League of Legends

League of Legends Dev Tracker




15 Oct

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Username1906

Sion rocked as a VGU, not only in how good it was but the impact it had on the game's desgin. I consider his rework a starting point of modern League.

Fun fact: RiotScruffy was actually the designer on the Sion VGU

Comment

Originally posted by FrankTheBoxMonster

These are going to be kind of all over the place, apologies.

1 - How does Morde ult work? The video at his release talked about "different interaction layers", but what went into building that separation? Is "realm" now included in all position values? Does every ForEachUnitInXXX now have flags for which realm(s) to look in? Did you have to make a lot of changes to spell scripts to handle units being in different realms?

2 - How does Yuumi Q work with the cursor following?

3 - How did you get extra spell slots to work with Sylas ult? Just assigning each one before casting it?

4 - What was the removed "Baubles" spell slot supposed to be used for?

5 - What was the removed "Scriptable" missile type for?

6 - Why does Aurelion Sol passive have a different missile type than the other circle missiles?

7 - Why does Xayah passive have a unique missile type not found on anyone else?

8 - What are NextSpellVars for? Next cas...

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3 - How did you get extra spell slots to work with Sylas ult? Just assigning each one before casting it?

For context, lots of "spells" that you would think of are actually made up of several spells, some of which are automatically cast by the game. For example, Lulu Whimsy has two different spells for whether you cast on an ally or enemy. Those extra spells are put into hidden "spell slots" that are kind of like the QWERDF slots, but players can't push a button to cast them.

Yeah, we've changed the best practice for "extra spell slots" for a number of reasons, and Sylas was a forcing function to clean up a bunch of cases that didn't handle it. Rather than just saying "Cast extra slot 4" in scripts, which requires you to go look somewhere else to figure out what spell that is, we expect scripts to say "Put LuluWhimsyEnemy in extra slot 4. Cast extra slot 4"

And Sylas was built to be very careful with his own use of extra slots to m...

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Comment

Originally posted by FrankTheBoxMonster

These are going to be kind of all over the place, apologies.

1 - How does Morde ult work? The video at his release talked about "different interaction layers", but what went into building that separation? Is "realm" now included in all position values? Does every ForEachUnitInXXX now have flags for which realm(s) to look in? Did you have to make a lot of changes to spell scripts to handle units being in different realms?

2 - How does Yuumi Q work with the cursor following?

3 - How did you get extra spell slots to work with Sylas ult? Just assigning each one before casting it?

4 - What was the removed "Baubles" spell slot supposed to be used for?

5 - What was the removed "Scriptable" missile type for?

6 - Why does Aurelion Sol passive have a different missile type than the other circle missiles?

7 - Why does Xayah passive have a unique missile type not found on anyone else?

8 - What are NextSpellVars for? Next cas...

Read more

2 - How does Yuumi Q work with the cursor following?

We needed to make sure that it works well even with lag. Thus there's a delay between when the mouse is in a new position and when the missile starts chasing that position. Your game client sends up 3 recent mouse positions to the game server, and a timestamp for when they were sampled. Every 1/10th of a second or so it sends new positions.

The server then takes those 3 mouse positions and the time. It uses the most recent mouse sample that it has that is older than the lag-offset delay I mentioned above. So if it's been hearing quickly from the client, it will use a sample "from the right time". But if there's some lag, it will stick with whatever the most recent mouse sample that it's heard of.

The server then sends down to every game client the exact path that the missile follows, a little bit before the missile "actually moves", so everyone can draw it in the right place.

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

Originally posted by OnlyAnEssenceThief

Kai'Sas hook, for example, came from the idea that BravoRay came up with when he was doing concept exploration for the champion. He came into one DNA meeting with this awesome drawing of this "Void Diver" her called it and said that it was Kassadins daughter.

Now all we need is a Kass VO update to complete the father-daughter reunion!

Currently Kassadin doesn't even know his daughter is alive, so it wouldn't make sense for his VO to change right now

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by CalmYourNeckbeard

A season 3 champion added before Vlad.

Amazing.

EDIT: Another season 3 champion

Well currently Vlad's gameplay is pretty solid, which is what is currently keeping him of the list

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by ploki122

I share this with my entire leadership team though as well as our Stakeholders, get feedback, then refine it.

I'm curious, has a design ever gotten a "no-go" from leadership or stakeholders, or does it tend to be minor feedback?

Well it can't get a no-go from leadership, I show that to them to get there feedback and thoughts. When I said that I meant the Champions Team Leads, which I consult with to create the Champions Roadmap and Strategy. I don't think stakeholders have every given a no-go to a design, but we have gotten plenty of design feedback from Meddler, for example, that have caused us to change or alter a design, for the better imo.

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Ilyak1986

I know SoloQ winrate is low, but she is a hard champ to master, so that's to be expected

How does her winrate at a high amount of games compare to other champions with equal numbers of large games? If she doesn't do better than them, what's the point of incurring the misery premium when trying to learn her?

Furthermore, Kai'sa also has a pretty demanding kit, but her average winrate in Diamond+ seems to be a little on the low end, but not damnably so like Akali's (or worse).

Also, Irelia, who has rock bottom solo queue winrates, poor main winrates, and also sees noticeably less play in pro than Akali, after her kit got decimated (nerfs to every one of her skills--Q minion damage/range, W destroyed, E range and CD nerfs, R losing its disarm, passive losing shield shred). What are the plans to actually get Irelia back to health? Even the streamer Riot brought into HQ to consult on her rework got so burned out trying to play her again...

