League of Legends

League of Legends Dev Tracker




01 Oct

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Not entirely the same thing, but you can watch challenger games by going to the Ranked tab, filtering by challenger ladder, and clicking on the players with the "Spectator Eye" next to them. This symbol indicates they are in a game and can be spectated.

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Originally posted by IsleOfOne

This way of thinking makes perfect sense for one’s own itemization.

But what about when it comes to identifying an enemy’s cooldowns? I can press tab, see their items, and know how much AH they have. But in order to know how long my window is to abuse Zed after he uses his W? Now I’m having to divide by decimal numbers, and even for a mathematician, that’s significantly more difficult than multiplying by 0.1/0.2/etc.

The enemy’s high-impact ultimate has a base cooldown of 40s. He has 35 ability haste. What’s his new cooldown? There’s certainly no way to find the answer with a simple “mouse-over,” as has been suggested when considering one’s own cooldowns.

The argument that AH is aligned with how AS works misses the mark. An auto attack is by nature lower impact than an ability. There is never a reason to know or care about an enemy’s attack speed—the only one who might care is that enemy himself. Plus, this type of scaling makes excellen...

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If anything I think it becomes a shade more knowledge-rewarding because of needing to know those conversions. You gave 35 as an example; because of the Karma E case I did above, I know that's about 25% CDR, and from there I can do the cooldown tracking math of Zed W like you mentioned.

I don't personally like that as a skill test, mind you, but I think it does count if we're trying to figure out if Haste adds a skill test or removes one.

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Originally posted by Gfdbobthe3

That sounds like good feedback to give on the PBE reddit.


30 Sep

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My personal take is one of the subtle hurdles with switching from CDR to Haste will be that even though you want them for similar reasons, the way you think about them in your builds is pretty significantly different.

For a decade, we've thought about CDR in terms of a cap. If you care about cooldowns, 40% CDR is a clear target you really want to hit, but once you do, you don't want more. It also makes tradeoffs between items clearer, in terms of "I can't get all these items because then I'm overcapped, which ones will I take?" Crit is the other stat that works this way.

Now though, we'll think about Haste like Armor and MR. You can stack AR/MR infinitely, the literal exact number isn't monumentally important, and more is always better than less. I don't think most people think of Frozen Heart as "the 110-armor item versus 115 or 105", but rather as "the highest-armor item", "the AS-slow-aura item", "the armor item non-mana tanks feel sad about", or other qualitativ...

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Originally posted by Domasis

It seems to happen (at least for me) when I channel my recall with the shop open, purchase an item as soon as I land in the shop, and instantly close it.

In another case, it happened when I opened the shop really quickly to click an item (couldn't buy it because I wasn't in fountain), then closing the shop. Something is breaking on that level, but I'm not sure what.

Hello! I'm currently looking into this issue and was wondering if you happened to remember how you were closing the shop. We have a known issue where closing the shop by pressing "O" (opening up the scoreboard) results in being unable to cast spells, however, we haven't seen it totally lock a player out of being able to control where they path and move.

If you have any additional info that you think may prove helpful, would love to hear from you! :)

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    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by silly_red

How many teams are there around the client (both launcher and game program)? 🤔

The League Client interacts with many other products and services within Riot (e.g. authentication through riot client). When a player or support ticket comes in reporting an issue with the client, after triage, 50% of the time a downstream product or service is the root cause of the issue, its just that it appears in the client so players assume that's the problem. The game-settings issue roots from multiple folks and teams making changes within that code that we do not own (for other projects in flight). I am working internally to determine a way we can quickly identify issues, identify owners, and solve them.

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Originally posted by Nihilyng

  • Server: EUW
  • Type of Bug: Client & In-Game
  • Description: League keeps thinking I'm a new player, putting me through the new player 'I agree' stuff, re-showing me the season/TFT/ranked info, and resetting my voice lobby preferences and summoner spells. It remembers my rune pages though, thankfully.
  • Video / Screenshot: None
  • Steps to reproduce: Er. Log in?
  • Expected result: Client remembers I am a returning player and keeps my settings the same as they were last time I was playing.
  • Observed result: It does not.
  • Reproduction rate: 1 in 3?
  • System specs: MSI B450M Mortar, 16GB 3200 DDR4, AMD Ryzen 5 2600X, NVidia GeForce GTX 1080

Would you be able to DM me your LeagueClient.Logs?

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Originally posted by RaphasRX

My Shop doesn't have descriptions or names, it's either blank or something like "Item_6677_Tooltip". The items are like this.

