League of Legends

League of Legends Dev Tracker




09 Dec

Comment

Originally posted by TehPangolin

If by that you mean most played then it'd probably be Memories

Pressure goes so hard, love that track.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by tervort

Mortal reminder always gave 20 AD. The only thing that changed was the cost going down 200. The patch notes accidentally copied the mercurial scimitar AD change down to reminder as well.

This one. Patch notes originally incorrectly wrote the Mercurial changes under Mortal Reminder and left out the Mercurial changes altogether. Both items were buffed. Mercurial more stat efficiency, Mortal Reminder less cost. Patch notes still seem off though, I've passed it along and it should be corrected (for real this time) soon.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Mr_Simba

All super fair and makes sense; FWIW I'm not "pre-selling" myself on the idea that Runaan's will be weak without the buff I mentioned. I'm very excited for this revert and really appreciate you guys giving all this stuff a go and being truly aggressive with these changes to get stuff right.

Thanks again for being responsive, as a player it means a ton to get to directly speak with you guys about your thought processes. ADCs definitely were a bit weak on launch but that's obviously totally understandable with so many moving parts in preseason, and at this point I'm super amped to play with the 10.25 buffs tonight after work and even more amped now for next patch.

Cheers!

Awesome to hear. Thanks for asking thoughtful questions.

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Originally posted by Wedbo

Could be a mid tier LCS team

I thought this a lot about Academy teams this year LOL.

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Originally posted by waynechang92

Probably 2 birds 1 stone. Help develop the 3 young players and be decent backups for the 2 question marks in the roster

I've said this is many threads involving Academy and probably will keep doing so for awhile as the ecosystem develops/gets more publicity. In almost every case I've seen, heard or talked to teams about having veterans on their Academy team the sentiment is pretty universal: you need some veterans to guide your less experienced players.

While I think the term veteran can and should spread also to the more established Academy players as well, I think the idea that every former LCS name on Academy is suddenly washed and useless is one I'm working to reverse.

TL;DR Having some veterans in your Academy team is the standard for a reason, you need them to develop and organize your younger talent.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Mr_Simba

Quick question: I love this change, but compared to before preseason the item has lost almost 300g in stats (and that’s before considering that crit is a weaker stat inherently) while only getting 100g cheaper.

That being the case, is there any world where you guys could/would buff the bolt scaling to a flat 50% at all levels instead of 40%? It’d make the item much nicer in the mental space with the bolt damage being exactly half of your primary autos, while also making up for that lost value to make it more of a power neutral change.

Regardless, as an ADC main and Jinx/Aphelios lover I really appreciate your insight and you guys taking the time to think this through. Also appreciate you giving it a shot as a late game item even though it didn’t really work out.

A lot of items have different efficiencies compared to last season overall, because we care more about the ecosystem than individual items' power level. Items exist to create interesting and compelling choices and power progression/fantasy, and each individual item can range pretty broadly as long as it's balanced enough against its competition in-slot. In other words, if the subclass (basic attack-heavy marksmen) remains weak after the 10.25 and 10.25b changes, we'll try to find the best way to buff it, which might be through Zeal items or might be through something else. If it seems that Runaan's specifically is failing on either of those axes, through being unsatisfying to build or complete or through simply not being powerful enough to be a competitive purchase on champions who should consider it, then we should figure out a way to accomplish that (which very well could mean buffs).

One reason many items lost some amount of efficiency is that they also grant mythic pass...

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Kyvant

What was the thought behind making the item worse than in s10, exactly?

You can check my other comments for context if you're interested.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Swiftswim22

what technical limitations inhibit yall from changin the tooltip lmao

10.25b is actually a micropatch. Riot leaves the office for two weeks immediately after, but we still want to put out a smaller, low-risk balance patch. We're missing localization resources and don't deploy a new game version at all.

Comment

Originally posted by DokonaLost

Id imagine they dont do this because one of the support items give you ability haste. the other dmg. If you want more ability haste they want you to go specific items and id imagine that most enchanters heals are already build around not being too over powering late game with cd cap

This is correct. The choice is between more aggressive unique plus ap vs more healing focused and haste. The choice is mildly obfuscated because both ap and heal shield power contribute to the heal/shield strength, but the haste items also have a defensive unique. It is not desired from the design side for all support items to have haste.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by djwonskee

Just wanna say first, thanks for taking the time to reply to these threads. I’m sure ADC mains appreciate being able to see the thought process behind the decisions.

I wanted to ask what your thoughts on the state of Mortal Reminder are right now. I often have the feeling of too many balls to juggle as an ADC in terms of buying items—needing to buy Damage, Armor Pen, AS, and a defensive item and then on top of that a situational Grievous Wounds item. If I need to buy Mortal Reminder, then I’m likely stuck without a defensive item or without a core-identity zeal item(e.g. Runaans Jinx/Aphelios, Rapidfire Cait/Jhin). If I choose to sacrifice my damage, well, then I don’t do any damage.

On another thought, do you believe armor is too strong in the game currently? By mid to late game we’re talking base armor that negates 40-60 percent of physical damage which, in turn, necessitates the buy of last whisper items. If armor was tuned and last whisper was removed I think b...

