League of Legends

League of Legends Dev Tracker




12 Jan

Comment

Originally posted by seyandiz

As a developer myself I'm aware the real financial cost of having to remove all references to lethality and across localizations could be, which I would like to see mentioned too. Be honest with the player base.

I'm a bit sad that communication around the conscious decision to keep the name wasn't mentioned in the notes, as likely true this makes it seem a bit revisionist? I'm not sure that's the right term here but I think it gets the point across.

I'd make the argument that lethality also doesn't tell me it's weak against armor. If I'm 50 lethality I'd think I'm really good at killing. Couldn't the same thing be said by naming it something a bit more on the nose? Physical Burst?

I think the name lethality just has a focus group pull to it that the kids like and that's alright too. Maybe more stats should have names like that?

Instead of heal and shield power, why not Protector's Power?

My point here isn't to suggest changes, but rather h...

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I generally agree our names across the board for stats are not ideal or consistent. It's a lot of our oldest system names enshrined by years of service with a few new ones thrown in.

I do expect there'd be some pushback from players if we changed AP into something else, for example, but imo there's surely a better name out there. Is it worth it? No clue.

Not sure why you're bringing up financial cost here? It didn't factor into the conversation at all.

Comment

Originally posted by LongFluffyDragon

Instructions unclear; do they go end to end in opposite directions?

Follow your heart

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Originally posted by kn1ghtbyt3

i feel like a unique name for heal & shield power would be nice too, even if it's not a priority its just...such a long term for a stat

though of course coming up with a term that makes it clear that the stat works on heals and shields could be pretty tough

Oh I 100% agree, like Virtue or Spirit or smth. We should bake it into spell tooltips and the like if that happens

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Originally posted by JTHousek1

I assume they're seeing what happens after both her core items get nerfed.

Yep

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Originally posted by helloimapickle

murder (ingame)

how can I build lethality to murder people irl

Smith two longswords together at your local forge to get a serrated dirk and go to town, i guess

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For newer players, Armor Penetration actually tends to message "good against armor" much more often than the reverse. People would buy into into armor stacking. This is particularly true when %arpen exists, so we have two different versions of armor penetration useful in very different cases.

Giving it a name like lethality makes it pretty clear it's good for murder (ingame), and that's just about as good as we can get for a stat name claritywise.

Honestly, it might be nice to do this for flat mpen in the future, but that stat is much less common and also systems/champions don't have explicit scaling with it


11 Jan

Comment

Originally posted by KelvinSouz

is it fixed

probably 14.2

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Originally posted by JuicyGooseOnTheLoose

Patch 14.10 mid-season update: Yasuo has passed away from a heart attack

too many mcDorans

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Originally posted by endstep

Hey, that's me!

I'd be happy to make more videos if people are interested (probably shorter ones though), but I found myself in a weird spot on the Seasonal pod where we don't ship content very often so I don't have frequent content drops to talk to players about in the same way that the Live pod does (e.g. Phreak) or like I did when I was on Wild Rift, so I'm not sure what kind of topics/discussion/thoughts people would want to hear. Besides talking about new patches, are there topics people have in mind?

You have no idea how long this guy wanted amp tome to be 400 gold. Literally years. He talked about it before he was a designer. Thats dedication right there

Comment

Originally posted by Wemnix

THANK YOU FOR THE AMP TOMES, ABILITY POWER USERS EVERYWHERE THANK YOU

no problemo

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Originally posted by TropoMJ

First of all, thank you so much for making this video - I've not gone through Phreak's yet but I've just finished yours and it was really fascinating. This sort of communication is super niche (as you said in the video, you have to be super-invested to find yourself watching it), but it's really rewarding. I found myself reading the patch notes being a bit sad at how little context there was on why the item system was changed the way it was (even the dev blogs left a lot of detail that you covered out), so getting to see such expansive thoughts is great.

In general, if this is content you'd be able to make, it would be amazing to get discussion of I guess game design philosophy as it currently is at Riot. Stuff like current thoughts on how various classes are and should be interacting with various systems. One thing which came up a lot in the run down is the idea that mages should be less threatening against tanks than they were in 2023, and the item changes reflect that go...

