League of Legends

League of Legends Dev Tracker




05 Oct

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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.

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Originally posted by V8_Only

Hi.

Not sure if this affects anyone else but the pets apply Viego’s Q passive. So an auto attack on a monster will cause the pet to attack and then applies the Q passive.

Fixed this in next build

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Originally posted by Blastedsnake526

Lots of shields are bugged visually such as kassidin q galio w
Theres also kled hp bar being weird

This is being tracked, thanks for the report.

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Originally posted by Oneprogoober

Practice tool doesn't have a "spawn chemtech drake"!

I'm looking into seeing if we can update practice tool. No updates at the moment.

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Originally posted by Taiji2

What is the consideration when deciding whether or not to implement a mechanic like last hit indicators? I do not fully see the difference between indicators for leash ranges, ultimate damage thresholds, and for minion last hits, and I'm frankly not against an indicator that reveals when your auto attack will kill a minion.

So, personally, I would like there to even be tower range indicators.

In my mind, things that do not change or don't have even first-grade math involved should likely just be shown to players. Cho'Gath and Pyke R, for example, is just comparing tooltip number to health bar. For basic attacking minions, comparing total AD to health bar is just as easy and I think it should exist. There could be an argument around things like BotRK/Wit's/Noonquiver making that slightly less trivial and thus breaking the rule, but I think even just doing it based on total AD would be fine.

As for how the Summoner's Rift team--who would likely make such a change--feel, I couldn't say.


04 Oct

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Originally posted by Ikea_desklamp

Actually I do. I think its total BS and removes skill expression from the game by giving pyke a huge "KILL NOW" indicator. Part of being good at cho (before they gave him one too) was knowing your damage threshold to not f up your ult. The game doing that for you is lame.

I feel you, but the game literally tells you the true damage of the ability on the tooltip and has for many years. It's comparably much harder to know at what damage Garen R will kill someone than reading the Cho'Gath tooltip and it saying "823" and going, "K I'm gonna look for 823 or lower."

For any ability asking for anything more than just "read the tooltip" there isn't an indicator. To me, that feels fair.

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Originally posted by ahris00

updating patch notes text styling is unexpectedly nontrivial work because it involves multiple teams (at least, that’s what i thought during my time writing them). kudos to u/Riot_Riru ^_^! this is a huge win for accessibility, too!

OMG I MISS YOU COME BACK

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Originally posted by HawkEye1337

It's easier to target a certain player in a bo5 than a bo1 because you have more info and time, MAD showed 2 main strategies in groups and EG just banned them out.

As though 20+ games in Europe this split aren’t enough?

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Originally posted by WaroftanksPro

I literally put in /s

Rhetorical sarcasm is the exact method people have been using this week to lambast the changes, which made the intent of your post unknowable.

I’m glad you like the changes, though!

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Originally posted by InformalMarch

Mad Lions ain't making it out anyways.

A prescient comment

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Originally posted by WaroftanksPro

I actually don't dislike the changes, I was just making a joke expanding on the parent comment and not trying to argue any sort of slippery slope fallacy

The problem is, your satire (or sarcasm) is indistinguishable from the exact same comments that people mean legitimately.

A substantial portion of "I don't like this" posts simply strawman a hypothetical.

Post

UPDATE:

After evaluating the feedback, we've made the following updates to Bewitching LeBlanc per your feedback:

VFX

  • Fixed an issue with the Q and RQ projectile when it initially spawns.

We have received a lot of great feedback and appreciate your trying to write feedback in a way that's most helpful for us. Some suggestions either conflicted with other player feedback or with internal craft expertise, others (additional changes to her model, etc.) are out of scope for a PBE change. Thank you for taking the time to test Bewitching LeBlanc and sharing your feedback with us!

- - - - - - - - - -

Hi all!

"What a treat."

https://imgur.com/a/7O6IDyA

Bewi...

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Comment

Originally posted by Jozoz

I'm honestly a bit worried these changes will backfire. It might be nice for people starting out with jungle, but I am afraid it will hurt the staying power of the role and hurt the things that make junglers really like jungling.

A big reason of why people are motivated to learn jungle and to excel at the role is so they can acquire all this knowledge and apply it in the game.

Jungle has always been a thinking man's role. No other role is as much about out-braining your opponent.

What pushed me to learn jungle all those years ago was exactly because this appealed to me.

It seems simple on paper, you kill jungle camps and you gank lanes. But the complexity is endless. And no one is holding your hand. You decide what to do. How to clear, when to gank. Everything is down to your strategy.

I think these changes take away from this aspect. The game giving you clear paths means you don't have to think as much. The game timing every camp for you fr...

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In what way are you not thinking? I'm not suddenly dumber at clearing just because I don't kill Gromp+Blue together.

You literally have deeper choices than "red or blue smite" and otherwise have slightly slower clears. That's it. That's the changes.

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Originally posted by WaroftanksPro

Also indicators whether you can kill someone in a full combo! Along with a popup on exactly how to execute said combo /s

You realize that several champions literally have execute indicators, but not others, right?

No one loses their mind over Cho'Gath and Pyke having execute indicators.

Because, you know, it's implemented with consideration and not slippery slope bullsh*t like Reddit likes to spew because they can't argue against the actual changes being made.