League of Legends

League of Legends Dev Tracker




10 Sep

Comment

Originally posted by LeDutchBoii

An oversight/bug for Vex's fearing abilities that u/xAsami brought up in r/vexmains:

Whenever Vex fears a champion or minion they no longer get slowed, instead they move away rather quickly, the passive says that depending on how far the champion or minion hit is the more/less they get slowed but it almost seems like they get a speed buff instead . (This is only on Vex I've tried every champion that has a fear but they don't bug out like this, atleast to my knowledge.)

Video of fearing a champion close by: https://twitter.com/i/status/1436453189251997719

Video of fearin a champion far away: https://twitter.com/i/status/1436453559109918725

Video of fearing a minion wave: https://twitter.com/i/status/143645374714472448...

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We've got a fix coming in for the next PBE deploy. That block of logic got accidentally removed last night when implementing her Eternals.

Comment

Originally posted by xAsami

vex fear is currently not slowing at all rn, seems bugged

Thanks for letting us know! We've got a fix coming in for the next PBE deploy.

Comment

Originally posted by Starfiredemon

How did Vex ultimate dash turned out in playtest?

Did it feel weird for a vulnerable mage to get in the middle of team fights with the second cast?

The second cast has so much damage so its inevitable that one has to use it

But like if you get into middle of team fights being a squishy mage, like suddenly from a ranged position to a melee position, isn't it awkward to position out of that chaos again, to move to a new place?

Like imagine dashing and then getting 1 shotted by the many assassin, skirmisher, junglers, irelia, darius and maybe even the enemy mage because you are throwing yourself into them and if you dont then you are not doing much damage? If lucky then you kill one and die or maybe kill two and die.
Doesn't feels very exciting

This is same type of weird awkwardness that Neeko's kit has. Range Q E and suddenly melee R. Maybe Vex will be a hit in Neeko playerbase but not in Lux, Sera's playerbase

TL;DR Yes, Vex R dash was a strange interaction with her kit for a lot of development, but we think it's in a good spot now.

Originally I felt similar to how you felt (Vex R placing you in a suboptimal position often), however through continued tuning of the W ability in particular, we have hit a decent spot as far as viability of R casts, since the shield and burst should reward you heavily for taking "riskier" Rs. While this may place your body in danger, the trade-off of your HP for the damage you are dealing is frequently worth it, especially against ranged characters.

Speaking of ranged characters, a secondary positive effect of current Vex R is that it places you within range of W against ranged characters, which otherwise would often be a "dead spell" as far as the damage is concerned against them.

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Originally posted by popegonzo

4) Soraka: this was a big buff. We may need to pull back, probably on the R healing, but we're unlikely to revert the change; we think it was right for her (for now, at least).

5) Singed: this was a big buff. We’re okay with this for now, but we’d like to see more games with him to confirm.

This highlights just how huge GW is to the game - by not needing to build it, Singed is fast-tracked into bigger item-based powerspikes. By removing GW, even for a moment, Soraka's ability to influence a fight skyrockets.

I'd be really curious if the Gameplay Analysis Team has ever done a series of games where everyone has 40% GW by default for the whole game & see how it affects the game.

We have not done this specific test case (global grevious wounds), however my general hypothesis is that many champions' builds/rune selections/kits are tuned around phases of the game (early-mid game) being low grevious wounds density, resulting in proportionately longer fights. I imagine if we cut all healing, especially in those phases, by ~half, some classes of champions would really struggle.

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Moonfish222

Can I ask what the reasoning was for making a change like this at all? Aren't animation cancels and other forms of mechanical skill expression intentionally put in? Way back I remember it was even a meme when riot would put "x change is to separate the great players from the good players" in the patch notes. Many champions have them from riven entire kit to proper orb walking on adc's or even flash kicks on Lee sin.

