League of Legends

League of Legends Dev Tracker




06 Oct

Comment

Originally posted by Proxnite

I didn’t understand a single word of the Irish English.

"He's asking the lady with the guns If she wants to dance but she's not interested " 💃

Comment

Originally posted by PiBiscuit

A kinda missed opportunity, that Goliaths doesn't increase size scaling with bonus hp you get from it.

Wouldve been pretty cool to see champs get bigger the more hp they get from it.

Size scaling is tied to the mythic passive. I don't think infinite size scaling can be added. Let me talk to the designer and see if we can reward players a little more for those who achieve the peak of the item.

Comment

Originally posted by MerryOtaku

If Ornn buys Rod of Ages and buys and sells it a bunch of times, he can get 0 HP and become immortal. He can take infinite amount of damage and can't be killed no matter what, and on top of that after he sees ROA to get 0hp, he keeps the 0hp and buy AD items to siege turrets by himself. Please, please disable Ornn ASAP this is not fun to play against.

Fixed today.

Comment

Originally posted by StrwbryAcaiPanda

Server: NA

Type of bug: Game bug

Description: Syndra's very first ability point spent does not give 5 passive stacks, as the passive wording would indicate

Steps to reproduce: 1. Lock in Syndra
2. Spend an ability point as a level 1 Syndra

Expected result: Syndra will have 5 passive stacks

Observed result: Syndra does not start gaining passive stacks from spending ability points until her second level up

Reproduction rate: 100% of the time

This is intended.

Comment

Originally posted by TehSalmonOfDoubt

The more I doubt C9, the more likely they are to win. So I predict an ez smash by FNC

NAmen

Comment

Originally posted by A_Benched_Clown

How about activating it in aram ?

Been asked since start.

Unranked fun mod ISNT FUN 4v5

These rules are coming to ARAM too, forgot to mention that.

Comment

Originally posted by _Esdeath

What does this fix exactly? The other Nunu didn't move once for 3 minutes and the remake didn't show up. What's the difference if the timer is 90 seconds or 180? If the detection system is inherently flawed, changing timers won't change a thing.

This is mostly QOL to let you out of a match faster. System got rewritten to an extent as well which should make weird stuff with it less likely to happen, future issues easier to diagnose, and the general mechanics easier to adjust going forward. Fountain check is still to-do, may not be in this patch.

Comment

Originally posted by oioioi9537

What does it mean by window length? Is that the length of time that the vote is active or length of time you have to start a remake vote?

0:00 -> 1:30:

  • no /remake available
  • Tracks time that players are afk and/or DC'd

1:30 -> 3:00:

  • remake window open
  • during this window, if a player has been afk for 90 consecutive seconds OR disconnected for a total of 90 seconds (includes during the prior window), /remake becomes active

3:00 -> EOG:

  • remake window closed, but you will have a minimum of 30 seconds to initiate a vote, in the scenario that someone meets the conditions at 2:58 or something

all the other rules (first blood, etc.) still apply

Comment

Originally posted by MurmurmurMyShurima

Got a weird bug with Kled and Goliath Ascendency and maybe Titanic Hydra.

I'm still testing it but it seems tobe after procing the damage and gaining the bonus HP from Goliath, Kled/Skaarl's health bar can't decide if it's gaining or losing hp. Then subsequently he can take execute damage from other sources.

It's very inconsistent but it might also occur after damaging the drake.

The execute appears on his HP bar like the Elder Drake execute indicator. There's nothing in the death recap either. HP bar says you have like 5.5k HP but you die to 100 dmg from minions in recap, no mention of a debuff.

Yea...Kled is interesting. We are fixing this.

Comment

Originally posted by heldex

A follow up to my follow up on feedback:

Iceborn is missing a counter for damage reduced, a counter for damage done, and its sheen effect isn't aoe

I'll try to get the sheen effect fixed soon. For tooltip counters those will be in before live.

Comment

Originally posted by EconomyFollowing6437

sunfire is bugged, it shows 0% damage to jungle monsters

Believe this is a tooltip bug. We will fix it before ship

Comment

Originally posted by [deleted]

[deleted]

Trust me it is :D.

Comment

Originally posted by plutrichor

Just tested in Practice Tool -- the new jungle items appear to not have the penalty for farming lane minions early in the game (the anti-funnel mechanic). Is this an oversight?

Currently not working as intended. Looking to get this fixed

Comment

Originally posted by Carpet-Heavy

you know what's even crazier, look at the top reply to the tweet. it's Phreak, who has historically been relatively pro-grievous wounds, agreeing that it's a trash buy in this context of ranged vs melee.

then, he gets 3x ratioed by an objectively incorrect reply that claims he previously defended orb in ranged vs melee. that's just f**king wild LOL. pretty obvious where the circlejerk is coming from as well.

:) :) :) :) :)


05 Oct

Comment

Originally posted by Gooquleimages

I agree that nothing feels better than being full build or even being close to it, I just find that the struggle is getting to that point, so much of the game seems to be decided by those first 15 - 20 minutes, I often feel like I lost if I leave lane having gone even.

That said I stick with the role for those moments where I'm full build and I think the 5 games where its over in 20 don't necessarily outweigh the 1 game I'm allowed to hit full build

That's a fair feeling, that lack of priority and agency we have early game is the price we pay for that late game solo carry high-dps threat fantasy. You could also try out more early game aggro ADC's like Draven or Samira if you're looking to snowball early!

Comment

Originally posted by Gooquleimages

It was informative on how you guys manage individual champions per elo, but I'm more interested in how you guys manage the power balance between roles, I remember a clip of August saying you guys had stats on what roles led to what outcomes but he didn't elaborate much more than "most often a loss was due to a support diff" and "mid is most likely to carry" do you guys use that data to manage the power balance between roles?

Hmm I’m not sure I have anything I can point you to but could be a future article idea. I will say we do have access to a ton of data we can work with the better understand role strength.

I don’t directly work with this data though, so don’t want to say anything that could be potentially misleading.

As a fellow ADC player though I will say it feels in a fine spot to me. We are literally infants for the early stages of the game (which we should be) because our strength is heavily reliant on items and scaling. I think you’d be hard pressed to find a champ that can do more damage than full build Vayne.

Comment

Here's an article we wrote on balancing a while back if you're interested in learning more! https://www.leagueoflegends.com/en-pl/news/dev/dev-balance-framework-update/

Comment

Originally posted by Throwawaycater

I do feel like im not too far off of the point, allthough my previous point is a bit short and rough on it. I personally feel like beqause esports is so big and its more easy to balance around the top of the top rather then the people in bronze-gold. Since the sample size is just way smaller. Then again i have no clue about balance or game design for that matter, just a guess from a casual player

I'm prefacing this with the fact that I am NOT on the balance team, but I do work with them. There are definitely considerations made for pro play because its an important part of our ecosystem. That said, there are innate difficulties with balancing the same game for silver players and challenger players. If anything though, we have WAY more data on silver players because thats where the bulk of the playerbase is at. Its an INCREDIBLY hard balancing game, but the team does take into consideration a much larger picture across all skill levels. Here's an article we wrote on it 2 years back if you're interested: https://www.league...

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