League of Legends

League of Legends Dev Tracker




01 Sep

Comment

Originally posted by AcceptableQuality0

The new patches are confusing, rumble is on the buff list and yet u guys remove his attackspeed on overheat wich made him good in duelling... Also talon is on buff list but hes gets gutted for lane 4th time in a row ( another midlane nerf) why that?

New post should show those changes that are not just straight buffs as adjustments now.

Comment

Originally posted by Sp00ky_Senpai

This is small, but: with no way to copy/paste from client, the online match history was the best way I knew to scout people with funky characters in their name in clash, since I don't know of a way to highlight and copy text in the client. You'd find one of the games in their clash history, view that game in the web match history, and then you'd have actual text you could copy over into opgg or whatever.

Does anyone have other ways they handled this? If it's the first game of the night and the person with funky characters isn't in someone else's match history, I'm not sure how we're supposed to scout them.

/u/RiotTuxedo I know this probably isn't your department, but if there isn't an easy solution I'm not thinking of, could you pass this concern to the clash people? just being able to copy names from the scouting screen would be a huge help.

I'll pass that feedback along. I'd also suggest googling and searching for a Clash tool if you're looking for scouting info. There's several sites that do this and you'll want to find the one that you enjoy, but if you don't already know of any I'd check out https://www.lolvvv.com. I remember talking with them when they were iterating on their Clash tool they seemed to be pretty passionate about Clash scouting.


31 Aug

Comment

Originally posted by TreeKeeper15

Why is the match history website being taken down when it provides more information than the client? Some things, such as build order, are only online, and that sucks.

Over the years there's match history website has suffered from a lack of strong ownership resulting in a lot of bugs that never really get fixed. In my mind, there's two possible solutions: 1) we decide this product is super important to the player experience and prioritize maintaining it over other opportunities OR 2) we decide community developers do this better than we do and we get out of the business of maintaining products that community developers have done and will do better than we could.

I'm a huge advocate of APIs and sharing data and in my mind giving this problem space to the community is what's best for players. Basically I believe in competition and I think a community of developers competing to build the best match history website will result in some kick ass tools for players. Not just now, but in the future as new developers enter the space and try to outdo their predecessors.

Comment

Originally posted by Abarn279

Any idea why y'all scrub custom games of usernames and such when regularly quieried by game ID? Is it for the purpose of hiding things like scrim results for high level play, and it just happened to trickle down into everything else?

I run an amateur league that doesn't use tournament codes so I put together this janky-but-solid solution that takes in match ID's with metadata (mostly player names associated with each position), grabs the private game data using match ID, and massages the two together:

https://github.com/Abarn279/tcl-data-aggregator

Obviously the real answer to this is implement the tournament code API, but it still doesn't fix the issue of not being able to pull up old scrim results and such through customs without a 3rd party implementing oauth

In general, custom games are considered private. The old system which allowed custom games to be viewed if you knew the game id is a poor security practice which is typically referred to as security through obscurity. In essence, we allowed people to view custom games if they knew their id but if we truly consider custom games private we should properly secure them. If players believe customs games shouldn't be private, then the...

Read more
Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Spideraxe30

Are you happy with where champs have landed so far this year? Since engagement at least seems pretty solid so far.

Overall yeah. Viego landed exactly where we shotcalled. So did Mundo (we weren't looking to increase Mundos B/D, just modernize him while keeping the same B/D) Gwen was also right on shot call until we nerfed her due to proplay. I think she will get back within where we expected, but we likely have to do some Pro/SoloQ tweaks to her at some point to get her back

Comment

Originally posted by Abarn279

OK nobody is talking about this but this is a BIG issue for anyone who runs amateur leagues in customs. Client match history only goes 20 games back and the web match history is currently the ONLY way for you to pull history for your own customs. opgg does not work for this as the riot Api doesn't support pulling custom games for a player

Cc /u/RiotTuxedo

We're also looking into solutions that will allow players to query for their own private custom games with OAuth tokens through the Riot Games API. These are tokens unique to a player which allow us to ensure a player is looking up their own match history. This solution is something we're looking into but wasn't a requirement for deprecating web match history. In the interim, the tournament code solution is what should be used to create public custom games.

