League of Legends

League of Legends Dev Tracker




10 Apr

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Originally posted by SpookyGhostDidIt

Have you ever considered a ~5 normal draft game minimum before queueing for ranked? I think it'd help the ARAM/bot gamers get placed more accurately

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I've seen 20 or so threads like this and I've yet to see a single person that plays normals before playing ranked who has been incorrectly placed after the change to fix those seeding issues (~early feb). We've also done some comprehensive data analysis on this.

Having said that, getting ARAM and bot games players in their first ranked games is a priority for us (it's currently not considered in seeding due to how different those modes are). It is not trivial to fix this for some reasons that aren't particularly relevant, so will take us some time, but we agree it's a problem.

The unfortunate reality is that there are about as many people who are alt accounts that are trying to ego boost themselves as there are new players that go through this ARAM/bot flow, which is why we haven't changed the initial starting injection point. We could move it, but we'd just be trading one issue for another (eg. why is there a 90% winrate player stomping their way through my silve...

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Can you dm me some accounts?

We believe we've fixed it forward facing, but we can't fix them retroactively :( We've investigated, it's just not realistically possible at this time


09 Apr

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Howdy friendo!

The suggestions are based on popular build orders and their success rates. On your champion people most commonly built these items after the items you had already purchased. The Good Against section is layered on top of the suggestions to help give context about why you might build one versus the other.

Hope that helps, and good luck on the rift.

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When Skarner E collides, it checks a small area in front/behind the target to see if they're extremely close to terrain, so Kayn would get instantly stunned.

Kayn E is scripted to teleport him out if he ever receives a hard CC while inside a wall (IIRC).

Skarner exits the wall less quickly. His E buff drops, which makes him have to get out, which he does via a fairly quick pseudo-dash (IIRC).

Or they kiss.


08 Apr

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Originally posted by RiotMeddler

"garliclike"

TIL a new term

Love me some garlic

Originally posted by PhatYeeter

No shot they basically remade mythic items in arena lmao

:smilerss:

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Originally posted by Brody0220

1420 weedmo patch inbound

any warwick enjoyers

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Originally posted by AobaSona

Aren't you worried that increasing the number of teams in a match is gonna negatively impact matchmaking?

That is a risk yeah. Arena matchmaking's really healthy early in a run, so if things like 16 players lead to a meaningfully better experience, and therefore more sustained engagement, that's worth the cost. It's certainly conceivable though that we could be wrong and it might turn out to not be worth the trade off. If so we'll have to adjust again for the future

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Originally posted by Brody0220

1420 weedmo patch inbound

You know what, let's buff Maokai for old times' sake

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Originally posted by AobaSona

With the Skarner update making the brackern unrelated to Hextech, will Camille and Seraphine's bios get updated? I know Riot isn't focused on universe and written lore so much anymore, but I feel like at least their biographies shouldn't be non canon... Maybe after Arcane s2 at least?

They'll get updated, not certain on exact timing

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Originally posted by antiskylar1

Can a rioter confirm why Arena keeps being a temporary game mode?

For a mode to become permanent it needs to show sustained player engagement. Arena's first two runs had a lot of play early, then fell off a lot. Making it permanent with that diminishing engagement profile would lead to increasingly poor matchmaking (both time to get a match and skill discrepancies), which pushes players away and further exacerbates the issue. While some players would stick with it regardless you end up with a pretty small population making it hard to justify meaningful ongoing development for the mode, which makes things worse again.

We do think Arena's got a lot of potential though, hence the ongoing updates to it. Our goal is to try and give it the variety and appeal that it needs to be a long lasting mode. IF we can demonstrate that, we can then look at having it be permanent.

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Originally posted by Consolo2001

delete this before an employee sees

seen

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Originally posted by violue

some of these devs are distractingly expressive with their hands.

also I didn't know there was once a whole ass Star Guardian game mode and I am devastated to have missed it.

If I had the faintest idea what else to do with my hands I'd do it. My on camera options however seem to be "wooden", "flailing arms wildly" or "wooden and flailing arms wildly", so I'm working with what I've got

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Originally posted by Gaviota43

Oof, hopefully I am not late this time. 🙏

In case any of you kind Riot people read me, I would like to ask if there are any plans to update the champion classes in the game's client, to provide more accurate information.

The class system has remained in its outdated state to this day, even though Riot has moved into the newer and more accurate class system proposed in 2017 (the one that has subclasses like Enchanter, Juggernaut, etc.) Having the new class system in the game's Collection and Store tabs would help a lot to reduce ambiguity.

Currently, we still have the old one with the more generic classes (Fighter, Support, Assassin, etc.) that very often confuse people (e.g. "why does a tank do so much damage?" when referring to juggernauts like Darius.)

No plans to do so. It's something we talked about a lot when initially mapping out the sub classes then deciding whether or not to make them public or just use them internally. Our conclusion was that for the more engaged players who want to dig into the details a lot it made sense to talk about the sub classes. For the more casual player though we felt the clarity of "Fighter, Mage, Assassin etc" was more useful than more detailed breakdown would be when it came to helping set initial expectations for a character. There are definitely some cases, juggernauts especially, where that doesn't hold up so well, it was a deliberate trade off though for what it's worth

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I'm just built different I guess

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Originally posted by Evitinia

u/RiotMeddler Can you comment on the state of Vanguard as of right now, it seems to be sleeping and not being released anywhere?

Preparation's still underway for its rollout. We didn't have anything new to say this video, so didn't want to just rehash old news. Timeline has slipped from what we'd originally predicted, we're very much in the headspace of doing it well is much more important than doing it fast though for this

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Originally posted by Left-Gap-9751

https://youtu.be/vJM1ZS91p2k

this is my real problem

I see. Could you grab your Vanguard logs (C:\Program Files\Riot Vanguard\Logs) and send me a direct message with them?

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Originally posted by bz6

I remember there was a huge conversation around Cait's VU when it happened around the modernizing of her code resulting in the removal of mechanics that players used and got used to for A WHILE.

Lee Sin has a ton of skill expression. Is the team aware this time around not to mess about with the muscle memory and remove the seemingly everlasting skill expression of Lee?

/u/RiotMeddler

That's being worked on at the moment actually. Recent discussion with Rioters who play Lee Sin has included things like Flash and E interactions, which spells can be cast/started during others etc. Our starting point is that we want to make sure that anything that has become expected and currently supported gameplay gets preserved, even if not intended when Lee was first designed. There'll be a bit of bug fixing too though of course on some weird and definitely not intended interactions. Hopefully we'll get the distinction between the two right in each case, do give us feedback as soon as he hits PBE though on what feels correct and what feels off