League of Legends

League of Legends Dev Tracker




12 May

Comment

Originally posted by Soxviper

What exactly do you mean by memory?

Our memory budget, how much data we are allowed to put into a skin without breaking the game. :)

Comment

Originally posted by steinberg_na

Piggyback on the ult comment: looks absolutely incredible, but the particles added where it looks like a projectile shoots from Morde to his ult target is new and might give an advantage to the target (an advantage not present on other skins) if they have a spellshield/immunity or other ult dodging mechanics. The ult animation on his other skins is far less noticeable.

That is something that is present on all skins. :)

Comment

Originally posted by Mumphord123

What is the button for toggle? just tried control 5 and it did nothing

It's going to take a few days to arrive on PBE probably.

Comment

Originally posted by Bro_miscuous

This skin has a bit of tech that I think should have been mentioned: https://twitter.com/Sirhaian/status/1392171112889344003

What I'd like to say about this is... It's not distracting but the rules are just inconsistent. Why isn't this like Project Ashe?

My feedback is:

  • Allow these to become a toggle, and don't tie them to any situation like you're trying to do. Toggles are not confusing. If you know it exists, like Kai'sa's helmet, you know it's just that, a cosmetic. If Renekton's "helmet" starts coming on and off during gameplay, just start doubting if it's a gameplay thing ("oh, maybe it means he has high rage, used ult [like Eclipse Leona or HN Ashe], or perhaps he--...")
  • Players are dying for more toggles and they are highly requested, and a nice feature in becoming a far and between feature for skins where it fits (like you did retroactively add to Spirit Blossom Th...
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I've just implemented the toggle (between reactive helmet and always on) but there's no sexy special UI like Kai'sa has for her helmet at the moment. I'll try and get that done in a few patches' time.

Comment

Please note: 200% was just the "proof of concept" number, will likely be tuned down to something more reasonable before launch.

Comment

Originally posted by MonstrousYi

I saw the changes on the PBE:

Master Yi

Alpha Strike (Q)

  • Damage AD ratio lowered from 100% to 90%

  • Crit AD ratio lowered from 60% to 54%

Wuju Style (E)

  • Base true damage increased from 20/30/40/50/60 to 30/40/50/60/70

I think nerfing the AD ratio on Q will definitely hurt on hit as well, and this 10 damage on E will do nothing just like it didn't do anything the last time it got buffed. What needs to be done is revert the AD ratio on Q, and nerf Crit more. One of the biggest issue when playing on hit, your Q does no damage on minions, the bonus damage was removed long ago because of funnel, but now that funnel is dead, can we at least have that back?

I dont own the changes but I'll pass it along

Comment

Originally posted by crazydavy

Are you guys still adding a visual effect that shows how far you can leash certain camps? I remember you mentioned something like that when talking about these changes

We were pretty fond of them but they needed a much deeper dig into leashing and also a lot of VFX support that would've bumped this work back. So maybe someday


11 May

Comment

Originally posted by BombasaurusRex

Do you mean Doran's Blade or Ring?

Blade sorry lmao

Comment

Originally posted by FOEVERGOD73

That sounds reasonable. I really like the balanced release of gwen and lillia so i dont have to ban samira for 3 months straight lol. Any suggestions for underutilized gwen build.

Dorans first I think is nuts? Icr

Comment

Originally posted by FNC_Luzh

Thanks for answering!

You guys have done a wonderful job on this Morde skin by the way.

Thanks!

Comment

Originally posted by bzlister

/u/RiotSirhaian mind discussing how the Project Morde ult was accomplished? I read the article on the engineering challenges associated with Elementalist Lux and I'm very curious to know how you were able to get around the (apparently somewhat low) limit for particle effects.

I was thinking of making a Twitter thread some time after its release to explain some of the challenges and show some WIPs.

If I were to summarize it, the city is a mesh set to always render in front of the ground with a big camera offset, with the gameplay arena masked by a stencil mask. We had to do a lot of compromises to make it work. For example, base Mordekaiser's ult uses another technique that ensures it always renders above ground. But that wasn't possible with this city: it caused transparency issues within the mesh and looked absolutely awful. Making it fully solid without any transparency also didn't work because it simply didn't merge well with the rest of the background.

So yea it was my biggest technical challenge yet, but I'm pretty happy with the end result. :D

Comment

Originally posted by FOEVERGOD73

Are you guys planning to take a look at gwen next patch or is it better to give her a bit more time to see where she settles?

She's been settling pretty well. Theres still some build/rune optimizations that aren't fully caught on so no need to be hasty and touch her quickly. That being said every patch that goes by the less those considerations stick

Comment

Originally posted by FNC_Luzh

f**k that ultimate is dope.

Why the Evelynn emotes tho.

Our concept artist made a few hologram images that we re-used for the city. Among them were Eve and Teemo. :')

I'd have loved to diversify them more, but we were very limited in memory at that point, so we couldn't.

Comment

Originally posted by nightsembrace

essence emporium when? 😔

No idea sorry amigo

Comment

Originally posted by HardstuckPlasticV

Thanks for always showing up in these threads Phlox.

Speaking of filtering winrates, I am curious about how the internal data is sorted. It gets really confusing when people start throwing around different winrates for the same champion in a certain bracket (like Plat+), since the public sites process them differently.

Does everybody in the game need to be inside the same framework bracket for it to count? Alternatively, is data being collected from any individual player in the bracket, even when they play games with lower-ranked allies/opponents? Maybe it's something else entirely?

Also, I would be ecstatic if Ryze was put in the mini-rework pipeline

Sorry I'm not well versed in the very specifics of how the data is gathered / filtered. Our data analysts would be the best bet for getting that info

As for Ryze he's definitely a decent candidate for some kind of work, but we'll see where phase rush changes leave him at the very least

Comment

Originally posted by paradiselater

Any chance you guys are keeping an eye on Rammus? I know with the jungle changes and the spike in new players you guys might have decided to hold off but imho the consensus among long time players is that all the nerfs have put him in a less than ideal spot and the ult isn't quite the payoff to make up for it. I'd go as far as to say the ult introduced some anti-synergy for what was a relatively simple champ.

We've definitely got eyes on. Didn't look into changes for this patch because of the big jungle shift but if he's still in a sad place next patch who knows

Comment

Originally posted by PUR3SK1LL

Do you know whats going on with Omnivamp/Ravenous Hunter? Is it not fixed in the upcoming patch?

I believe most of the bugs are resolved (some of the ravenous bugs were just it wasn't reporting the amt healed post-game, but it was still healing)