League of Legends

League of Legends Dev Tracker




16 Jan

Comment

Originally posted by Ban-me-if-I-comment

You just need an early access system for VGUs. Update champions with only a couple of their skins, make it so people who buy those skins or own the current battle pass get access to the VGU, everyone else has to wait 4 months and has to use the old versions of the base or skins.

I have thought about this before. I think it will not win out skins in terms earnings and I might be burned at stake for trying it XD considering players don't like it when you take something they are used to having ( free access to game content) and lock it up behind a pay wall.

Comment

Originally posted by shinomiya2

How does the team feel about the sentiment around master tier at the moment? the higher elo community have started to really disregard its prestige and the players that reside in the rank have a huge variance of skill levels, are there plans to attempt to resolve the large population and skill discrepency? it also feels quite awful for master players to see that the next rank above them requires an 800 lp climb to achieve grand master

Master tier varies region by region. For big regions like EUW or KR, there's definitely a lot of Masters. We need to consider how to go about solving that problem, because certainly a lot of Masters in the tier are deflating the prestige a little. It's also not helped by a lot of positions on those ladders doing things like climbing to masters on their 5th account.

Yeah the 800LP climb to achieve GM is also due to how prestigious we are keeping those ranks, because they have number limits. I could believe that they're meant to be percentile based, but for now, it's a set amount and smaller for smaller regions.

Comment

Originally posted by Yen_Parafonia

Are there any items you guys developed/experimented with for Patch 14.1 that didn't make the cut? If so could you post some examples? I love design's and explanations of why they didn't go live!

Early on in Assassin item testing I was trying to experiment with a high-skill item to replace old prowler's claw. (The targeted dash was really fun/high skill but also had some pretty severe counterplay issues)

There was a decent bit of testing around a riff on Spectral Cutlass -- the item we were testing had it so that when you hit an enemy you marked a position under the enemy enemy and could teleport back to that position at any time within 5 seconds (reactivating the mark). The goal was for it to be neither an engage tool or an escape tool, but an outplay combo tool.

This was a really really fun item, but had some pretty concerning edge cases like actually being an insane Jayce/Khazix gapclose item. There were a few iterations to solve this like making the mark appear between you and the target, and the like. It ended up being shippable, but we wanted to reduce dashing/complexity in the item system so we left it for another time.

Comment

Originally posted by Neither_Fee_2616

Hii, Are midscopes coming back?

We certainly are still interested in doing midscopes! Just need the right opportunities and the right expertise from the team in pulling them off

Comment

Originally posted by JTHousek1

Hello League Team, hope you are having a nice day.

  • Are you currently happy with the amount of burst in the game?
  • Do you think the Lethality change could result in being a mistake?
  • Any thoughts on bringing Critical Strike Chance on items back up to 25% like they were pre-Mythics?
  • What are the main things you think about/design pillars when wanting to add a new item? Is it similar to how the Valorant team thoroughly explores the need to include one and the space it would fit into?
  • Are you currently happy with how red side bottom lane is performing? It feels hopeless to try and ward the tribrush that divides river and the path there.
  • Do you foresee a possible collaboration similar to Zeri/Neon with other parts of Riot in the future? I suppose Ambessa is sort of going down that path, can we expect more of that?
  • What is the upper limit for a Legendary complete cost? For example, something like Phantom Dancer right now...
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  1. Not happy with the amount of burst in the game, imminently bringing it down
  2. It's possible, but we're also bringing lethality numbers down to compensate
  3. Something we've experimented with, but nothing to share just yet
  4. Mainly if the item is satisfying, if it will fill a hole that we're not serving, if it will have enough users
  5. Yes, it's similar to what blue side bot lane has had for a while now. Having the map be symmetrical is good overall
  6. Possible
  7. I think over 1000, except for late game items like Rabadons is probably closer to the upper limit
  8. We always need to strike the balance of clarity vs functionality. Players will always ask for more functionality improvements, but we also need to make the game accessible for new players. We clearly went too far though and are bringing some back
  9. Yes, definitely possible. it's showing its age a bit
Comment

Originally posted by MisterGicasa

Hi devs, by widening the toplane, illaoiโ€™s tentacles get less interaction during trades and farming unless it is under tower. Do you plan to do something to help her a bit?

