League of Legends

League of Legends Dev Tracker




05 Oct

Comment

Originally posted by Stubrochill17

Hey Phrox, someone mentioned a tweet from you confirming that those new TP items weren’t meant to be included. Someone posted a thread asking about them and I wanted to give a source on what I heard you had said, but I couldn’t find the tweet. Any chance you could comment here or link the tweet/comment regarding those? Just wanted to help out that other guy who posted.

I think Phlox tweeted it. Phlox aint Phrox :)

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This is still a task to do on our backlog, but we're not planning to change how Epic Monster leasing works for Preseason, so it'll be live functionality for now.

Unfortunately, epic monster behavior, healthbar, etc lives in an entirely different flow to camps and so it's been a non trivial task to make adjustments to them without overhauling the way the system is architected.

I do think patience bar is a good thing to add to dragon though, if we can figure it out.

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This will be fixed in tomorrow's build. Sorry about the disturbance.

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Originally posted by Taiji2

The leash changes specifically do remove some decision trees. Whether to sacrifice health for speed on a double camp and whether to leash into bushes to defend invades are relevant in almost every game. Needing to declare intent by kiting in a direction, such as towards another camp or towards a lane is also meaningful sometimes. There are many aspects that are purely mechanical as well, but that's true of every role. If the difficulty is too high, wouldn't increasing leash ranges to make double camping easier also fix the problem?

I think the leash distance re: intent is slightly overstated here. It's not no-change, to be clear, but you still kite monsters in a direction. There's still somewhere to be and it's still correct to bring it to the edge of patience. Now more players know where that distance is and can more comfortably make that choice.

I think the argument of "make double-camping mechanically easier" is a poor one. Doing it at all is not intuitive, which is the problem. It's not that it takes time in practice tool to learn the Red/Raptors or Blue/Wolves Fiddlesticks start, it's that you really just have to watch someone else do it on YouTube to even think of it. And then it's kinda just a "Did I watch a YouTube video?" tax which I'm not personally a fan of. Plus increasing leash ranges even further pushes jungle into a list of hyper-optimized things you must do to earn more gold per minute. Not only do you need to be outside the circle at 40 health so it burns, but you need to pull every s...

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Originally posted by arekban

I started playing the game 2-3 years ago, and one of my first roles was jungle, back when I was about level 15. I did not kite camps. The concept of kiting a camp didn't exist to me when I was level 15, not until I saw other players doing it and started to emulate. At that point in my League of Legends journey, the leash range of a camp could've been 200 units and I would've never triggered it.

When I learned to kite camps and clear more healthily, I felt great! I felt absolutely amazing being able to transition between camps smoothly and path more efficiently. I still wasn't a good player then, not by any means, but the progression still felt immensely satisfying.

When I saw players taking blue buff and gromp at the same time, it IMMEDIATELY became a goalpost for me. 'How do they do that? That's so cool!' was what I'd think when I saw a player managing to keep both camps on them at the same time and take them both at once. When I learned to do...

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Hi, thanks for writing a book :) I'm trying to read as much as I can. For what I can answer, the inconsistencies you experienced with the companion will be addressed. We are currently adjusting the AI day by day.

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Originally posted by Lunariz

From further testing, it seems I get a cookie exactly once per minute. I noticed this at 3:09, 4:09, 5:09 etc. I presume the :09 timing comes from when I bought the jungle item, and that should probably not be the case.

Yea, there is a conservation mechanic to help normalize the companion evolve time. Currently tuned at 1/min. Tooltips need some work, sorry that not all the info is there at the moment.

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Originally posted by 1994Klint

Replays not working and crashing

We fixed this issue today. Should be good tomorrow, 10/5

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Originally posted by Lunariz

Master player here. Have only played one game so far, so wanted to give my first impressions before I get used to things.

On jungle item stacking:

  • The effects of a fully stacked jungle item are exciting and seem like they're worth acquiring and playing around. The tooltip could still be refined a bit however, as I initially assumed that the unique bonuses would become active at 20 stacks
  • It's completely unclear to me when and why I get 'cookies'. I thought 1 jungle camp = 1 stack, but I get cookies from nowhere, and then the next camp gives me more stacks and +15g per cookie? The game is not telling me the details of this system anywhere.
  • Dragon and Herald seem to give 4(?) stacks each - this info is missing from tooltip
  • I'm unsure whether stacking works like Kindred (must assist in killing camp) or whether I'm required to get the killing blow.
  • It appears the jungle item still gives mana regen, but this information is missin...
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Hi, thanks for the feedback. We are still refining the companions, so a lot of these inconsistencies/issues will be addressed.

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Originally posted by Lunariz

Just had the exact same, also in practice tool. https://imgur.com/a/kjFHQkt

Should be fixed for tomorrows build. Will follow up.

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Originally posted by ThatsAToad

TFW the series between Japan, a minor region, and the reigning MSI champs was closer and more interesting than the series between NA’s 3rd seed and EU’s 4th seed

The gap is simultaneously closing and widening

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Originally posted by Nintz

Just gonna hijack this to say thank you. Way back in 2013, the very first pro game I watched of League was GSG vs CJ Entus NLB Winter finals, game 5, with the legendary jungle/push Heimer comp. Your excitement during that game convinced me to download the game in the first place, and check out some other pro scenes. As you can see, I'm still here. Regardless of where you end up, I wish you the best, and hope you find a way to stay involved in the community.

