League of Legends

League of Legends Dev Tracker




18 Dec

Comment

Originally posted by butthurt-fanboy

Night harvester galio is staright up trolling

Maybe but Galio also isn’t really a “kill your whole team” kind of champion like Brand, Fiddlesticks, etc.

Comment

Originally posted by hhhumz

Thanks for the detailed response. With regard to the goal of a "long-duration teamfight" for NH I might suggest adding a passive to it that rewards/encourages hitting different targets in a team fight. Instead of tacking on more damage (since I think most players will agree the burst from items is too high already), maybe it could give something like % CD refund on basic abilities, or giving increased AP or AH per unique target hit. Somebody can probably come up with something better, but these are just some ideas.

Technically that exists with the MS on hit but that may not be enough.

Comment

Originally posted by funslammer

The problem imo is that rocketbelt just outperforms nh in nearly everything. Magic pen, dash, aa reset, movement speed. The incentive of buying nh just isn’t there even with the damage passive against multiple targets. Imo the items are to similar and NH lacks a lot of bonuses which Belt provides.

Yeah that’s reasonable.

Comment

Originally posted by Need2Sleep23_

So, does that mean the sample size for top yas/yone is still to small to justify adjustments?

Idk that’s be up to the designers ultimately. I know they don’t like choices being choked out but they’re also ok with players finding new tools and feeling excited to use them.

For reference, Hail of Blades kinda breaks the expectations around Q cooldowns since it’s instantaneous. 6stacking LT still takes 5+ seconds of combat and only your 3rd or 4th Q really benefits from the CD change that much.

Personally that feels palatable on a combat design perspective. At that point it’s just about winrate and choice comparison.

Comment

Originally posted by amasimar

Night Harvester's goal is to be the long-duration teamfight reset item

So, where's the long duration resets? Right now it's "hit enemies once with 200 more damage and get negligible ms boost for a second", if it got reduced with kills/proccing multiple times in a short time then we could talk about resets, but right now it's only "deal more damage" type of mythic (really fits the narrative of mythics impacting gameplay xd), Rocketbelt gives you more damage output with only the passive Pen, on demand dash+ms to catch up with enemies

I’d argue the resets are just built in. Like imagine instead of 40sec per target it was just 40sec resetting on takedown. It’d hit that fantasy but just be weaker at the job it already tries to do.


17 Dec

Comment

Originally posted by popegonzo

Riot has talked about their playtesting team before, with former pros & high elo players & whatnot. I wonder if they've done tests with environment variables in place - what does the game look like if all damage is reduced by 10%? What does the game look like if all healing is reduced by 20%?

My theory is that if they reduced all damage by 10%, they'd actually see kills & action go way down, because what are now tiny windows for survivability would be way larger, even with just a little bit of damage pulled off the top. Maybe that would be good for the game - more macro, adjusting risk tolerance to allow more big fights. Or maybe it turns everything into a slog & no one bothers fighting.

We have recently playtested with all damage from champions to champions reduced by 20%, and all healing and shielding reduced by 20%. Some findings:

  • Late game fights and especially teamfight become more legible and engaging, with better structure.
  • Tanks become very overpowered.
  • Healing becomes much more powerful - even at -20% healing, each point of healing is much more valuable than on the live game.
  • Burst mages (especially ones dependent on a single rotation - Lux is a prime example here) quickly become borderline useless and it isn't clear how to buff them without undoing the reduction in damage output.
  • AD assassins migrate to pure glass cannon builds to remain above burst thresholds - ironically, if AD assassins are common in the meta, the game could feel even burstier as a result. I don't think we got any clear read on AP assassins.
  • Lane phase yields mixed results; there are more lanes where nothing ever happens, but ...
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Comment

Originally posted by DomsBigDuck1

On PBE, i believe there were some changes to Janna, one of which was to remove the E cooldown reduction for landing a knock up. Is this something that is still being considered for her rework?

We pushed it back a patch to allow us to respond to feedback. I don't believe we've made final calls on what mechanics, if any, will change as a result, though.

Comment

Originally posted by Drakkros

Oh don't worry. If we actually end up with a tank meta this subreddit will relentlessly cry about it too.

This is honestly the hardest thing about working on League - nobody is actually a League player, they're Kindred-Shyvana players and Kled-Pantheon players and Yasuo-Yone-Zed players and Tristana-Draven-Samira players, whatever their position preference and champion choice is.

This is a strength of the game and a big reason it has so much wide appeal, but it means that for any given player, they're running into unfair-feeling games routinely and then seeing Riot not do anything about, and it means we're always balancing one player's needs against another's. There are very few unequivocal wins for us to take and most decisions we make hurt the game for someone.

Comment

Originally posted by HalfAssResponse

while tank meta is a boogeyman to riot, they have been indirectly buffing tanks in the last season and though they are still mostly unpopular, most engage supports, tank junglers and a select toplane tanks and semi tanks (shen) are "sleeper" op picks

tahm, mundo, shen

zac, seju, amumu (low elo)

maokai (engage support)

those are one of the strongest picks right now and shouldnt be slept on

Just to be clear about what the actual boogeyman is: the state we want to avoid is games where the actions you take in the gameplay (both moment-to-moment and at a broader strategy level) don't really matter.

This can happen when burst damage is so high that the correct play becomes staying far away from enemy champions for extended periods of time, and that's why we're investigating it right now.

But it most easily happens when defense outpaces damage - hitting individual skills matters less to the outcome of a fight, so fights become more stat-check-y; because fights become more of a stat check, it's easier to know that you shouldn't fight for very extended periods of time; it's much easier to start a comeback by picking and killing a fed glass cannon who is running over a game than a fed tank or juggernaut in a tank meta.