Yes we are planning to look at Illaoi

Comment

Originally posted by TurtleEpic

Hi, my main question is when will the support item be hotfixed? It's way too easy to abuse the item and will affect comp/pro if not fixed soon no?

Also is there any intention of ever adding VC to the game?

When will Vanguard be added to league? (already seen a few scripters)

We're not planning any more balance hotfixes for 14.1 but are looking at the support item today for 14.2, will probably be taking a swing at stacking multiple of them.

Comment

Originally posted by t-e-e-k-e-y

With nearly 170 champions, has there been any discussion about increasing to 2 bans per player?

Disregarding the taking longer in champion select and UX work to be done (which both are significant), we feel it's healthy for players to both be able to play their champions and by extension for players to see a broad range of champions. Having more bans would hurt this pretty significantly.

Champions are meant to be some amount of frustrating (ofc there's too much), but it's healthy for League to have villains and champions to be some amount of frustrating.

Comment

Originally posted by mossylungs

Oh.. okay that makes sense ..

but.. ๐Ÿฅบ

what if ๐Ÿ‘‰๐Ÿ‘ˆ lol

๐Ÿ’š

I know lots of us bug y'all with the begging and pleading and I understand it's gotta be stressful to deal with the community so I really want to say I do appreciate you specifically, along with the others taking the time to answer our "questions."

I've been a player for 10yrs and hope to be for another 10 more! -hopefully LeBlanc will be updated by then uwu ๐Ÿฅน๐Ÿ˜†

Agreed! I think the long term success and perception of League is the one I center around when I make my case of getting more champion updates! It's a bit hard to quantify and usually not as compelling compared to: Here are the 100 fires that needs to fought today.
But I'm glad that the team members that do work on these updates are very well protected from the noise and are focused on the updates!

Comment

Originally posted by AobaSona

I'm sorry to get so agitated over this. I know that it's technically hard, and that it doesn't depend just on you. But I just wish Riot would at least try to get better with this and prioritize them a bit more instead of just accepting the current situation as good enough.

It's very frustrating to voice these concerns so many times and to see other people doing it too and at every turn get the same "well but it doesn't give us a lot of engagement/money" answer. This extends to other topics about the game as well. To see our personal human feelings ignored because "but the data says [X]" makes it feels like our voices don't matter.

We are trying to! Which is why we invested into investigations like outsourcing and porting etc. These things do take time though.

There are lots of asks and human feelings when players ask for more modes, better cinematics, more skins etc. I'm not in a place to say yours is more or less important. I can only look at the raw engagement data as a source of "how many" are asking for it.
The way I see it, the amount of players actively choosing to play with the content are the ones we can bias towards or it would become a game of following the loudest voice.

The reason I explain these things are not to say they are not important, but more so bring the realities of there are many many important things that needs to be done and we only have so much time.

On a personal level, I'm glad that Riot isn't an org that works Devs to the bone and pay us next to nothing. It makes the whole industry more sustainable and make game development a good place that...

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Comment

Originally posted by mossylungs

Why can't we just compromise and say that giving X champion a VU will result in future skins fitting the new model and maybe skins created in the last 2yrs will get updated but anything before will remain on the old model kinda like the old "Traditional" skins Karma, Lee Sin, Trundle, and Sejuani have?

For instance I'll use Cait as an example, her new model and old model still fit the same idea, body autonomy (she didn't grow an extra arm or tail), and uses the same weapon/tools. Easily this could have saved the trouble with remaking 5 or so skins that lets be honest are not being picked over her new ones and or aren't going to receive any new VFX anyways.

I know this would not work for EVERY update but it certainly could work for a good handful or so? I am certain the player base would much rather this than nothing at all.