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by mazrrim

ah I see, is this a continuous line for each patch since launch? What does the thickness of the line indicate?

It would also be a lot easier to visualise if there was a direction arrow on the line if the patches since release thing is true.

The thicker the line the more recent the patch

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Spideraxe30

Could you share the B/Ds for this year's releases so far like Viego, Gwen, Mundo etc, was there a marginal increase in engagement from releasing champs tied to one another

It's hard to say since so many things factor into a champ engagement

https://imgur.com/a/G4KGCq4

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Zoli_Ben

Hey Reav3, can you please send me current state of Dr. Mundo, Nautilus, Volibear and Mordekaiser? Thanks a lot in advance if you do, would help a lot right now!

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by mazrrim

Does the really small line going right then up mean there are a really small number of neeko players who play her a ton (~2.2x more than the average player of a champion?). Do all champions have a similar branch off.

How does this graph have multiple data points for Breadth in general, especially with multiple data points on the same Breadth? How can Neeko have a Breadth of ~1.1 and for this Breadth also have a depth of both ~1.18 and ~1.3

Each dot on the graph is a patch. The thicker the line the more recent the patch. The thin line to the right is when she launched, Champs are always very deep the patch the launch (which is all the thin lines to the top right)

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by mazrrim

If you filter on most unpopular you get

  1. Aurelion Sol

  2. Skarner

  3. Neeko

  4. Taliyah

  5. Udyr

This is plat+ soloq though, curious what metric is used to say "FAR" from the most unpopular.

Oh yeah forgot the picture

https://imgur.com/a/5auROsp

This is data from ALL Games, so includes non-ranked and blind pick as well

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Naymliss

It's always been funny how neekomains is so popular but neeko herself is one of the least popular champs in league.

Neeko is FAR from the least popular champions in the game. She's actually on the high end of our "Niche" Champions. For context the further a champion is to the bottom left, the least popular they are. Top Right is the most popular champs

https://imgur.com/a/5auROsp

Comment

Originally posted by playhacker

On Aug 11th around 10:00 AM PST, the League Web Match History site will be permanently taken offline.

August 11th of next year??

I believe this should be Tuesday, Sept 7th Monday, Sept 13th. The article should be updated soon.

Comment

Originally posted by Smallzfry

Is that date a typo? Should it be September 11th, or is that saying August 11th for next year?

Also, the reason I stopped using the built-in match history page is because it stopped working years ago. It then took long enough to fix that I (and my friends) got used to using op.gg instead. Just like Dominion and Twisted Treeline, this seems like it's just being removed because Riot neglected it to the point that it can't be salvaged easily. I really don't like that everything is being moved to third-party tools, but I guess I see the reasoning when there's good drop-in replacements.

I believe this should be Tuesday, Sept 7th Monday, Sept 13th. The article should be updated soon.

Comment

Originally posted by weebwindman

Will you do any compensation nerds or what to call it?

Draven, no matter how bad he feels with new items, is currently pretty strong according to win rates. Just straight up buffing him when he is already a strong pick will make perma ban, no?

Perhaps some base damage is lowered or cool down on ult?

I love Draven more than any other champ, played since some weeks after his release, with you know, real passive and all. Managed to get D1 Draven only some seasons back. So I am very happy and excited to see this. But also afraid to see him gutted after it.

Winrates are an extremely fickle thing. This change likely does not do much in most normal (non-pro) League of Legends games, but is a non-trivial amount of power. Ideally, this change does almost nothing to buff him in non-pro, and encourages pro players to pick him more. We don't anticipate the change to be enough of a buff to warrant compensation nerfs currently, and doing compensation nerfs would also hurt his chances of showing up in pro. We would of course nerf him still if we determined he was strong enough that these changes would push him over the power threshold that we determine him to be overpowered.

Comment

Originally posted by prowness

Yo real talk, that Draven buff seems legit.

  • It helps him kill if he’s been playing properly (getting stacks and not dying).

  • It doesn’t help a Draven get more ahead (since his stacks reset to 0 upon a kill).

  • it isn’t a mechanic that’s too powerful when behind (he loses half stacks on death, compared to how useful Viego’s passive is when he’s behind).

