League of Legends

League of Legends Dev Tracker




25 Feb

Originally posted by royallights

How does Sett hit not any thresholds with 52% winrate 15% pickrate 50% banrate and being pick and ban in proplay? And how exactly did Singed hit the threshold? That one Bwipo games must have been too much right?

His pro presence is not high enough to trigger (>=95% one patch since he was last nerfed 10.3). 52% winrate is within reasonable bounds, but at the high end for a champ thats significantly banned.

But sett is over that (53.8% jungle Avg Elo) and is getting nerfs for 10.5.

Originally posted by Holythreat

You have been consistent in restricting a single defensive stat in offensive items from a design standpoint.

Armor - Zhonya, GA

MR - Maw, Banshee, Wit's

Why are you not following this rule in DD's case since you are giving it both mr and armor?

The item will be meta defining given how busted it is... please respect your own design philosophy!

sorry wut

Originally posted by Spideraxe30

Out of curiosity when a champ does hit the pro threshold do you guys plan on nerfing them the following patch since pro play starts after you guys plan the next cycle's balance changes

not sure I understand the question

The latest Pro Play data is used to inform balance, but disregarded if we've made changes to champs since whatever patch that pro play data is on (ie: Aphelios OP in pro right now, but they are playing on 10.3 and we nerfed him in 10.4, so we won't nerf him in 10.5 because of pro)

This is complicated a little further by the fact we generally don't like nerfing/buffing the same champ in back to back patches since we like giving champs time to settle

Originally posted by TrololoIo

Is it cause of people starting building it as second item after tri force for 40% cdr that u think its fine as it is? Is the team looking in another 20 cdr option since even champs like jax and irelia who do split are doing it?

Cleaver to me is more of a landmark item that we should tune around rather than tune

Originally posted by Spumpnu

I hope you revert the 9.19 Ornn Buff that is a big part of why he is so strong rn.

:U

Originally posted by Aznbeat

i wish i was a bot

:U


24 Feb

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Originally posted by Thralee

That's pretty much what I said. If I haven't yet purchased skins that I've had 9 years to purchase I don't see why giving me 30% off will make me want to purchase them.

Whether you think rusty blitzcrank or prestige irelia are ugly, that's up to you, but everyone's going to find some of them ugly, hence the "You don't already own those (specific ones) for a reason".

Perhaps the reason was price, in which case, maybe 30% is all it takes for you to now want to purchase it.

I'm not being pedantic here, that's legitimately why consoles try to get their price as low as possible late into their life-cycle; maybe you WERE always interested, just not $400 interested. Maybe you're $150 interested, though?

Sometimes a discount is all you needed.

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Originally posted by lynxbird

So Tier I teams from the bottom portion of Tier I will be more likely to play other Tier I teams from the bottom of Tier I, rather than the Challenger/GM teams at the top.

And this makes it even worse, you are punishing the good players in the same tier by giving them harder opponents just because they are good, while keeping the same rewards in the tier. As it is now, if you have a smurf, there is no good reason to not use it.

And smurfs are often not just the bought accounts, often they are accounts borrowed from friends just for the clash tournament so that the best ranked player does not pull remaining of a team up to next tier, smurfing is a requirement at the moment.

I have a solution tho

LoL successfully copied and improved ELO ranking from chess.

Why you do not use chess Swiss system for the clash tournament.

With 12 rounds you can c...

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Totally get your concern on matching teams of similar skill together, but we think the benefits of competitive games outweigh the min/max potential. Most of Clash's rewards are just for bragging rights anyway, so shifting rewards around to try and deter smurfing is not going to have as much impact. In the case you're describing, where someone smurfs to pull up their friends, they're not getting any rewards on their main account anyway - so making the rewards they're not getting better or worse probably won't change anything.

Definitely not trying to say smurfing isn't a problem - we have a lot more tools at our disposal that we haven't implemented yet, but this is going to be a continuing fight.

Swiss tournaments are pretty good for large groups, but they are very inefficient time-wise. Since you need to wait for a round to complete entirely before moving to the next, if a game runs long it tends to drag out the whole experience, and it also results in too many ...

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Originally posted by Zaghyr

Have the Black Cleaver changes been decided yet?

there aren't any cleaver changes

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Originally posted by TheNotoriousMID

Also, don’t make east coast players play till midnight on a Sunday. I feel as though mid afternoon games are extremely reasonable for west coast players so everyone can participate and then get to bed and not feel tired on Monday

Generally, we're trying to hit the most players possible with our Clash timings, but unfortunately, time zones in NA can make that pretty annoying for one half of the country or the other.

We're not necessarily going to run Clash at the same time every time, though, and I would be shocked if we never tried a slightly earlier set of times in NA.

