League of Legends

League of Legends Dev Tracker




17 Nov

Comment

Originally posted by Alvezzi

I had the same thing in my game. They were up 5 kills and had an extra dragon, and had taken all our outer towers while we hadn’t touched theirs. They got bounty to take our inner turrets so we got absolutely assblasted.

Would you mind linking the game so I can investigate?

Comment

Originally posted by Simple-One-6705

It's basicly ever since koreans at worlds (season 3?) Were so dominant and clean, once you felt behind they locked you in terms of map pressure/vision.

riot wants to move away from that... They don't want teams that got good fundamentals to win (altho mostly they do)

RNG drakes, bounties.. and now even more bounties!

Now I get it's not completely vaporising leads from good teams.. But it's still ridiculous, even more so in soloQ. Great way to get punished as a team when someone misses smite!

This game is becoming more and more of a disney-feelhappy-clownfiesta mobile battle royale game everyday

Good fundamentals

Losing because of getting picked off or losing objectives while ahead

Pick one.

Comment

Originally posted by NerrionEU

I already did read his comment and also read his comment a while ago in the Cait sub, you guys did some flip flopping about it.

Yes we changed our stance based on player feedback. Not Flip-flopping.

Comment

Originally posted by NerrionEU

A Rioter responded and apparently you are kinda right.

This is incorrect, read Rovient's response in this thread for full context.

Comment

Originally posted by WonTonsOG

https://old.reddit.com/r/Caitlynmains/comments/qlw7ab/about_caitlyn_asu_nerf/hj7zd3x/

Having spoken with the gameplay team, we agree that:

These headshot auto resets shouldn't be in her kit anyway, and we tried to remove them all once before.

🤔

This is the same person, giving you our updated stance in response all the feedback

Comment

Originally posted by MonstrousYi

Many words but no Camille to be found.

Edit: 1/1 Camille !!!

Ultimate Spell Book

Ctrl + W

We explicitly decided against doing a balance patch since this is the preseason patch so there will be a massive amount of disruption caused by the system and item updates

Comment

Originally posted by CaptFreedom

A few weeks ago you could've said we're looking into it and be done with it. That isn't damage control. That's transparency without giving any real expectations. Would've reduced backlash significantly while reassuring dedicated players they're not left in the dust.

Your response was:

Short answer: yes, these auto-resets are gone and we have no plans for them to return.

Which is transparent, I'll give you that, but now you go back on it and wonder why it's called out as damage control.

Don't get me wrong, I'm sure we're all super happy something is being done! But please put yourselves in our shoes and realise how bad the communication has been from the side of Riot.

"transparency without giving any real expectations". That's unfortunately not the case. A passing comment, or suggestion made by a Rioter is often interpreted as a statement of fact, or a promise from Riot.

For example, in my comment above I said "we have some changes in internal playtesting right now", and you yourself stated that "now you go back on it and wonder why it's called out as damage control".

Comment

Originally posted by RumForrestRum

Damage control much? could've said it was a thing being considered back then. If not for arcane caitlyn's playrate would've for sure gone down hard

Damage control would have been saying something like this the minute it was pointed out a few weeks ago. This is follow-up communication once we have a plan that looks promising.

Comment

We absolutely heard you all on this one.

We were certainly stuck between a rock and a hard place: we cleaned up her code, now more closely resembling tagliatelle rather than spaghetti, yet that clean-up also ejected some of the "bugs" that produced that snappy trap/headshot responsiveness that you loved. We all agreed internally that this was not OK, but there was simply no time to produce a set of new tweaks or replacement mechanics that we could be confident in before we launched her in 11.23.

As such, we have some changes in internal playtesting right now which are, according to our game analysis team, "Chef's Kiss", which should be shipping out to you all soon enough. Apologies on the radio silence, but we had to be sure that Caitlyn's changes would be in a solid place before talking with you all.

Hopefully the next pro combos video might be a little longer.

