League of Legends

League of Legends Dev Tracker




10 Dec

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So pumped for you Phreak!


09 Dec

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We'll miss him, but he'll be a genuinely great game designer.

Phreak is one of the GOATs, glad he's leaving on a high note.

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Originally posted by kscannon

With the changes, the balance of the champs feel way off too. I know games depend on what is selected but when the majority of one team is dealing a reduced damage and renektan can get one item and tank and kill the majority of a team with a 120% buff to healing and it taking multiple items to deal with and at that point the games over or a rangar with bushes on both side making the center not a safe spot for any back line. The balancing % is making some champs gods and others literal dirt.

this is the crux of a lot of it, and we're prepping a hotfix for the balance outliers right now. We intended the map changes to favor melee champs and disfavor ranged poke champs, and they have, but much more than we intended. We'll have to do follow up work to start undoing the balance levers that were making up for map discrepancies in power.

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Originally posted by FlakeyToast

Arcane is the only reason I got into League. Genuinely my favorite animated series I've ever watched

Welcome. We'll do our best.


08 Dec

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Originally posted by TheMurder21

Its both. Prior to the tower rubble, you could always "see" your opponent unless they were hiding deliberately in a bush but you always had space to maneuver around.

Now even if the enemy retreats, there is nowhere you can go. You are basically always pushing blind while being funneled into the remaining position. This means you are disadvantaged by both lacking vision, and also lacking the ability to maneuver around because you just positioned yourself between a literal rock and a hard place.

This adds to the point of why being behind basically dooms you. It puts you in a position where even trying to crawl back across your line, you are extremely vulnerable to strong counterplays incl. wombo combos.

How do you feel amount of wave clear affects that?

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Originally posted by dirtydoughnut

Please do not use the idea that shorter Aram games are better to justify the one sidedness that hexgate/respawn timer changes caused. There back and forth was a much more fun dynamic, for all ten players

Definitely agree that short but snowballier does not necessarily equal better. The data I’m waiting on should tell me if taking the first tower leads to a larger increase in wins than previous. If it’s a large difference, that tells me we probably went too far and we can look for solves

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This is something we're keeping an eye on for sure. I think Hexgates are doing some good things early game, but once we get some more data/games in on first turret win percentage, it might turn out we need something like a cooldown or some other solve. There might be other factors as well (tower rubble is less good for defending teams than we thought) that might adjust these factors as well. A bit too early to tell


07 Dec

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Originally posted by PM_ME_A10s

Totally different subject, but I have some serious nostalgia for some of what might be considered "less popular" modes.

Specifically Nexus Siege, Ascension, and OG Doombots

Any chance of those ever being revived?

No idea on if/when those could ever be revived, but I can definitely say you're not the only player asking us for those as well.
The only thing I can promise you is that I'll let the team know there's still an ask for them!

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Originally posted by RpiesSPIES

Except like way after the timeline we'd expected it to arrive.

Honestly it's fair to call us out for not making this communication sooner, and in an ideal world we would have.

Truthfully, we had a longer form blog in the works that was also going to announce this a little sooner, along with some other things. However, with things shifting internally like new members joining the team, new leadership for modes, etc., we felt it would be best to wait a little bit longer so that a fully staffed and ready to go modes team could properly give the update that we want to give, alongside those members feeling like they're owning the direction they want to take the team.

Personally speaking, it wouldn't have felt great to have made that update, then have folks come in who are supposed to be in charge of what they want to do with something like modes, but being immediate constrained to promises or declarations made by people before them. It sucks to put us in this situation here where it feels like a late communication, but I feel like i...

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So a lot of things here to dig into when we just quote 2 lines.

I agree it's a bit counterintuitive, but I still believe the 2 statements are true. HOWEVER, there's a lot of nuance which I agree isn't what players are looking for. We're not trying "well technically...." players.

  1. The first statement was a long time ago. Since then, we do see that the winrate growth of Yuumi is the same as other complex champions. But that doesn't mean that skill depth is displayed well to players in a clear way. Yuumi requires a pattern that's different than most other champions, but most players don't associate playing vs/with her as a high skill experience. That's a problem in itself.
  2. Yuumi is a great champion to learn the game with. This one's trickier, since Yuumi is such a different experience than other champions like Garen/Sona. The core benefit Yuumi has is that she has a low barrier to entry AND promotes an experience with your friend. Most people get into Lea...
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Actually insane how clean this was

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Originally posted by PowrOfFriendship_

So, I notice Kai'Sa isn't listed in the 12.23 bug fixes (or on the patch at all), is the fix still going live with this patch?

Yeah, not all bug fixes make it onto that list but it should still be going live.

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Originally posted by danielloking_

However, if we're effectively filtering this population out of your games, they're getting into their own games of returning players/new players/smurfs, with long queue times and a pretty terrible experience. We're making the call that trading off the returning/new player experience for perception of match quality isn't worth it.

I guess you'll probably have your inbox spammed by now, but I'm still taking the shot to ask you.

Is there a worry that the existing League population will decrease over time with this change in place? As you said, this change will make the experience for returning/new players worse and it could turn away those people. Or do you think that improving the experience of the existing player base will keep more people into League than you would gain in the first place?

Don't get me wrong, on average I play like 50-70 ranked games per season, get to plat with a high WR and rest because I can't invest the time t...

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I think we're doing the opposite of whatever you think we are haha. These changes should improve things for returning/newer players.