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I would say that it's currently optimal for non-marksmen to buy Grievous Wounds. If you do have to buy it, it's intentional that you have to give up a property (lacking defense and utility is the expected tradeoff in most cases, though not always). Would love to find a way for GW to actually feel actively good to buy, but alas today is not that day.

I think armor is tuned pretty appropriately atm. Don't think LW items are optimal until pretty late in the game unless against multiple tanks or unless inability to kill a single tank is impeding your ability to fight.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by photographyraptr

Honest question on Zeal items, outside of champs that need runaans I haven't seen any Zeal items built all season (or built them myself). With the attack speed that mythics give + boots and AD / crit damage down, it feels like stacking the more ad focused crit items is just what feels best since it seems like a zeal item will just gut your damage. With IE becoming an auto 3rd item forever, what will make me want a zeal item second over the collector (or NQB on Xayah) even with the change?

Zeal items should be powerful for DPS on champions that are mostly basic-attack reliant, and generally stronger (comparatively) as you progress towards third item, picking up more AD. Phantom Dancer is a very high DPS item if you can actually basic attack. RFC offers a unique property in attack range.

I can't overstate the amount of feel difference a couple hundred gold on components and finished item can make. One of the main reasons that AD items felt more powerful before was they actually were just much more powerful.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by setocsheir

to be fair to riot (lol), I can see how they were trying to keep runaans as a late game item choice but they didn't account for how dogshit some champs are without their runaans interaction (aphelios, jinx, etc.)

Basically this. Preseason is a time to try some things out—turns out that other champions weren't really interested in Runaan's later in the game, even if it's technically powerful. At that point, the choice is to try and figure out a different way to execute on it being a late-game item or to go back.

The delay on changing it back was because the rest of the marksman ecosystem also clearly needed some changes, in more obvious ways. Zeal items were underpowered and peoples' purchasing behaviors' take time to catch up. By 10.25, the other Zeal items are almost certain to be often better than Runaan's second on the usual Runaan's suspects, which was closer to the originally intended purchasing structure. However, it was pretty clear by this point that many people really like having Runaan's properties on certain champs every game and, especially given the long-shot odds of landing the broader late-game appeal, I decided there was more value in trying to tune it competitively ...

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by aaabbbbccc

does it still have the 40-70% scaling on bolts? would be massively buffed compared to season 10 if so.

Nope. Since the 10.25b patch has technical limitations, it will probably have to read as 40-40% until 11.1, when we can change it properly.

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    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by iliais347

to be honest. the programmers of lol client are terrible. yes i said it. how terrible are you guys at testing such simple features. this is disappointing. not only those settings reset since the last patch but now the game wont accept voice activation and always switches my settings MID GAME to push to talk. i have to quit mid match. change, come back and it will change again to push to talk 10 mins into the game. its simple the fact that this client has been coded over and over again and instead of being patched, everything is an extension to it just adding on top of the clutter of code devs have to deal with. just re build the client and dont say "it will cost a lot" it wont. fixing a client broken from the ground up costs more. this is unacceptable.

appreciate the feedback. Yes, we are a client team, but we also have a large number of engineers (outside our team) working within the client to make their changes. We make every effort to test things before we push out changes. This client settings issue did crop up a lot more several patches ago, we listened to players and made three independent changes to reduce the issue significantly (we have metrics that confirm this). I have even reached out to multiple folks on reddit who have confirmed this issue does not occur. It also seems like you are experiencing an issue with something happening in-game? if So, that is an independent team that manages those fixes. The best way to help us is to open a support ticket, we do have a team looking into request and we address them accordingly

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Absolutely amazing work. The dedication this took to complete is pretty inspiring.

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Originally posted by CaptainFlowers22

Just for context I looked it up just now.

Everyone else on the list of thirty players has a rating between 27 and 35 (yes the numbers are smaller on this inhouse thing than on soloQ mmr). CoreJJ has a 49. lmao

Where can I look at it? Or is it impossible for us mortals

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Originally posted by Number3188

Why TF did Riot have to be so petty and say it like that? Like damn Riot tell us how you feel lol.

Ayyy lmao


08 Dec

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Originally posted by nt501

Has the balance team given good consideration to adding crit scaling on spellcaster adc abilities? Similar to xayah and trist e scalings. This could be akin to a system change, just on the champ ability side.

Yeah I think it could be interesting actually, or even AS scaling or something too

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Originally posted by KasumiGotoTriss

Those 3 aren't popular champions at all though.. Riot always tries interesting skinlines with champs no one plays like the paper Anivia and Nunu, and then they act surprised that they didn't sell that well and these skinlines are never seen again.

We actually adjust expectations and performance benchmarks on a per champion basis. So if we say something like “Papercraft didn’t perform well” that doesn’t mean we’re comparing Papercraft against KDA. It means we’re comparing Papercraft Anivia against other Anivia skins and evaluating whether the core audience for that champion really liked it.

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Originally posted by Mintyfresh756

Frostfire Gauntlet

MYTHIC INCREASED SIZE 7.5% ⇒ 6%

Wtf riot is nerfing my BIG YUUMI build

Why would Riot nerf LARGE CAT!?!?!?!?