League of Legends

League of Legends Dev Tracker




15 Dec

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Originally posted by AofCastle

Why are you so good?

A more serious question would be:

do feel like you have the artistic freedom to make whatever you want? If yes, do you think that's what lets you create masterpiece after masterpiece?

I know it sounds trite, but Riot really does care about doing things with a player-first mentality - and the stuff that we've been able to do for music really embodies that.

One crucial truth about music that we've always tried to stick to is the idea that everyone has a deeply personal and specific relationship with it, which you can't really fake. So we always try to approach it from a place of authenticity (ie, "Would I, or someone into this kind of music, listen to that?"), while still tying it to a great experience that only Riot could provide. I don't think things like K/DA would have happened had we done it, genuinely, any other way.

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Originally posted by Luna_trick

Important question, who do you main on strive?

Okay, don't hate me but I probably play Sol the most. I just find his oppressive strike-throw mix so satisfying and fun, and the fact that vortex low profiles a lot of stuff is just the cherry on top. Daisuke's vision, too strong.

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Originally posted by skimpyCedarTree

Bloodborne is a masterpiece! As a musician, do you have any thoughts or analysis on ludwigs theme? It’s my favorite FromSoft piece, but I don’t know enough about music to articulate exactly what makes it so good haha

I'm not a musician (creative director) - but what I love about Ludwig's theme is that there's a duality to it that reflects who he is as a person, and the boss fight you find yourself in. The first half of it is loose, manic, and formless - mirroring the feral, bestial nature that overcame his mind. But once he rediscovers his "guiding moonlight", it completely changes. His theme takes on a very composed, waltz-like structure that gives you a glimmer of the humanity that he once had. It literally feels like a mad dance of two hunters in one last showdown.

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Originally posted by kuroturtlez

Are there still plans to compensate the players who didn't receive the 200 initial tokens and 4 orbs? I value the 200 tokens more than the orbs since it'll take me a ton of extra time to grind.

Yes, absolutely. I'm one of those players.

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Originally posted by Sereia_do_Gueto

I couldn't agree more. Almost a week has passed and i'm not even in milestone four playing and winning a few matches every single day.

Depending on when you bought the pass, your Milestone Mission progress may have been reset due to a bug. We'll be compensating players for that lost progress with something soon. I was affected by it too and it felt pretty bad.

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Originally posted by curiouscuriousmtl

Who knows what problem they were solving. Maybe making it more tedious sells more passes. I honestly feel like the game itself being frustrating makes people play more, and they know this. They have no incentives to make anything about the game enjoyable.

We were trying to solve the feeling of a 40 minute loss giving you an unsatisfying amount of progress - the previous system rewarded quick stomps and punished longer matches, which is something we thought was not respectful of your time. The overall tuning should be nearly identical to the previous setup, and so far, the data suggest that the vast majority of players are progressing at about the same pace or just slightly over / under.

A quick note about lack of overspill - this existed in the old system, and also exists here. It's a sh*tty limitation of our mission system, and it's something we are going to address in the future. I can't give you an ETA because it's the final week of the year for Riot, but this is something we absolutely want to fix because it sucks.

It has been somewhat masked in the past by the fact that objectives weren't always consistent mission to mission (e.g. Mission 1 could be earn gold and Mission 2 could be vision score) so overspill di...

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Originally posted by PanderPower

What are your guys' favorite non-riot video games?

Gosh, I like a lot of random things. I'm going through Bloodborne again in advance of Elden Ring (tfw no CNT). Just beat Ludwig.

Besides Souls games, I'm a big fighting game fan. Play a ton of 3S, and some Strive now and then. Love JRPGs too - Earthbound and Final Fantasy Tactics are my favs.

And obviously, music games - especially old school 90's era Bemani type stuff.

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Originally posted by QueenCroco

Remember when they promised they would tailor missions to roles?

For example:

  • Have a vision score of 50 in a single match
  • Have 250 cs in a single match
  • Finish a game with the highest damage share

Missions like these were supposed to take over the generic "win 3 games" ones. Everyone got excited, then all we basically got was "play dawnbringer yasuo, or win 10 matches"

I can't provide source, I believe it was mentioned in one of the season roadmaps about 3-4 years ago.

So, when we try to do this type of stuff, we see players getting really upset that they're forced to play a "role" in order to do the mission effectively. We don't want missions to warp player behavior or change the way you play to the point that you're not having fun any more, and the more granular and "interesting" we get with missions, the more they tend to feel this way.