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Thanks for the feedback! Some thoughts:

- Scouting bug - something we are working on literally as I type. Hoping to have that ironed out soon.

- Copy/Paste Names - We got this feedback about the copy/paste thing for names in scouting a couple times, so I'll start digging into what that would take. It wasn't something we had planned, but it sounds reasonable!

- Leaderboards - definitely something we're considering in some capacity. In general, we think Clash is doing a decent job now of getting a simple, one weekend tournament system into place, but there's a LOT we could do for team legacy and recognition. We really haven't scratched the surface of the cool stuff we can do in that space.

- Subs - we probably won't bring subs back for this structure of Clash. We want your team to stay the same once you get into a bracket (partly because we want scouting to stay limited to just 5 players, and partly because we think it feels less like a team e...

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Originally posted by HardstuckPlasticV

You can say "200 years" for a lot of decisions, but in this case they are following a balance framework for mandatory nerfs that they have made fully transparent. They didn't have to nerf him in 10.4 because he didn't meet any nerf thresholds during the 10.3 patch. It is likely that he will meet such thresholds (or be much closer) during this patch with the sunfire changes (I think squad5 said this IIRC). In that case, he would be nerfed next patch.

If you take issue with the thresholds that they've set, that's one thing, but that isn't the same as them being incompetent.

he still doesn't hit any thresholds (pro is not on 10.4), but we plan on nerfing him as a separate call

Originally posted by ghostgnome

There's only one real tweak to support items, it's the "ally nearby" requirement.

I was confused as hell by those changes, just realized they're the preseason changes that are already live. Ignore all the value changes as they're old news, no idea why they're there.

yeah this confused me as well >.> think S@20's bot bopped itself

btw dead allies count so if you adc jumps in a fire and leaves you alone in lane their corpse still counts x.x

Originally posted by Soxviper

Ok so give back the 20 ad to deaths dance pls

It still has the 30 AR and MR. This is just a tooltip error because there are multiple loc files since DD is not shipping but is on PBE

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Originally posted by bz6

I actually had a half written response from this morning - promise I'm reading this :D

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We're going to continue working against smurfs in Clash - we've got some measures in place already, but we definitely can do better! Smurfs in Clash are a major concern for us, but also a pretty rough problem to completely solve.

Increasing the requirements to play Clash are a possibility, but that carries a lot of risk. We've seen this before with the Honor restriction - even though a relatively small percentage of people were below Honor 2, every one of those people we pulled out of the pool potentially killed a team for 4 other eligible people. Game requirements can have the same problem, eliminating potentially normal accounts both through the restriction and through the people who would like to play with them. It's not off the table, but also something we have to be careful employing.

One thing to note is that the Tier system won't really have anything to do with it - Even within a Tier, you're matched based on the weighted average MMR of your team. So Tier I t...

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    /u/Jatt on Reddit - Thread - Direct

Originally posted by Black_Nanite

On the Discussion of CLG. I think I figured out why Crown just didn't work. The problem is that the 2 most influential roles in the early game (jungle and mid) are populated by an inexperienced almost rookie, and a guy that doesn't speak english. Nobody is coordinating dives, roams, invades, or jungle routes. It is the blind leading the blind basically. Who was in charge of Early game? Nobody. Now that Pobelter is there, he is in charge of early game. it isn't just Crown sucking or something, Crown and Wiggly was just a recipe for disaster together.

Jungle-Mid synergy is soooo important. Even listening to Perkz talk about why MSI 2016 didn't work out, Trick was playing Nunu and the Mid-Jungle stuff just didn't synergize. From champion picks, to coordination we take for granted how much teams focus on it

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Originally posted by MegaverseFTW

Sorry, I saw an article saying clash would be every other weekend starting now. Is this true?

We're starting it off roughly once a month, and we'll see if it make sense to go more frequently from there.

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Originally posted by L-E-iT

Cool. I assume you all are caching quite a bit locally then. I understand if you can't go into too much detail, but do you run your CI/CD on static agents or do you cache those builds on another service and then pull them back onto the agents at run time? I've been playing around with the later on my work's CI/CD system but I haven't had the chance to implement it yet. I'd be interested to hear how Riot is doing that if thats the case.

Our repo is gigantic (tens of gigs) so we mostly use persistent build nodes with persistent workspaces with a ton of locally cached data. We do also cache a lot of stuff in artifact repos (such as Artifactory) and download/reuse as much as possible. We've also been using our internal patcher tech (described in https://technology.riotgames.com/news/supercharging-data-delivery-new-league-patcher) as internal artifact storage/caching more and more, such as for caching Unity's Library folder. Part of how all this works is that at the start of each build, after syncing source code, we ...

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