League of Legends

League of Legends Dev Tracker




31 Jul

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Originally posted by Ignisami

Silence does not block smite.

edit: only malz ult, ww ult, urgot ult reel-in, skarner ult, and bard ult stop smite. Probably zhonya’s active too, but i dont play jungle enough to have built zhonya’s as a jungler

Zhonyas stops smite, but you do that to yourself. Which, incidentally, Inspired did to himself on an earlier Baron steal attempt.

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I love this.

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Sorry for the delayed update on this. The feature to automatically upload VODs to twitch after the broadcast ends was disabled temporarily on the backend, but should now be restored.

Apologies for the inconvenience.

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Lead producer of the LEC here. In general there is about 3-5 seconds between the live game and observer, so the audience in the studio sees the games virtually instantly.

The encoding process + stream output results in an additional 30-45 seconds. All-in-all, for live games on stage our delay to the average viewer is generally around or slightly below a minute.

In the LEC where teams may play remotely due to COVID, our observer delay for games is at minimum 3 minutes to ensure competitive integrity, but we usually do 10 minutes to build a buffer. We use those 7 minutes to skip over pauses on air whenever issues relating to the remote environment (like internet issues, etc) arise.


30 Jul

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Broxah absolutely took over that game. He lead the humour, the stories, the gameplay, he seriously impressed me and it's so so clear his learnings from streaming came into full force. Omg what a game

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Originally posted by mar33n

why is the audio balancing so bad? the in game audio is way too low.

Thanks for the feedback! Just looped back with the audio team to check on this and made some adjustments.

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Originally posted by ComprehensiveCup8

thank you for the response! im glad theyre working on getting those on the scoreboard, I like the new HUD overall a lot but that was just one major thing i always thought it was missing

Thanks for the kind note! We'll be continuing our work on the HUD behind the scenes.

Something we did get added this past weekend is a Viego transformation indicator. If he gets drafted, keep an eye out on his champ sidebar portrait during the game when he possesses a body!

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Originally posted by ComprehensiveCup8

how hard would it be to put bounties on this new overlay, its been like 3 weeks now i dont understand how it hasnt been a priority

Hey, Triaged here, Lead Producer on the LEC! Sadly, the answer to your question is that it's a bit difficult, afterall.

Bounties remain a top priority for us to get into our new HUD. We're already partially able to implement them in the Kill Feed whenever a bounty is taken (by calculating when Gold Received from a kill is greater than what it normally should be), but there is the missing information in our bottom scoreboard, which would rely on us passively having the data available to the graphics system running our new HUD.

Ultimately though, we are prioritising accurate information in our HUD, and currently we are still refining our approach to getting bounties displayed prior to a kill being made. It's definitely not the answer I know viewers want to hear (and trust me— we're feeling the pain too, and really want bounties in the HUD as soon as we can get them in), so I can only ask for your patience as we continue to work to create a fully out-of-clien...

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29 Jul

Comment

Originally posted by i1u5

Riot told me in their quick gameplay thoughts he's easier to kite, has worse target access compared to other members of his class and is reliant on landing his spells to heal.

To clarify, these are his intended weaknesses, but may not be manifesting themselves in the current state of the game on account of the healing being overtuned as described :sweatguy

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This was obviously an attempt at humour and I'm so happy Broxah felt comfortable enough to at least play with the joke.

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Originally posted by DeloronDellister

Don't let this fiesta distract you from the cute dynamic between Quickshot and Broxah

Truly appreciated the kind words, Broxah and I had very limited face to face time to prep and practice and had a specific set of goals to hit, mostly wanted to stay positive and have fun and I hope that came through the camera.

I'm so proud of his willingness to just dive in and give me sass haha.

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Originally posted by Geosaurusrex

You say that, but secretly I bet you wanted to cosplay as star guardian ahri anyway.

He most definetly did

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Originally posted by TehAnon

  • Server: NA
  • Type of Bug: in-game
  • Description: Taliyah Q has incorrect mana costs at ranks 2 and 4, as shown in tooltip (55 / 50 / 65 / 60 / 75) and verified in gameplay
  • Video / Screenshot:
  • Steps to reproduce:
  • Expected result: 55 / 60 / 65 / 70 / 75 mana cost
  • Observed result: Ranks 2 and 4 mana cost are too cheap, by 10 mana due to improper scaling
  • Reproduction rate: 100% (n=5 games, live and practice)
  • System specs: N/A

Thanks for the report! We are looking into this :D

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Originally posted by MrrWarlock

- Server: EUNE

- Type of bug: In-game bug

- Description: When you smite (has to be un-upgraded) under 15 secs to get the 2nd smite stack instead of resetting to the default 15 secs it flashes to 15 secs and then resets to 1:30 (you have to actually wait out the 1:30 mins to get the 2nd smite stack)

- video (clip of mine from twitch): https://clips.twitch.tv/GlutenFreeSmellyMarrowBCWarrior-b5vX1IhdN4qC6Drn

- steps to reproduce: Smite when you're close to getting the 2nd smite stack (less than 15 secs)

- expected result: Smite being at 15 sec cd

- observed result: Smite having 90 sec cd

- reproduction rate: 100%

- system specs: Don't matter

This has been micropatched. Thank you for the report!


28 Jul

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I started playing early season 4 and I still feel like I missed out on so much of old League. At least I played for a fair bit of old runes, client, and the old map.