightly further on healing in order to allow us to nerf grievous wounds, which we feel has been tuned inappropriately too high for a while now (but which requires something like this amount of retuning when we nerf it, so has been difficult to get traction on).

Some nerfs are clear placebos however

These numbers changes are not intended to get you...

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Comment

This data is probably still a bit misleading because its early on, but as others have said his tank build was historically drastically better.

Comment

Originally posted by Pletterpet

Kinda woried riot is going to completely forget that most mages are going to be hit hard in 12.10. Let ad assasins be weak for a couple patches please. I want to be able to play Orianna again

A big part of my work these past few months (and the upcoming months) was helping ensure we have no blind spots.