Sure. Skill expression is a high value in our game, but there are still good and bad versions of it (or better and worse, at least). This wasn't some clever expressive animation-cancel that enabled interesting gameplay, it was an effect that punished players for certain input sequences without good feedback on what was happening. Many players believed that Renekton empowered W stunned him for longer than the base effect, because that's what the animation indicates.

If we aren't critical of the types of skill expression in the game and optimize for maximum skill expression blindly, we eventually end up with lots of cases that are needlessly difficult, obtuse, and punishing, rather than designed skill expression that feels appropriately rewarding.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by eyalhs

So original prowlers claw was literally teleports behind you nothing personal kid?

I literally pitched it as "nothin personnel: the item" when brainstorming assassin mythic active items. Its in-dev temp name was Coldsteel Sai.

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    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Sandalman3000

No graph needed, but I'm curious. What champion surprised you the most with how they trended?

Probably Volibear. We expected him to be more popular after the rework, but he jumped a lot higher in engagement then we had expected

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by 6000j

The change wasn't to make this not happen, it was because you could animation cancel it anyways so they just made it so you always get that extra time.

This is a different issue that also needs to be solved, but the patch notes are pretty clear in what's up with the animation duration change.

Yep, this is correct. Before 11.18, if you used empowered W on Renekton and didn't input a movement command between the 0.525s and 0.75s period, he would remain locked out until 0.75s passed (including e.g. basic attacks). This is now 0.525s for both regular and empowered W. We recognize that this was something that could be bypassed consistently by skilled Renekton players (or accidentally by anyone), so we standardized it as always 0.525s. The "before" clip in this video shows a player bypassing the 0.75s lockout by inputting a movement command.

Also, as an aside, we recognize that we overswung on Renekton here. I'm looking into buffs for him right now, and I'm sorry for the inconvenience caused by Renekton being too weak in the meantime, and generally that Renekton is weaker in non-pro play as a result of pro balance this season. Hopefully we can take larger steps to resolve this more permanently in the future.

Comment
    /u/Reav3 on Reddit - Thread - Direct

Originally posted by OtherAnswer

Any chance you could share Taliyah's please? c:

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Originally posted by iDobleC

Just curious but is this a position that you can apply from abroad? Or you need to live in Cali or the US at least? I would love to work ar Riot at some point but I'm not from the US so I was curious if this a possition that I could maybe apply to in the future

It would require a work visa, so generally needs to be from the US unless you individually have some other way around that

Comment

Originally posted by IAmNotRollo

I think she looks a little too close up in her champ icon. It doesn't look too bad, but her eyes get cut off when someone selects her and it just seems a little too big in general in the big list. https://imgur.com/a/wSLCreQ

Good callout! The Illustration team will be making a small adjustment to zoom out the icon - should it be on the next PBE build.

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Originally posted by Naerlyn

Can you share what the wildest or funniest thing you playtested was? :D

At one point when Kayle hit level 16 in development she could permanently just fly through walls and such, no terrain collision. Because she's an ascended angel, ya know. I had a good time splitpushing with her, and then when the enemy tried to collapse on me, I would just fly off the map...It was the first time someone seriously asked the question "if you go all the way off the map on one side, do you come out of the other side like Pacman?"

Comment

Originally posted by eyalhs

So original prowlers claw was literally teleports behind you nothing personal kid?

yes

Comment

Originally posted by LeDutchBoii

(This is a repost from the bugreport I posted earlier today)

First of all some explaining for people who don't know, there are 3 parts of Vex's passive "Gloom 'n Doom."

Gloom; the mark irrelevent.

Doom; Vex's next basic ability interrupts dashes and fears enemies.

Impending Doom; It's what "Doom" is called when on cooldown.

I was using practice tool trying out the new champion Vex, when I try out a new champion I always just go ham on dummies while having Auto-Refresh Cooldowns on, then I noticed something strange, all my abilities came of cooldown (CD), as you expect, Q, W, E, R and of course the passive yet her abilities didn't fear the dummies and Vex's basic ability icons weren't 'green.'