This type of feedback is why we rely so heavily on "or" Missions. Do a thing that is a little out of the norm to complete a mission quickly, or just play the game and complete it more slowly. It's interesting, because it begs the question:

What are Missions actually for? Are they meant as just daily / weekly reward dumps that don't encourage you to do anything different? Should they be mini-challenges that break you out of your normal gameplay patterns to try something new and reward you for it? Can they be both without delivering an unsatisfying experience?

I think, in general, we lean...

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I've been talking to a few folks about the Debonair pass changes, and on this note in particular since to me it has echoes of the first-week Sentinels tuning situation. The team explained that the problem is that the smaller we make the numbers for the repeatable token missions, the more points get lost to rollover.

....which itself is obviously a problem, and as easy as it seems like it should be to solve, there's no cumulative "points" tracker in the background. Changes during the mythic content overhaul will mostly address this, but that's not here yet :X

(As an aside, I do want to confirm the rollover thing is not a secret tactic intentionally built to sneakily squeeze more games from y'all--if we wanted to do that it still would've been better to implement rollover because then we'd have much finer control over how many more games you have to play. We don't get anything extra from people who land at 0 rollover loss or just a couple points' worth.)

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Originally posted by DevastatorDerekK

I'm good at Vis charge Q but I struggle with Pykes I even time the waves and use it out if stealth, I also can't do the hook E combo to stun and I miss ult a lot. I actually used to play him a bit when he came out but if I have one traumatic game I'll stop but I wanted to try again since my teammates only ever wanna play adcs or APs, I like to bring utility or tankiness

There's no secret to landing skillshots. Just gotta practice!

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Originally posted by gigZ2g

To counter that: he has not seen my pyke. I usually go 6/14.

I am both of these Pykes

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He's not that strong on ARAM because of how frequent there are minion waves and how many people there are, in that regard, other hook supports are stronger. Pyke's only super strong if he can actually execute people or use his E, both of which become tricky when he's always around 5 people.

What are you struggling with in particular?

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Originally posted by DiusFidius

I'm honestly surprised that this wasn't already on the radar. ARAM has been around for many years, and this is an annoyance every ARAM player will experience, and the solution is pretty obvious and straight forward. I know it's not a big deal, but beyond that is there some reason it never got brought up before?

Game dev is a long and complex process, especially when our game is updated extremely often. 2 weeks may sound like a lot, but it needs to run though various teams like QA, Localization, etc before we can even consider shipping it to players. Because of that our structure needs to be very, very rigid. We have to plan all of our products fairly far in advance in order to not only maintain our normal patch cadence and update cycle, but also implement new products (like new champions, reworks, item updates, etc). The reality is these types of changes need to be discussed and we need to make sure they are right for the game because we proceed, because no matter how small a change might seem or how much of an easy win it appears to be, we can't just ship it willy nilly. Even just having these discussions is a certain time cost, and so its never just as easy as thinking up a change that seems popular and proceeding with it.


14 Dec

Comment

Originally posted by F0RGERY

What is the "Ally regen" in reference to for Pyke? Do they mean the %hp stored when around enemies?

"Pyke stores 10% (+ 0.25% per 1 Lethality) of the post-mitigation damage he takes from enemy champions as grey health on his health bar, increased to 35% (+ 0.5% per 1 Lethality) if there are two or more visible enemy champions nearby" straight from the wiki

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Interesting idea and as others have said this is already implemented in Wild Rift. We have passed it along!

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Originally posted by duckdimmadone

Its useless on most champs, but the champs that can use it use it very well, I'm guessing this nerf is mostly because of karthus

It's not even Karthus's best keystone.

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Originally posted by Abd5555

Please let the kai'sa buffs be hybrid build buffs

👀

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    /u/Reav3 on Reddit - Thread - Direct

Originally posted by PeanutPotPlant

Sorry, do you mean the champion roadmap will be coming this week or the ruination retro blog?

The Ruination retro


13 Dec

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Hey all, I wanted to say that we really appreciate the discussion around Firelight Ekko's lack of SFX. We completely agree that SFX are a standard and expected part of an Epic (1350) skin, and leaving them out was an unfortunate mistake on our part due to a miscommunication internally. While we do everything we can to avoid delaying content, we're going to hold off from shipping this skin for a few patches to work on adding new SFX. This also means the skin will come off of PBE for now.

We are also going to take advantage of the extra time to address some of the other feedback we’ve seen on PBE including a unique homeguard. Homeguard animations are a feature that we have included on a very limited set of Epic skins when we feel it meaningfully helps sell the fantasy in a way that we couldn't otherwise. I want to reinforce that this level of scope is not something we can add during a regular PBE cycle or to every Epic skin due to time constraints, but we're also in an unusua...

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SMH ADC is so weak.