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Thanks for the thoughts - (maybe) helpful quick answers to these in case I never get around to another video:

General thoughts on how we structure classes - a lot of this comes down to power budgeting classes as a whole and deciding what to trade off when looking to shift a class strength or weakness to a different spot. Using a (somewhat incomplete, but hopefully illustrative) example here with mages, compared to other classes, mages generally have the most AoE and high teamfight impact as strengths, with immobility and meaningful resource costs as weaknesses. By making them less target-agnostic by removing some of their anti-tank outputs, we then generate room to add more AP which is the most satisfying stat we can give mages and this has the side effect of raising the variance of the mage class (since they are now sharper, dealing and taking more damage overall due to the loss of HP + haste and higher AP) which is generally a positive in this case considering that they ...

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Comment

Originally posted by Beats29

As long the content is great I'm sure people will like it, I don't mind it if you can't do it often. At least I prefer quality over quantity. I recall you making a small twitch stream with another rioter (I'm sorry I can't recall atm) where you answered several questions. You even answered one I did about the "demonic embrace spiritual successor" for AP tanks due it's removal and it was very insightful (before we had any ideas about what items would gonna come). So yeah, I'm sure people will like it as long the content is engaging, I think the way you have in explaining decisions makes the viewer interested in the content.

Besides patches, at least for me I would like insights about the goals you had before the official patch. For example, the awareness I got is that the goal this preseason was to reduce ganking, are you afraid for example that ganking paths may be too hard or it's scaling needs something? Also 2nd question, in terms of mage itemization (although they may s...

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Yep, sounds like the stream I did with Phlox last month. Thanks for watching, I had a lot of fun on that one.

Quick answers to these questions:

  • It's definitely possible jungle will need further adjustments, but we expect that with the changes to the jungle and there being more objectives in the earlygame to take that there will still be a lot of earlygame power in the jungle.
  • It's definitely too early to tell on diversity goals - to be clear here, the type of diversity we're looking for is quite different from the goals of the mythic system, where we are much more accepting of champions being bound to specific items or combination of items when appropriate (e.g. Rumble buying Liandry's first every game is not a failure, but an expectation). We do still want to provide some variety, but it doesn't have to be in every slot in this system, and it's simply too early to tell what the actual long-term structure looks like, especially given there's balanc...
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Comment

Hey, that's me!

I'd be happy to make more videos if people are interested (probably shorter ones though), but I found myself in a weird spot on the Seasonal pod where we don't ship content very often so I don't have frequent content drops to talk to players about in the same way that the Live pod does (e.g. Phreak) or like I did when I was on Wild Rift, so I'm not sure what kind of topics/discussion/thoughts people would want to hear. Besides talking about new patches, are there topics people have in mind?


10 Jan

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Looks great! Well done

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Originally posted by Immolar

In your tweet you say that this was an issue caused by “people not demoting often enough”. Does this mean the demotion shielding is going to be less impactful this season, causing people to demote more?

Follow up question, If this is the case, is it a product of the new system attempting to adjust MMR off “player skill” as opposed to just wins and losses?

yes, people will be demoting from tier boundaries more this season as we made promoting easier. Frankly it was pretty off that a player would be playing with Silvers, while they have Plat rank. or Gold with Emerald rank, etc.

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Originally posted by SailorMint

Item stat filters are manually added AFAIK.

Yeah its tedious. Ill go through these ones

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This was meant to say "closer to where your mmr". We still want players to reprove themselves on the new content!

Originally posted by Serephiel

Sharing (Gold) is Caring: Rift Herald grants any gold it gains from turrets/turret plates to the player that summoned them (if they weren't around) ⇒ Rift Herald grants any gold it gains from turrets/turret plates to all champions who assisted in killing the Herald

I'm looking forward to randomly getting gold for my own tower being taken down because I happened to hit the Herald as the enemy took him.

uh, ya it checks for team. could have been a bit clearer there kekw


09 Jan

Comment

Originally posted by TargetBan

Noticed some errors:

Tiamat is 1200g 20 ad.

Gold is wrong on Ravenous Hydra (3300).

Titanic is 55 ad 0 haste 3300g item.

Shojin gold and Health is wrong. (300hp 3100g).

Opportunity MS is 5%.

Kraken passive is based on current health now.

Didn't include Sundered Sky's temporary heal at max health and 6s cooldown per target.

Hexplate has 30s cooldown.

Infinity edge says it has 45% crit chance.

I'll check these against the information I got, thanks for taking the time to list these out!