So I watched the replay, and according to the replay the abilities were concidered powered up from her passive, so the icons were green yet when Vex used her abilities they appeared purple.

Then I finally saw what caused it, "Impending Do...

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Thank you for the detailed report! We're planning on doing some rescripting to Vex's Passive aimed for Patch 11.20 which will hopefully resolve these bugs you discovered.

Comment

Originally posted by Starfiredemon

How did Vex ultimate dash turned out in playtest?

Did it feel weird for a vulnerable mage to get in the middle of team fights with the second cast?

The second cast has so much damage so its inevitable that one has to use it

But like if you get into middle of team fights being a squishy mage, like suddenly from a ranged position to a melee position, isn't it awkward to position out of that chaos again, to move to a new place?

Like imagine dashing and then getting 1 shotted by the many assassin, skirmisher, junglers, irelia, darius and maybe even the enemy mage because you are throwing yourself into them and if you dont then you are not doing much damage? If lucky then you kill one and die or maybe kill two and die.
Doesn't feels very exciting

This is same type of weird awkwardness that Neeko's kit has. Range Q E and suddenly melee R. Maybe Vex will be a hit in Neeko playerbase but not in Lux, Sera's playerbase

Abilities like Vex R have a lot of what we call "levers" that can heavily change how the spell actually plays out in practice. From simple things like missle speed and width to more complex things like damage split on the missile hitting v when Vex actually takes the R, as well as of course the complexities of whether or not it can reset and the conditions (kills only?, takedowns?, 2 seconds reset timer or 10?, 3seconds recast timer or 15?). All of the added complexities make for a completely different spell with even the slightest change of any of them, let alone multiple at once. A lot of testing is experimenting with those levers until what we find feels like hits our goals for the spell and are satisfied with the output of the ability.

Comment

Originally posted by UsernameAndAPassword

question: where under the career options would we find playtest team? (like the first drop down with QA and Admin roles and stuff like that)

It would be a QA Engineer role in the Los Angeles office - not currently posted.

Comment

Originally posted by Kadexe

I recall Yone's designer talked about a spell he had that, in summary, gave Yone a free dash towards enemy champions after they used a dash. It stuck around in his development for a really long time before they canned it.

It was really messed up since he didn't actually need vision to use it. We had a game where a Yone was against a Shaco jungle, and he knew the Shaco recently used Q around raptors, so the player just spammed the button in the Fog of War near the raptor pit, and eventually dashed to the Shaco and killed him LOL

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Originally posted by gothsole

prowler's with a blink is the nightmare i never even knew i had

dunno if any of the team members are reading this, but if you are: what's the most design iterations you've gone through on something before finally just trashing the idea completely as unworkable?

One interesting one that came to mind for me is Samira's W, but it was actually the opposite of what you're asking: we thought something wouldn't work, but found it was the best solution.

We originally tried the windwall version we have today, but the designer thought it was too risky; we tried a ton of iterations, including an auto-attack dodge spell (Jax E without the stun) and something similar to Gwen W. Ultimately, we found that her play pattern required a strong defensive spell that was favoured against ranged champions, and this made the most sense.

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Originally posted by Rexsaur

The fact that this was even considered in the first place speaks volumes.

Wtf are those designers thinking, then again looking at how most new champs turn out its not surprising.

The fact that this was even considered in the first place speaks volumes.

In my opinion, what it speaks to is that developers feel comfortable that they have space to experiment and that they have resources around them that can give them confidence in what their designs are able to do. Like mentioned in the article, we want to empower designers to take risks like this - and they can do so in part because GAT is able to demonstrate what the potential outcomes will be.

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Originally posted by Crewx

Look out for jobs? So long as you have 3+ years spent on a AAA game and live in the most expensive area of California, right?

nope. For this team we don't require any experience... just that you have good communication skills, good design sense, and are relatively high ranked. You would need to relocate to California (eventually, after Covid stuff), but we help with relocation costs a bit