League of Legends

League of Legends Dev Tracker




09 May

Comment

Originally posted by Poubelle22

Dodge used to be a stat in the game and Jax’s entire champion revolved around it. His current E lets him dodge all attacks for a period of time. His old E activated whenever he dodged, so he got a LOT of stuns off. Sivir’s old passive was to gain dodge chance while moving (it didn’t make her more viable she’s always been a mess).

Plated Steelcaps used to be Ninja Tabi which used to give dodge chance. Yi building these meant there was just very little chance of hitting him even when he wasn’t in Q.

It was also very common to take a single dodge rune, like a single crit rune, with the old system. The crit rune used to be for level 1 fights being coinflipped by a 1% lucky crit. 1% dodge was useful all game tho and you’d randomly miss an auto attack because of it.

There was also only one (1) item to counter dodging — Sword of the Divine. It gave a passive attack speed boost and an active that gave a timed duration where your autos couldn’t be dodged. It was a ...

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Prefacing this by saying we do not have any plans to ever add dodge back into the game. But if my understanding of the tools that I have used/seen are correct, dodge is still technically in the game, but everyone has zero.


08 May

Comment

Originally posted by idontlikeredditbutok

The problem with this philosophy is that eventually if you only balance on what is "happening" and don't balance on the theoretical "actual" state of the game if the playerbase was playing better, eventually the theoretical catches up and becomes an ungodly abomination version of the previous theoretical because the team has been balancing the game around a technically inaccurate version of it for a while.

I don't play league nearly as much anymore, but this is an issue TFT has had for a while. Early in set 6.0, 5 Mutants was a pretty good comp that, while not played as much, was arguably very broken if you got a very early chogath, and high elo players were aware of it. However the REST of the playerbase was not, and as a result the comps data was mediocre. So riot decided to give chogath a pretty big base hp buff, and the next patch mutants ended up being statistically one of the most broken comps in TFT history.

The issue with not balancing the game around it's o...

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Fwiw Riot looks at things like high-MMR pick and ban rate and I know they do that in TFT as well. So in any of these cases, really, these are things that next to no one is doing (well).

Comment

Originally posted by znaczki65

Can I ask you whether MFA by TOTP on app (either Authy like or Riot Mobile) or even a hardware security key is planned in the future to settle for people's needs?

TOTP support is something we are working on. I don't think we have any plans for hardware security keys right now, but it would be cool if we could one day do that.

Comment

Originally posted by BADxW0LF1

Are there ever going to be anymore Eternals? Or are those just.....done?

Working on launching series 2 before the end of the year.


07 May

Comment

We love Biofrost <3

Comment

Originally posted by SoCalThrowAway7

Looks like eternals are still going to be specific champions related where as challenges have a more general focus

This is correct. Eternals are champion specific performance.

Comment

Originally posted by shaidyn

Literally unplayable.

Came here to make this comment. Glad to see it’s already at the top.

Comment

Originally posted by lyledylandy

so it encourages her to play the same pattern she would normally play

I mean yeah but she also shines in extended fights which Eclipse is terrible at for ranged champions, even more so on one who doesn't need vamp/lifesteal and who has enough range to not get hit during the shield duration. I'm probably wrong since everyone builds it and she retains a good winrate, but it doesn't make sense to me

She shines in extended fights says who? Her cooldowns are long, her attack speed is low, and her per-target damage is front loaded off of Q+Auto with a hefty cooldown on her passive.

She is specifically far worse than other marksmen and other supports in long engagements.

Comment

Originally posted by trustisaluxury

gangplank is the embodiment of league players trying not to lose to shopkeeper challenge (impossible)

him and ezreal would be 55%+ champs if people knew how to build

Don't forget Senna!

I'll say in general I'm a fan of Riot balancing the game "as is." Certainly they could have picked better wording, e.g. "Players are struggling on Gangplank" as opposed to "Gangplank is struggling," if that's even the verbiage used.

But anyway my point is that the results from last patch's games are what actually happened. People probably made misplays in every single game but at the end of the day, theoretical balance isn't nearly as important as balancing the game people are playing. This means Yasuo and Riven have lower levels of "theoretical balance" due to champion mastery and Gangplank is theoretically too strong and should be nerfed once players figure out builds.

And yeah that can feel weird. But I think a) lets players feel smart and get an edge for figuring out builds first, and b) most players don't do a ton of innovation and that's fine but they should be able to be reasonably successful by just following along.


06 May

Comment

Originally posted by sephrinx

This is the best thing I've ever seen happen to this game. It's about time. Thank you.

Appreciate the comment. Thanks for playing League. :)

Comment

Originally posted by KoreanGamer9414

Idk, you guys should have around 202-208 years by now

You’re right it’s probably an out of date figure. ;)

Comment

Originally posted by Zancibar

This. This right here is the main reason I haven't left this soul crusher of a game already. Most of the time I hate you but do know that when I don't I love you guys. Keep making me angry that Riven exists if it means you'll drop hope bombs like this one. Have a - day.

PS: Love the Swain rework btw.

<3

Comment

Originally posted by Spideraxe30

Are you able to share what you think will happen with burst mages then? Seems like the changes may benefit drain or dot mages a bit

Mixed signals. If I had to guess I'd expect them mostly to be similar or weaker, but very low confidence.

Basically they're worse at one-shotting you themselves, but most of them have a long range CC spell optimized for generating picks and picking an enemy when you have teammates around is still lethal; increased champion durability potentially gives them more chances to generate that pick.

The uncertainty is why we're not attempting any pre-balancing here.

Comment

Originally posted by Mundane-Historian-57

I've always wanted to ask, what does balance team think about the idea of balancing AD assassins through lethality scalings?

Then they can have less base damage and AD scalings, since damage with lethality items will stay the same and at the same time probably-nerfed lethality items can't be as effectively used by someone else (ghostblade riven as example). Similar things were aready done to Pyke (lethality), Viego and Zeri (crit) to encourage their intended build paths. Senna also has lethality scalings, so concept of just having them isn't new either.

what does balance team think about the idea of balancing AD assassins through lethality scalings?

Open to it, haven't felt we needed it very often. Could be a useful tool if necessary after these changes if we're seeking new balance approaches.

Comment

Originally posted by Zancibar

But even if assassins are balanced after the changes their winrates will most definitely plummet anyway at first because they've had 3/4 years of getting consistently easier kills, how long will you take to make sure it's a balance issue rather than a player issue, how will you determine that?

Imprecisely. We'll be using the best data we can get access to as well as our judgment but the reality is this game is too complicated to get perfect confidence in stuff like this, and some situations are going to look extreme enough that we feel we need to act when in retrospect it'll turn out we didn't have to, or even did the wrong thing.

For example, you mention a learning curve for assassins around their burst thresholds; there's also going to be a learning curve for ADCs around the appropriate safe distance for them to position at, and there'll be teams that lose games because their ADCs played too safe while the opponent's ADC judged it better. Will this be a larger effect than Assassin learning? It's hard to measure and we won't have perfect context.

It is going to take time for balance to settle back down - there's no way around it.