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Kai'Sa is a bad comparison because ADCs have a lot of transferable skills, since they mostly rely on Orb walking and AAs, which once mastered easily transfer to other ADCs. This is why ADCs have much less winrate variance, with the exception of Kalista because her passive actually effects the AA core loop, which makes the skill not transfer well. Champions who rely on there abilties have much less transferable skills, so when a new player picks up Akali they can't rely super heavily on previous masteries.

Currently both Akali and Irelia have very healthy and strong playrate, and while they are hard to master many players genreally find them worth putting in time to learn, so I don't think it's that big of a problem. I think both of those Champions are strong once mastered right now, and giving them strong SOloQ winrates would make them absurdly strong in players hands that take the time to master them. I don't think it's bad for the game to have difficult to master Champion...

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Comment

Originally posted by AFKGecko

So, let's talk minion block. I get that it is supposed to exist, but right now it's incredibly frustrating and sometimes you just get stuck with no way out. Is there no way to lower the amount of body block in the game, because it's not really a fun mechanic?

edit: just gonna plug a #freehongkong here, stay woke guys

So, let's talk minion block. I get that it is supposed to exist, but right now it's incredibly frustrating and sometimes you just get stuck with no way out. Is there no way to lower the amount of body block in the game, because it's not really a fun mechanic?

The pathing system is one of the more challenging places to do engineering work. It's a complicated system, has the potential to be very expensive on both player machines and game servers, and has a direct impact on important feels. This makes it so we would need to be very confident that a change that we're considering would definitely be an improvement in order to put in the effort.

We can certainly all point to times where, as players, we've had a bad time with minion block. I know there have been some hacked together experiments like, for example, having different collision radii for allies vs. enemies. But none of those prototypes have "solved" the issues sufficiently for us to d...

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Originally posted by Random_Stealth_Ward

It's common knowledge that the reason heavily armored fantasy character's don't have shields is because they forge their shields into their big shoulder pauldrons so as to use their extra-large size weapons without inconvenience.

Think about it: Garen and Darius? Big weapons accompanied by big pauldrons and no shields; Leona? medium sword accompanied by small pauldrons and a big shield.

Shield and Shoulder start with the same letters. Just saying.

Keep digging, the truth is out there.

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Originally posted by blabbermouth143

Any plans for a league server for NA West players?

No we do not have plans for west (or east) coast severs. We took the compromise of putting our servers in Chicago then doubling down on Riot Direct to reduce latency. Super cool blog on this if you havent read it: https://technology.riotgames.com/news/fixing-internet-real-time-applications-part-i

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Originally posted by Gabcpnt

As for champions like Bard and Kindred, who have skills that work both on enemies and allies sort of like the same way, could we expect more troll ideas like that in the future?

These type of abilities are hard to master and risk the "my teammate screwed me" downside, but they are very unique and add interest to all other 9 players when we do them right.

A key component to doing theses type of spells right is allowing allies to see them coming and react to them. So bard R is also dodgeable for allies - similarly kindred R has a clear timer that allies can learn and play around.

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Originally posted by DubiousDubbie

u/LeagueOfLegends

Do we need to upload our champ designs with a certain title for you to notice them?

No need, just come to the thread later today! We notice all of you.

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Moonboy65

Will it also have splash update stuff?

No, this is no longer handled by Champions Team. I think Splash team wants to start these back up again sometime, but I don't want to speak for that team

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Zoli_Ben

Would it be a Morde/Urgot/Swain/Nunu level one?

For sure

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Originally posted by DeusVitae69

):D

*eyes glinting* "Is there FREE stuff?"

you tell us

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Zoli_Ben

What are the strongest option candidates besides Mundo Shyvana Nocturne?

Rammus, Olaf, Quinn, Cho'Gath, Shaco, Skarner

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by brian9709

Speaking as an Akali OTP I wouldn't say she's is in a good spot. Her kit is way too strong in general and that's why she doesn't go away from competitive even after all the changes. One question, shouldn't an assassin champion have a strong early game and a not so good late game? Why after the update Akali early game is still one awful mess and she's a beast late game?

I don't think its required that every Assassin has the same points in the game where they are strong. Kat has been in a good place as a late-game scaling Assassin for awhile now.

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Nedyr97

I don't fully agree with you. It depends on individual champions. Some champions fair much better than others, Udyr for example is horrendous visually and gameplay wise. However, you have champions like Riven, Lee Sin, Yasuo, Zed, Fizz, Ahri etc. that have such dynamic kits that even if you released them today, they'd fit right in with the newly designed kits we see.

For sure. I'm not saying every Champ will need a VGU, I'm just saying that Champs sometimes get added to the list over the years

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    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Kabukey

What exactly is it that makes you "optimistic"? Not trying to hate, I'm just curious. After all his play-rate has again dropped to his old play-rate from before the rework (according to u.gg atleast) and in the Asol-subreddit it's mainly posts asking for a revert.

I'm optimistic right now because his depth is higher then it has been in along time as seen in the link below. This means that's while his playrate is similar, people that are playing him are playing him more often, which could mean some are finding him more satisfying to play. This may drop back to historical numbers though, which we will monitor.

https://imgur.com/a/Dgycd4W

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Originally posted by anialater45

What could go wrong?

Yeah we could end up making some champ with like, constant invulnerability, huge damage, and utility.

Wait.

We should hire you