Comment

Originally posted by Valkyrai

It's funny how they're so gentle around the subject of lowering damage like it's a boogieman. No really you don't have to reassure us there won't be a "tank meta". Most people know you'd never allow that.

I'm aware that I don't have to reassure this subreddit on this topic, but yes, it really is going to be a controversial topic with the larger playerbase.

Comment

Originally posted by iHaveRyzenAbove

Our next two projects are Janna and Ahri early in the year, two previously popular champions who have fallen out of favor lately.

I'm not a big fan of this reasoning. I don't think Riot should change champions exclusively to make them more popular. If there are other reasons, sure, but increasing popularity only winds up hurting champion mains in the longrun. It's not like either of them are super unpopular either.

The cycle of reworks -> the champion becoming meta so you can't play them as much -> overnerfs that leave the champ worse than they were originally isn't an enjoyable one if you main a champion.

I don't think Riot should change champions exclusively to make them more popular.

I agree with this statement. It's hard to get much nuance into a blog post with this many topics.

In the case of Ahri and Janna, we're working on them because we believe that players who they have previously resonated with aren't enjoying them as much anymore. The goal is make them feel fun and well-supported. We do expect that if we succeed with this work, they'll be more popular, but that's a secondary effect.

I do want to be careful talking about concepts like who champions ought to resonate with - there are a lot of confounding factors and in Janna's case survivor bias is a real concern - she has lost approximately 50% of her pick rate since we pushed her lane phase so hard towards repeatable point-and-click harass, which implies that a lot of people who previously enjoyed Janna were hurt by those changes, but certainly some (most?) of her current...

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Comment

Originally posted by mildenmiles

I'd love something close to PC music or hyperpop. I don't see where you could fit that though. xD

That sounds like a challenge.

Comment

FWIW the winrate difference for LT vs. Conqueror on Yasuo mid is 0.2%. For Yone mid it's a small but more meaningful 0.9%. Though in both cases, Fleet Footwork is +/- 0.1%, so we're pretty much just within variance and it's not like LT is completely warping these champions' power levels.

That said, the numbers shift more toward LT for top lane where auto attack trades are much freer but that's also the less popular role for both champions.

Comment

FWIW, the intent for Rocketbelt is that it's the single-target access item. It's meant to be the burstier "I'm going to get you" option. Its success on champion like Akali (who largely just get their one kill with E+R) speaks to this item doing reasonably well there. Obviously it also fits the "I just need target access at all" crowd, like Fiddlesticks, Singed, and Galio.

Night Harvester's goal is to be the long-duration teamfight reset item. It's why its damage is per-target and why its mythic passive is ability haste. It's meant to be the long-term one. As further evidence, Rocketbelt has a once-per-teamfight cooldown on its active and is never reliably going to hit more than one target. Thus I think flat pen would not make sense for Night Harvester's initial goal. If NH users are meant to eventually fight everyone, flat pen is not the stat for that. Haste does make more sense as an "I'll get to you eventually" piece.

Now that's not to say Night Harvester...

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Comment

Originally posted by raphelmadeira

Hey u/GalaxySmash how are you?

Could you please also send this Aram update to the team? It's related to the bonus, I've been talking about it since the beginning of the year but until today they haven't changed, I believe it didn't make it to the right team.

https://twitter.com/Raphel/status/1345172362694688775

Thanks!

Merry X-mas! <3

Thank you and I will pass it along!

Comment

Originally posted by axolotl_the_idiot

Also don’t forget that he has 3 dashes, 2 cc abilities, shield and percent dmg based on enemies hp(if that wasn’t changed), straight up zed ultimate but with true dmg, his ult makes you stand still even if you unstoppable, decent early game good mid game and late game. I hope I haven’t missed anything

FWIW Zed ultimate is also the "same amount" of true damage.

Both abilities only pass through resistances once. In Zed's case, I believe it stores all the damage pre-mitigation, then passes it through armor for the pop, and for Yone's case it passes it though post-mitigation, and so it's already gone through armor/mr for the pop.

TBH just to make players feel better about it, all abilities should probably work Zed's way because of posts like this. I'm legit not flaming you. It's just not really that intuitive. But they're functionally identical except for generating posts like this.

Comment

Originally posted by RedditIsTooEasy

shieldbow followed by ldr and u have the best tank slayer at 2 items.

Imagine building LDR on Yasuo, though. Like I thought Yasuo players weren't very smart (trust me, I am one) but that's a whole new level of just giving up on rational thinking.

Comment

Originally posted by Naerlyn

No, this is specifically a Krakenslayer bug that isn't related to Pantheon.

Bring It Down stacks and triggers its effect on-hit instead of on-attack from basic attacks that do not utilize a projectile.

So, for instance, Pantheon's W treats it as being on-hit, and Viego's Q-passive treats it as being on-hit, when neither should, and that's why the incorrect number of stacks is granted in both cases.

Pantheon's W behaves normally and consistently as is, there's just an item that's bugged by itself, and that bug has nothing to do with Pantheon. And if anything, Pantheon's W works consistently for the bugged version of the item.

AFAIK Kraken Slayer's interaction here is intentional: it's meant to be functionally on-hit for melee champions and on-attack for ranged as a melee/ranged balancing lever.


16 Dec

Comment

Originally posted by Skywest96

Just wanted to say thanks a lot for the Diana Sessions. Diana is my favourite champion by far and I've been an OTP since season 5. I really loved the animation and the playlist. It was really great !

Thanks so much! She's awesome and it's great to explore her inner world/imagination.

Comment

Originally posted by BlackberryPlenty5414

Will we be seeing more Jorn Lande in upcoming works?

IMO Jorn is indelibly tied to Pentakill. I would love to see him continue as long as PK goes. Which is hopefully for a long while.