That’s a perfect example of a wildly experimental change that doesn’t seem oppressive in pro play on paper and can likely be balanced with buffs and nerfs (I.e. reduce ult ratio, or make it so that half stacks is the threshold, etc.).

In the rare cases we see Draven in pro, he often ends up with a huge amount of stacks and the game ends up often being decided on if he cashes in or not. This change aims to help give pro Draven who saved up an additional way to cash out and be rewarded for stacking up huge.


30 Aug

Comment

Originally posted by Pedrinhodanight__

Never seen things through that perspective, it must be hard seeing people hate your work and working around such a toxic community such as League's, I guess I am just salty because I really disliked the Lillia rework (plz bring old prance back Lillia is legitimately depressing to play)

It would be a lot harder to see people just not care than to have a lot of people love it but some people really hate it.

I'm comfortable with the fact that sometimes I'm going to explain where we're coming from and it's going to piss someone off. I wasn't under any illusions that I was going to farm upvotes by explaining why we aren't able to do as many updates as people ask for, for example. It's still better to put it out there.

Comment

Originally posted by Swiftswim22

We would like to do more VGUs than we've done for 2021, but the rate isn't likely to go up enormously in the near future.

Weird, cuz y'all had previously said you were only doin 1 vgu in 2021 cuz of covid?

Sucks major ass tbh, esp wit the current poll system. The votin def the best way to get the communities opinion, which I appreciate y'all doin greatly! But it also means y'all recognize that there are 5+ champs that NEED updatin & ignorin all but 1 for an entire yr. Like what does that say about your priorities if y'all acknowledge issues & then do nothin bout em, sometimes for 2+ yrs like in the case of shyv & nocturne. Not trynna flame you directly or anythin, I understand there's prob a whole slew of people involved in makin these decisions, but it really is awful to have your fav char look like dogshit for...

Read more

Yeah - something is being lost in translation here?

I said:

We would like to do more VGUs than we've done for 2021, but the rate isn't likely to go up enormously in the near future.

Expanding on that a bit - we want to do more than 1 in a year and are pretty likely to do more than 1 next year. It's not going to replace all new champions for a given year or anything like that. If we can find clever resourcing tricks to get the rate higher, particularly on less disruptive stuff (true VUs, or Ezreal-style light VGUs for champions like Jax), we would certainly pursue that.

Comment

Originally posted by Pedrinhodanight__

When you f**k up reworks of course people drop those champs, for example, Amumu has been an actual good rework, minor tweaks, and some interesting changes, while with Lillia you guys f**ked up her early game and gutted her mos fun mechanic (Prance), is it really surprising that people would stop playing a champ you guys make unrecognizable instead of actually solving their issues and talking to mains to at least make them feel similar?

No but seriously, it isn't just when we mess up reworks. Even the reworks that have gone over best cause churn. The Sion VGU caused churn. Pantheon did. Irelia did. Volibear did. It's the reality of this opportunity space. All of those things did more good than harm, but they do have additional downsides that content like new champions don't.

We still do them because we believe that doing them raises the quality bar of League of Legends over time. We do less of them than some folks tend to ask for because we're balancing the good that they do against the downsides, and also because our resources are finite and the opportunity cost is higher than most other content we could do.

Comment

Originally posted by bns18js

Soraka

Wish (R)

Heal :: 100/135/170/205/240 >>> 100/130/160/190/220

[NEW] Clears Grievous Wounds on Allies before applying the Heal.

The numbers you listed are for Soraka's W Astral Infusion. Not her R wish. So which one is it are you guys really buffing?

I think it makes more sense for her ult. It's your ULTIMATE ability so that should feel good and impactful. It's also unlikely to break anything while slightly increasing her performance overall.

Where as her spammable W heal is the more problematic of the two. This is the main source of player frustration where a single target gets repeatedly healed and not dying. This should still be subject to grievous until soraka's power budget shifts at least, because it tends to leads to really bad gameplay patterns if strong.

My apologies, this is what I actually meant to write:

W

Healing 100 / 135 / 170 / 205 / 240 >>> 100 /130 / 160 / 190 / 220

R

Removes Grievous Wounds on allies before healing them.