When you change the base, alot of things on the champion itself is attached to the skins that was built on them. Thus, we can't port them over. This is also why WR conversions do not work all that well and require lots of work.
It is sometimes just easier to redo them. We look for time savings where we can like splash arts!
Also these skins will not just automatically work, without having the previous base in the game.

Comment

Originally posted by SomeDude3882

Phroxzon already mentioned some reasoning to this question, but I want a more detailed response.

Why remove so many stat tracks from items? Why have only very few been left in the game. It's hard for me to tell what items are actually working and what are not at times. Sure veteran players will know what works, but for less experienced players, the stats were a very good indication of what works in what situation.

We had much more of a focus on clarity this season. For tenured League players, it's easy to overlook how difficult and confronting it is to look at tooltips in the first place, so we wanted to reduce this burden by some amount.

There was a bit of muddled wires in terms of communications around which items should/shouldn't keep stat trackers that got lost in the general chaos of releasing a big season, so we weren't super consistent across the board, but we have much clearer directional alignment internally now around the topic.

We do intend to add more stat trackers back into the game. We want to strike the balance of having good experiential and statistical ways to determine whether things are good. ie. You should be able to intuit and feel when Void Staff is a good purchase compared to Rabadons.

Comment

Originally posted by Spideraxe30

Hey Lexi how was Providence, was the seafood good enough to inspire you enough to make oyster bill a champion

Good ol'oyster Bill. I love that guy!

Was good! But I think my very asian taste prefers something a bit less salty haha. I do see the craftsmanship though! Very thankful to my bf for taking me :D

Comment

Originally posted by millierinaz

Oh sorry I didn't know that, I hope Rioters from skins team can respond my question

No worries! It's a bit confusing hahah.

Comment

Originally posted by Zarathielis

You are brave for posting answers here a lot of people don't want to hear, but I do think most people appreciate the honesty even if it might be disappointing to some people

<3 TT^TT

Comment

Originally posted by zac_attack_

I thought Arcane Jinx/Vi/etc was basically their non-free update. I mean, itโ€™s basically an updated base skin, that you pay for.

Those were free to unlock when Arcane released!

Comment

Originally posted by KindredGravesMan

Thank you for the very real insight. A lot of players will likely fail to understand the business side of this, so thank you for being so forthcoming.

I know it doesn't make me the most popular person ^^;
But I rather take some time and explain vs a very edited answer of: We are trying! We are continuously evaluating for potential or something.....
Hoping some will see is enough for me >w>

Comment

Originally posted by 13Xcross

It'd be nice if we could get a clear idea of how many and what kind of updates we should expect in the future in order to avoid needless disappointment.

We announced the ones that we can commit to. We are trying things out on the side to get more for players, however those have risks of not working out (we had cancelled updates before Jax included a couple of times).

Comment

Originally posted by cxrtoonz0

We did pretty heavy analysis for multiple updates. Most will try out the update for one or two patches and return to the champion they love best.

Yeah but this also factors in the performance of the update. If the update is badly done obviously people won't play it. That's like when aatrox received his rework and people disliked him because he was finally strong the patches before the rework and didn't need it at the time. If you gut the core champ and make him boring/weaker then obviously people won't play him. Same with aurelion when you guys removed his stars and changed his E, he was a lot less fun to play and the core of him was removed. Obviously not as many will like him?

We factored that in and we look at every update distinctly!

Comment

Originally posted by millierinaz

Hi Lexi I want to ask about ASU hope you don't mind, after you guys showed the new concept for God Fist Lee Sin in the start season video, that means his legendary skin will be touched too right ? So I wonder if you have considered looking at the old ASUs for any missing updates.

Example like Pulsefire Caitlyn, you guys forgot to update it even it looks outdated than God Fist Lee Sin & Star Guardian Ahri only received a face texture while her tails & her model looks worse than the new one. Three of them released in the same year, 2017. Personally, I think if one can get update, the others should get too.

My team doesn't currently do ASUs! Skins team does!