League of Legends

League of Legends Dev Tracker




04 Oct

Comment

Originally posted by JTHousek1

Hey, bit late but thank you for the heads up, I went ahead and fixed it

Another correction: Melee Lethal Tempo has changes compared to the last PBE post and the numbers are accurate in the patch preview

Comment

Originally posted by RDLupin

u/RiotSentanel u/RiotDashiJador - I was sad to see that the queue was taken down today. Was there a reason it got taken down early (10/3 instead of the originally stated 10/10)?

That said, we might try to bring it back sooner rather than later solely so we can try to make it up to all our lovely players who are willing to hop onto the PBE and play. Just depends how easy the fix is and when it makes sense.

Thank you again for playing and we really appreciate all the feedback!

Comment

Originally posted by RDLupin

u/RiotSentanel u/RiotDashiJador - I was sad to see that the queue was taken down today. Was there a reason it got taken down early (10/3 instead of the originally stated 10/10)?

Hello! Yea, we had to take it down as we changed some code for the bots that was affecting the way champions were working on the live servers. Since this is the Worlds patch, we had to act quickly to ensure the game was working as expected for players across the globe.

When we started working on the fix, we were hopeful that we could undo these flags and keep our queue up, but due to some underlying code issues, this caused our queue to begin crashing-- you can see a report in this thread of games not starting.

After about a day of triaging with about 3-4 other teams, I decided to make the call to cut the test short and take our time to find a fix for the underlying issues instead of doing any sort of short term fix for the additional days of the test.

Overall, I know the team is a bit bummed that we couldn't complete the full two weeks, but Worlds takes priority for sure. Plus now we have a lot of great feedback we want to act on, so hopefully we can do ...

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Comment

Ah, I missed a line here in the "Jungler Healing" section.

Monster AD is lower on every clear after the first. Level 1 and 18 are the same, but monsters will deal a bit less damage.

Comment

Originally posted by fjelskaug

On the previous 13.20 preview post they mentioned 2nd Herald was unchanged

I was mistaken.

Comment

Originally posted by EasyRevolution5415

Sucks they waited to do it until after worlds patch when it's the player's at the highest skill-level that everyone recognizes as where his problem area is lol

maybe they just had a contract agreement with that rapper he was made for that he would get to have a near 100% presence at worlds this year

The first planned ship date for K'Sante was 13.16, but the work wasn't done yet. As we got closer to Worlds, we didn't want to repeat the Skarner/Mordekaiser/Pantheon mistakes from yesteryear so we held it back. We probably could have released him as early as 13.18 but at that point, only one patch (and really only five days) to react to Elite-level solo queue was insufficient. So we held off until 13.20.


03 Oct

Comment

Originally posted by Caenen_

Yep this is some fallout from changing affects flags for Beta Bots I am fairly certain. Vex R is a single spell (not a wrapper spell + missile spell composite implementation) which means the missile hits whatever the spell is told it's affects (allied champions, enemy champions, ..., enemy minions, neutral minions, wards, etc). Last patch, Vex R affected enemy champions, enemy and neutral minions and so on, and then the spell script decided what it should do whtn a unit was hit (if it doesnt have String Tag "champion", deal damage and keep going, if it's tagged a "champion", stop the missile, deal damage and put the mark on the target & enable recast). Now the missile just has enemy champions set as hittable.

The change here is probably for bots to better understand what a spell does (Vex Bot would have probably shot the ult at minions before to clear a wave or something), but with some misinformed understanding of what changes for a spell in which case. There are a handful...

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Thanks for flagging! This should be fixed.

Comment

Originally posted by ItsEvgen

After lastest PBE patch new bots game doesn't event want to start. I tried 3 times and after everyone picked, it just kicks me back to home screen.

Thank you for flagging! We are investigating now

Comment

Originally posted by Mimic_tear_ashes

“I will not let leblanc be a 45% winrate champion” u/PhreakRiot

She’s not. AP LB is within 0.5% win rate. I can’t help players trolling their builds.

Comment

Originally posted by Frostzera

Played again today and can say the bots felt a bit better, Lux can use E's second cast and it's nice to see them hover towards one side of the lane on mid depending on the jungler's position. The builds are better than the ones on live, but the runes are the same default ones, Grasp for resolve main, Electrocute for domination, PTA for precision and Comet for sorcery, but even in this case, champions like Ahri are using comet, although electrocute would be better and is used by other champs like Rengar. Played the games i used as base for this report on patch 13.20 on PBE

Thank you!