Yep this is known, thanks for the report!

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Originally posted by Catman_PBE

I love the new shop. I'm still trying to get used to the layout, but one thing that has sorely stood out to me so far is the search function. Right now when you search for an item, that search will remain there. If you open the search bar again, it still has whatever you had previously typed in for the search. I personally find this incredibly disruptive and I hate that I have to manually delete what I had previously typed.

It would be really nice if it could either:

A. Clear the search bar every time you open it.

B. Have an alternate key-press (such as right-clicking) to open and clear the search bar.

C. Have a clear button (such as a classic X cross icon) available, even without having the search bar directly open.

The search context will be cleared when you exit the search mode.

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Originally posted by MangoTheKing

Hi, just have a quick question, when you say stat filters do you mean how the items are sorted on the live server? Or do you mean a bar at the top where you can click mana, and it shows all the mana items? So far the update is looking great.

P.S. Do you want bug reports in this thread, or do you want bug reports to have their own thread?

Stat filters will allow you to say: "Show me all the items that provide mana"

Bug reports are fine here.

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Originally posted by Night25th

Just read the post before commenting lol

I mean, it's in this very post

Oh, if they said that then nevermind. Do you have the context of where they stated that?

lol

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Originally posted by samudebug

I don't know if it's just me, but the build recipe for the items have an offset to the right

Not you, its a scaling bug with the new shop.

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Originally posted by krazanas

I didn't really like that last searched item was still in search bar after reopening the shop.

This is fixed.

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Originally posted by anialater45

Dude reading is hard >.<

lol

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Originally posted by mathgeek777

Right click to sell was working for me last night, it took me about 15 seconds to figure out what was going on with selling in my first game last night but after that it wasn't so bad. It might be clearer if the inventory background popped more when you were in the shop? Almost like an extension of the shop.

Yeah this is something we are considering, among other options for making the HUD inventory a bit more obvious. Thanks for the feedback!

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Originally posted by hanibal_lecter

I'm probably not the first to write this, but I see a big problem in the design of some items / mechanics and by that I mean:

1 some of them are overloaded (the same design when you reworked Irelia, instead of giving a couple of mechanics to the champion and the player's skill made him strong, leaving the skillset simple "for the most part", you put 2-4 mechanics in each ability and the strength comes from the numbers and not the player skill, doesnt matter how good you are at Adc if Zed with a new "Duskblade of Draktharr" gets 3 mechanics from 1 item: bonus dmg/slow/passive kill reset), instead of this just make each item passive/active strong in 1 direction only

Before proposing solutions how i see new items, I would like to know why you rename mechanics for no reason: (lethality/Ability Haste), I believe that mechanics should have a consistent logic in their names so that players do not ask why this is called like that when there is a more logical name for it arm...

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1 some of them are overloaded (the same design when you reworked Irelia, instead of giving a couple of mechanics to the champion and the player's skill made him strong, leaving the skillset simple "for the most part", you put 2-4 mechanics in each ability and the strength comes from the numbers and not the player skill, doesnt matter how good you are at Adc if Zed with a new "Duskblade of Draktharr" gets 3 mechanics from 1 item: bonus dmg/slow/passive kill reset), instead of this just make each item passive/active strong in 1 direction only

I disagree on Duskblade. The damage is mainly there to add impact and satisfaction to the slow. We'd have been happy with an item that just slows the target for a brief moment, but these effects always feel nicer when they come with a small amount of bonus damage.

Before proposing solutions how i see new items, I would like to know why you rename mechanics for no reason: (lethality/Ability...

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Originally posted by BassaniZ

So did you changed how true damage works? Currently true damage is not affected by any damage reduction nigher amplifier. https://leagueoflegends.fandom.com/wiki/True_damage

That is inconsistently applied across the game right now. I'll grab some examples (first that comes to mind is that the formerly named Ninja Tabis reduce Camille's 2nd Q Attack by 12%, despite being true damage), but if we make the call that we DO NOT amp true damage (I agree with it not being reduced btw), I'll come back and correct my post above later.

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Originally posted by ashortfallofgravitas

Does anyone know if Horizon Focus amps true damage from champions like Vel'Koz? It feels like it's supposed to be the dedicated artillery/combo mage item but if it doesn't amp true damage it's literally useless on velkoz, and that feels kinda bad as it's one of the few really standout items for him? /u/Rovient u/RiotPetrie

It absolutely should! If it does not, this is a bug.