Glad to hear it!

This is also not a unique story, so I'm glad that Heimer game found as many people as it did.

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Originally posted by AssPork

Thank you for the great memories Julian! I distinctly remember watching you cast the Jensen Ekko moment live in Vancouver. You were so great that series! All the best in your future

My only LCS final on record, but it sure was a banger.

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Originally posted by TripleShines

Hey i've been one of the people that has been very convinced that matchmaking is, to a degree, rigged. Part of this is due to the fact that afaik Riot has never made a statement directly denying that. Can you please state in no uncertain terms that matchmaking does NOT AT ALL take into account things like engagement, retention, match history, or player behavior, and that it focuses ONLY and without bias on finding fair matches and that each and every match is treated as its own entity without bias from previous marches?

If I hear it directly from Riot then I will gladly have faith in your statement until im shown strong evidence to the contrary.

it focuses ONLY and without bias on finding fair matches and that each and every match is treated as its own entity without bias from previous marches?

yes confirmed

if you want to be very technical about it, previous matches will change your MMR based on the result (if you win, up, if you lose, down) and thus influence future matches

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Originally posted by xuankun

Might be unpopular opinion but Pastry is one of my favorite PBP casters. His delivery might not be as 100% clean as it could be but the hype he brought to some of my favorite competitive moments is overshadowed by only a select few.

My favorite moment of his has to be the final 15 seconds of game 5 of WE vs C9 at worlds 2017 Quarterfinals.

Link: https://youtu.be/wLnF6QM9r94?t=2038

"But Mystic, the champion, the hero, of WE will hold on! They weather a brutal storm, and will [?] push themselves to a historic semifinals!"

That line in particular never fails to give me chills and I find myself rewatching that specific clip every now and then just for the hype.

I'm actually terrible at remembering my calls but someone on Twitter (might've been you tbh) brought this one that I'd forgotten to my attention and it's genuinely one of the closers I'm most proud of.

The wildest thing was I was racking my brains for what on earth I'd say if C9 pulled off the historic upset for the whole series that I almost forgot to think about a line for the other team so I think this one I thought of almost right before the game ending play.

Brain works good sometimes I guess xD

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Originally posted by potatorunner

Nice, manual moderation for high MMR would help alleviate some of these issues. I agree with the overzealousness comment as well.

I'll state that matchmaking optimizes for fair matches and low queue times, full stop.

I agree that this is naturally the top priority of a matchmaking algorithm (to get fast and relatively even games with players of similar rank) but if you would please comment on the patent filing that demonstrated the matchmaking algorithm takes more into account than just skill level (https://patentimages.storage.googleapis.com/1a/6a/cf/ae76598bc6da06/WO2014014840A1.pdf).

Specifically this section:

"[0032] In a preferred embodiment, the matching approaches described above can be performed in conjunction with "Rank Pick" as well. An example process 6000 is shown in Fig. 10. Players are first place...

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we don't matchmake using behavioral data at all

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now this is podracing

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Originally posted by RedditIronJungler

This wrong. Pulling camps has more benefits then just clear speed. It's a super important tool for avoiding invades and pulling off risky invades. Going Hurr durr gromp+blue ever clear isn't how it works and understanding when you can double camp and when you can't is jungles version of wave manipulation.

Indeed, safety around invades has gone down. Looks like players have some learning to do around jungle invades.

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Originally posted by Proxnite

Damn, of all things today this was the least expected. He was literally casting not 6 hours ago.

MZ+PT casts will be missed.

Same tbh.

Mark was one of my favourite people to cast with and I've cast with a LOT of different people over the years. I think probably more than anyone else actually, certainly at international.

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Originally posted by MMACheerpuppy

Hi GM here.

Problems:

There are a few reasons the combination of ward tracking and patience changes encourage us to play without teams and not with them, contrary to your goals and objectives. This is mainly because the combination of patience removal (jungle timing variance) and ward tracking (needing the support to do their job) just makes it way easier for SoloQ players to play in almost complete isolation.

Camp timings become almost entirely predictable and this is a problem. You could trick a marketing team into thinking these changes are low elo friendly but you're going to make the game more frustrating to play for those players (because why do we need to play with the jungler if we have perfect omniscience on camp timings, and why do we need to play with the support if junglers have perfect omniscience of ward timings, and how do you now gank your opponents). In competitive league, you have to leverage greater unders...

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Hey,

Just got around to reading your post and I appreciate the time and effort you put into this. I would like to emphasize that these questions and explorations are constant focuses of the team as we iterate through the design process. Please keep in mind that the iteration we have advertised is not a guarantee for what players will see in season 13, things are subject to change as we approach our ship date.

I can not provide hard answers for a lot of your questions/concerns at the moment, but I am actively collecting comments like this and relaying it back to the team. I know this is not the exact answer you are looking for at this time, but I'm more than happy to keep these lines of communication open.

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Originally posted by adek13sz

Jungle companion damage triggers Viego Q's passive every time it damages jungle monster after using his Q (and maybe W) and applying passive to monster.
Buy new jungle companion item. Take Q, Use Q on jungle monster, consume stack by aa-ing the monster, next instance of damage from companion will apply stack on jungle monster which can be consumed (by stack I mean Viego Q's passive).

This is fixed in the next build.