Comment

Originally posted by SyriseUnseen

While I dong necessarily think runes need as much power as they have currently, Im very concerned about this approach. I thought by nerfing ratios you meant just that, not basically just removing them.

5% might as well not exist. And I dont mean that in a "tilted" way, I mean it's so insignificant that it just shouldnt be there, just increase the base a bit more in the final levels and delete it. This is now just extra text.

The designer on it was worried about potential cross-class poaching. e.g. Electrocute Sejuani. I think that's a reasonable call to make.

I don't think there is a problem with largely-cosmetic scaling ratios, though.

Either way, you get 1-2 free "levels" of it across the average game via gold scaling. That's not nothing. It's also not a lot, which is intended.

Comment

Originally posted by MorbidTales1984

Based Phreak, a fellow HoB Trist enjoyer.

And old Essence Reaver. CDR is such an underrated stat on her.

Comment

Originally posted by MoscaMosquete

How will that work vs people with low HP receiving shields? Will it suddenly increase damage against them?

You're misunderstanding what I wrote. It's not counting shields as health. It's failing to amp against shields.

Comment

Originally posted by daswef2

Is keeping his anti-magic identity holding him back then from being easier to balance? Because most of my games in midlane are against Zed, Yone, Yasuo, Pantheon, Naafiri and other AD champs unless I ban them, grand majority of team comps are pure AD in regular play. If he is projailed by identity as an anti-magic champion, wouldn't removing him from projail be better for everyone?

I'll take fulfilling a compelling fantasy over balance every day.

Plenty of champions have successful thriving player bases even if they aren't strictly strong. There's a reason you've got Taliyah and Galio flairs and not Maokai and Sion.

And to be clear, Galio is a rock (petricite) solid 50% win rate mid laner and support right now. It's not like he's bad. He's been 47% while a priority pro pick.

Comment

Originally posted by papu16

What you think about LT that is most popular ADC rune in the game and for ranged champs it wasn't nerfed at all? Rn it just really above alternatives in terms of power and I would be happy if marksmans had some keystone diversity again.

PtA and Fleet both tend to outperform LT on average. Even Hail has a number of great users.

That LT gets auto-selected is more a fault of ADC players, not rune power level.

Comment

Originally posted by UNOvven

Has there ever been a discussion about making pro less mage heavy? I honestly miss seeing ad assassins be picked in pro, even moreso outside of the jungle.

Me, too.

It'd be a pretty difficult project with significant implications even if it landed correctly. Maybe that gets prioritized against all the other work we could do but I'd guess it's not top 10 right now.

Comment

Originally posted by Black_Creative

That's a Lord Doms nerf not an adjustment lmao

LDR also has a functionality change. On Live, it doesn't damage amp against shields, which is changing here.

Datamining is only so accurate.

Comment

Originally posted by UNOvven

I dont quite get the selection of runes being nerfed. Why are Dark Harvest and Electrocute being nerfed harder than Conqueror and Lethal Tempo? Or hell, why are they nerfed harder than First Strike, First Strike already arguably outperforms them most of the time.

The initial plan was to sidegrade Electrocute etc., which is why there were only some runes on the list. Goal was to take from gold scaling and give to level scaling, lowering snowballing slightly.

But we ended up going with minor power nerfs instead. For clarity, this is about 6% less damage on Electrocute until 3+ items. Ultra-late it's up to 25% less damage.

So because of that, we're adding more runes to the list. We're generally targeting about 10% less power across the primary offensive keystones. The PBE is not final, etc. etc. Lethal Tempo was always expected to be nerfed. This means Phase Rush, Grasp, etc. get more powerful by comparison. In the short term that's fine, though I suspect that's not healthy long term.

Comment

Originally posted by InTheAbsenceofTrvth

Galio: keeping his losing matchups to mages intact.

Doesn't seem like the right stance for Galio lmao.

The context here is that Galio with prio puts him in pro jail. Galio as a weakside midlaner who scales well and helps his team allows us to tune him "strong" without becoming a mandatory pro pick.

For better or worse, pro play is mage-heavy. In turn, this means Galio is instantly in pro jail if he's actually heavily skewed toward mages so strongly that he just wins lane against them.

We're not trying to steer super strongly. For example, we could have buffed his armor, but that would be really troll to make the anti-mage actually best against Zed and Yasuo. He's probably still pretty good against them since he's good vs. melee, but we don't need to exacerbate that fact.

So Galio can be strong without having a ton of winning lane matchups. This means picking other parts (or times) of his kit to excel.


02 Oct

Comment

Originally posted by sirloinsteak050

And the item icon is the ms paint scribble

behold my masterpiece