League of Legends

League of Legends Dev Tracker




14 May

Comment

ALSO, probably lost because August is faster than me. This is PBE for the largest patch we've done in a while. A lot of this stuff is not final and can be subject to change.

Some stuff might be bugged/inaccurate, but we'll try and fix it all before launch. Reporting anything you see that seems off (not just my nerfs are sad), is a huge help.


13 May

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Originally posted by MCrossS

In the same lists and sharing the same modifier in heal/shield %, but I see your point. Looking at the list it generally appears to be true, but then again that very pointedly singles out Janna with a 45 reduction on E which is more than 20% loss of base value.

Fixed

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Originally posted by MCrossS

Healing and shielding aren't the same, though. I don't think there's an easy answer to this, but I'm wondering if you guys aren't making a fundamental mistake by lumping in those two mechanics together, even though at a glace, the added effective HP added to a champion doesn't really care if it's permanent HP or not, that's already accounted for by the abilities themselves.

For instance, if you're nerfing healing hard on the basis of healing reduction being prevalent, doesn't that make the shield nerfs harsher in comparison, considering there isn't grievous wounds to speak of (disregarding the atrocity that is Serpent's Fang)? Just food for thought, I'm very unsure what the result of this is going to be.

If it ends up being necessary, are you guys going to return power to the affected abilities or look elsewhere? Because that's another concern of mine.

They are only lumped together in the sense that they are in the same lists. When we went through and nerfed champions, shields are nerfed less than heals on average because we expect healing to be comparably more buffed (mostly due to GW adjustment)

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Originally posted by Lagmaster0

It kinda feels like a replacement for old oblivion orb which I like. The flat pen felt missing on my mid karthus build until shadowflame. :)

Yep kind of filling a similar slot

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For folks wondering "why rito nerf my champ they are weak???":

The majority of the champion specific heal/shield changes are intended to be POWER NEUTRAL. Every champ in the game is getting more Armor and MR (more EHP) + grievous wounds is being nerfed (less healing reduction). This means healing is overall BUFFED. The reductions are there to account for that. We'll be monitoring if any champs end up super nerfed and following up in future patches.

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The intention of it is to be a good item to buy against squishies and squishies receiving shields (Lulu, Janna, etc.) It's not meant to be particularly good against Sion (that's why it has Flat MPen). Having said that, it's also not meant to carry much power budget and mostly for flavor, since I didn't want its usefulness to be dependent on whether an enemy team comp has shields or not. (That might have been a bad choice)

We didn't want to increase the prevalence of Serpent's Fang effect, because it is harmful to champion design. (Frequently use large shields as functional invulnerabilities)

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Originally posted by Moonlitekilla

Pastry dropping the entire "whelmed" bit from 10 Things I Hate About You was hilarious

We were in Europe and everything!

Was never getting away from that haha

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Originally posted by tankmanlol

And play yuumi with feet?

Meow.


12 May

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Originally posted by Swaamsalaam

• Server: EUW

• Type of Bug: In-Game Bug

• Description: Heimer's turret count shows incorrectly on the ability

• Reproduction rate: 10/10

• Steps to reproduce:

  1. Go in game as Heimerdinger
  2. Place a Q turret

• Expected result: Turret count on the HUD goes down by one.

• Observed result: Only the turret count ABOVE the hud goes down, not the one on the ability.

This is a known and tracked issue. Thank you!

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Originally posted by Shadowofthedragon

Server: NA

Type of Bug: in game

Lethal tempo does not proc on clones (only item or rune to not work on clones)

The easiest way to reproduce it is play Illaoi in the practice tool, press E on a target dummy, auto attack the spirit (which is considered a clone)

Expected result: auto attacks on the spirit stack lethal tempo

Observed result: lethal tempo isn't procced, doesn't stack.

Reproduction rate: Happens every single time.

Nice find! This is ticketed and tracked :D

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Protip: tie your hands behind your back.

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I have a horrible feeling G2 are going to crash and burn because they aren't being given enough opportunity to get the int out early in groups

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Originally posted by Jozoz

Fixed a bug where Shyvana’s Q - Twin Bite’s second attack would not deal damage if the enemy was running away from her

Wtf that's massive.

Prayge, Shyvana is saved

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Originally posted by Virtual_College9404

I’ve literally never seen it called that and I’ve played for like 7-8 years

They are the old names and the ones that we use in-dev because thats what they are called in the files.