League of Legends

League of Legends Dev Tracker




06 Dec

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Honor rewards are coming in 12.23

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This Clash does use ARAM MMR. Someone else in the thread mentioned restarting your client/remaking your team for an update if it's showing incorrectly?


05 Dec

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Originally posted by canPaykek

if u want ill post this every monday night <--

Thanks for posting this :)

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Originally posted by LakerPaper

Finally Muay Thai Lee Sin, I've been waiting for this one to go on sale for a while.

Greatest Lee skin ever imo


03 Dec

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Originally posted by Moon_Breaker

Still having the problem on old hardware. 70-110 FPS until 5 minutes or so, after which it starts floating from 25-50 FPS.

CPU - AMD A6-5400K 3.6 GHz, OC'd to 4.5 GHz - Also happens with my AMD Athlon x4 750k in the same system, though I'm not currently using that CPU.

GPU - Nvidia GT 710 2gb

GPU Driver Version - 27.21.14.5671

Reproduction rate - Every single game for a couple months now

Zero Overlays, DX9 Legacy mode doesn't make a difference, CPU usage doesn't change noticeably during the frame drop time, and the GPU is never fully utilized.

I honestly assumed it was just my potato PC, considering my dated parts... But it runs great for the first few minutes, and I saw this post, so thought I might as well chime in and see about finding an improvement. I tried using the other (the better x4 750k) CPU for a bit to see if that made a difference since my CPU is...

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It could just be your potato PC. The more that happens in game, the slower it gets. If you can send me an RPD file I can have a look and see what’s going on.


02 Dec

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Originally posted by Smipims

Thanks for the insight

np

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Originally posted by Aelms

Maybe there’s a middle ground or a mini-game here waiting to happen. I played AP Voli top for fun to try and hit my Nashor-Riftmaker 1v5 split push fantasy, but found the actual fun was in leading enemies into an E-R burst where I’d try to swing that shield+damage lead into a full passive stack engage.

I’d give up all of the raw burst damage if landing E+R was a secret sauce to full passive stacks— I’d still feel amazing for getting that combo down and feel even better knowing that trying to raw R, which already feels kinda meh, isnt the optimal use case.

I am also a pretty big AP Voli fan - enough of a fan to play it for ~75 games straight at one point and have a silly montage made of some plays.

Lutzberg (the designer on the Voli rework) did explore a lot of different ways to scale AP Voli and different avenues to let AP provide power, and the one part of those that ended up shipping was the AP ratio on the passive AS. However, from my recollections of conversations back then (which may not be perfect) as well as my own thoughts here, anything that "cheats" P stacks to max or even grants easier access to max stacks comes at a cost to the power of P, particularly for AP builds. There are very few spells that scale multiplicatively with a single stat, but Voli P scales both the damage and AS with AP, and since AS sc...

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This was something Voli had in early testing. It's been a while so I may not be remembering everything perfectly, but I believe what we found back then was that letting R stack P meant that the max-stack P payout had to be lower than we wanted and R's damage also had to be meaningfully lower, so we made the choice to unbind P max stack payout from R even though it was a cool fantasy win to grant full stacks on R.

I don't work on PC League anymore so I couldn't tell you the current thinking there but I suspect the same concerns would probably exist for this mechanic today. The bigger concern is around the P max payout, where it should be a really powerful and satisfying moment, and if you can "cheat" your way there instantly with R then there's much less gating on it and necessarily it can't carry as much power or satisfaction.

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Ok. After much work, I think we may have it. If you were experiencing slow down after about 5 min into game, for about 5 min, then try another game. Hopefully, the problem will be gone now.

I'm not sure how visible this post will be on such an old thread, but if you no longer experience this slowdown, then please let me know in a reply. Also, if it does fix it, also let me know in a reply :)

Note: This will not fix other random slowdowns. This is primarily the one on Ryzen CPUs.


30 Nov

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Originally posted by AuryxTheDutchman

Are you guys mulling over changes like having CC affect her too while she’s on someone?

We've considered it, I don't think it meaningfully reduces frustration, while sometimes making Yuumi's inputs not function, which makes it feel like your buttons aren't working. As a result, I don't think it's a good change.

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Originally posted by Hue__hue

When the audience for Yuumi is new players why is everyone in higher elos sick of that champ then?

I don’t see high elo players complain about Garen.

This is what we need to resolve first. Long term we want to tune yuumi to be weaker for sophisticated players, so that she can be tuned around her intended skill bracket. These changes are the first step at that.

One of the primary reasons for her effectiveness in high elo is because she can get out of lane too reliably and then hop on a fighter/assassin late game and reduce their counterplay too significantly.

The intention of the changes is so that she is less likely to get out of lane unscathed in high elo, which would directly reduce the frustration as a second order effect (that's the intent at least). The root duration change is to make it so when she gets out of lane, she's not reducing the counterplay by as much.

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Thanks for the post. I think there are some good points in here, but there are some core assumptions that we disagree on.

Yuumi's main value to league is that she is a champion that can help a player bring their friend into the game by drastically reducing the importance of one of League's skilltests (positioning), which allows the new player to focus their mental energy elsewhere.

Live Yuumi has 3 main issues: 1. As tuned, she is a Pro Play bound champion 2. Yuumi can be frustrating for some player segments (varies significantly by region X skill bracket) 3. Tends to abandon lane partner later in the game

A few further notes. Each change we make to increase the power of active yuumi (as coined) directly makes it less likely to succeed in hitting the goal for the intended audience (new players), especially when it involves yuumi jumping out in a Teamfight where she can die instantly.

While active yuumi is less frustrating to play against, we can o...

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It takes either 90 continuous seconds of no input or standing on the fountain to trigger a remake, which you're warned about at the 60 second mark with a popup. Can you link or DM me your game so we can look at this? If neither of those things occurred and your game was remade anyway, that's a bug we gotta fix!


29 Nov

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Originally posted by IamLevels

True but nerfing champs cause a certain class is meta is awful balancing. Same reason why rammus was getting buffs when he was at a 53% winrate, he's literally only picked in AD heavy comps and struggles his ass off if there arent 2+ AD champs on the enemy team.

So I agree that it’s awful balancing for competitive. But in the case of SoloQ, it’s the only logical path forward.

Should Vex or Annie sit at 56% permenantly because they play against mostly melee mids (the most popular class?). Of course not, because everyone will look at Lolalytics and see a winrate way higher than their champion.

Unfortunately we have to balance champions against the average game.


28 Nov

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This is a bug and we are looking into it.


27 Nov

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Originally posted by Lirei

Except for the part where he's actually a kiwi... just like the pav (which you Aussies also like to claim)! 🙃

And aren't you the OG Aussie import for the LCS? Granted it wasn't as a player but it still counts, right?

Meant Oceanic not Aussie, I did in-fact forget Lawrence was a kiwi LOL

Just carrying on the tradition of claiming NZs stars for ourselves xD

And yes I always made that joke, but technically it's correct which is my favourite kind!