Comment

Originally posted by Metaxpro

It's understandable that the healing part is way easier and cheaper to track than the damage, but it's just not the stat people want to see when using conq. The total uptime at maximum stacks in seconds and average time spent to reach max stacks from 0 should be way easier to track and has more information value.

Uptime at max stacks is a good one. I can write that down for a future pass.

Post

Hey all, we've activated some of our Challenges features on PBE for testing in all matchmade queues which means we'll also be enabling Challenges on PBE. Challenges is in its beta state. As we polish it up we're looking for issues and feedback to address before we release early in 2022.

Specifically, rolling out the following:

  • Challenges page under profile.
  • New Challenges identity and customization
  • End of Game Progression screens
  • New Ranked identity
  • New lobby look and feel

We're looking for feedback around:

  • Overall experience
  • Challenges content and how it meets your needs
  • Bugs

If you want a refresher on these and other changes we're working on, head to our most recent blog: https://www.leagueoflegends.com/en-us/news/game-updates/challenges-coming-to-pbe/

To ...

Read more External link →

16 Nov

Comment

Originally posted by SkiaElafris

Doran Shield desperately needs a tracker for it's Endure passive.

I avoided adding trackers to starter items (outside of that one ARAM example), but it's possible that can be pivoted on in the future. There's such thing as too much information sometimes and looking to be cautious of that.

Comment

Originally posted by BrilliantRebirth

Do you think there would be room to adjust / buff these two items since the Energized damage is negligible and getting both does cost two item slots? Either way, appreciate the response.

Maybe. The concern will always be that injecting too much magic/hybrid damage into marksmen makes them more difficult to itemize against. I agree though that the current tuning of the damage of energize items is a little limp. Might be worth future investigation.

Comment

Originally posted by HuaRong

I was thinking more damage rather than number of times used, because except for Stormrazor, most of the others give damage/healing numbers. Knowing how much extra poke you managed might be more helpful in analysis compared to just number of instances.

Ah I see, that makes sense. I could see a use for that but I'm not convinced the value is proportional to how much extra work it'd be. I'll make a note though, thanks for the feedback!

Comment

Originally posted by Rayquaza2233

I hope one day we can see how many times we've procced Phase Rush in game instead of only being able to check in post-game.

Oh good suggestion. I can look into that for a future pass! Noted.

Comment

Originally posted by Cromatose

GUARDIAN'S HORN (ARAM) Now tracks damage blocked by passive

Oh shit, people gonna realize how broken this item is now.

I've been trying to tell my friends to buy it for so long they won't believe me. Now they MUST

Comment

Originally posted by BrilliantRebirth

I'm not sure if it will be added with this, but Stormrazor currently doesn't have an Energized damage tracker at the moment. Also, kinda surprised there were no changes to the item this preseason.

I intentionally removed the energize tracker from RFC and Stormrazor to make room for these new trackers. Main reason was because the magic damage from those items is largely negligible, and from testing was around 2-3% of a marksman's total damage over a game. Therefore it's not worth tracking since it won't sway decision making. I don't want players to feel like SR or RFC are good sources of magic damage.

Comment

Originally posted by HuaRong

I feel like for Firecannon, "damage dealt with autos declared beyond normal auto range" would be better, but I'm not sure how viable that would be. Thanks for your work!

That's basically what it tracks. Sorry if the text isn't clear.

If you auto attack a target from outside your base auto range it ticks up once.

Comment

Originally posted by V9Jack

Great job! Is there any way that in the future you could add an end-game stats page for items (like the one for runes)? I like seeing the stats while in the game but I feel like it would be a lot more usefull after the game so we can compare diffenrent items/builds easier. A lot of the time I forget to check cause I'm focussed on playing so it's harder to keep track of the stats while in game.

Maybe someday; it's harder than you'd think as the dynamic tooltips are currently only in game (and in inventories/scoreboard). So it would take much more work than just me (league client and game engineering) to make it work.

With that said, you can look at your tracker data in the replay! If you open up a replay and highlight your tooltip in the scoreboard you can see the tracker.