League of Legends

League of Legends Dev Tracker




02 Jul

Comment

Originally posted by Torigaa

For some reason you cannot comment their blog posts?

Are they afraid of what people think about this champ?

Nah, we're actually working on bringing back comments (hopefully this year). It's something we lost we launched the new website, and it's taking a bit longer than expected to re-add them. But we wanna see your comments. BRING ON THE FLAME :')

Comment

Originally posted by WatteauAP

Hi, I'm a Japanese player.

Could you check this article translated into Japanese.

LINK

Compared to the original article, the text about Extra Bonus RP has been deleted.

Japan is not included in all?

Ah darn, didn’t think any players on the Japan server would be reading this. JP opted out of the promotion due to some legal risks that weren’t sorted out in time. So, yes, Japan not included. Sorry about that

Originally posted by LooneyWabbit1

I feel like I'm making a mistake every time I lock in Swain.

:C

I feel like I'm making a mistake

Comment

Originally posted by Spentpoet811

Ahhh yes, UCB

Edit: I guess I started something here?

How dare you

Comment

Originally posted by stupidhurts91

Wait is this for real lol

Yes lol. Although Monday is just the meme. I'll probably check it out tomorrow.

Comment

I'll fix it on Monday

Edit: Did a bit of digging, and it actually seems like this is working properly. Do you happen to have a video of the replay where it breaks?


01 Jul

Comment

Originally posted by mackpack

People always talk about pick rate when it comes to balancing. There's this notion within the community that lower pick rate automatically means only/primarily mains play that champion. Could you shed some light on whether or not this is true?

For example what fraction of the total number of ASol games is played by ASol mains vs. what fraction of the total number of Ezreal games is played by Ezreal mains? Ideally also how this compares to a champion with average popularity.

It's not. There's an easy metric for this: Depth (and Breadth). There was an article about it a while back: https://nexus.leagueoflegends.com/en-us/2017/11/champ-popularity-mixing-math-art/

Low-breadth high-depth are champions who are mained really hard. Low-breadth low-depth champions don't have experts on them. One doesn't really cause the other in either way.

Comment

Originally posted by Penguin501

will support be giving the bonus rp since it was stated publicly that there would be bonus rp?

Alright, my bad. Last couple days have been hectic. Support will help you if you write in a ticket and say you bought RP expecting double bonus RP due to the incorrect dates in the article. It’s our mistake not updating the article, sorry about that!

Comment

Originally posted by hastalavistabob

Dont think regions outside of the ones mentioned in the article get this bonus RP campaign
Edit: Confirmed for all regions https://www.reddit.com/r/leagueoflegends/comments/hjcbjk/incoming_pricing_changes_to_league_and_tft/fwlnlux/

Can confirm, all regions

Originally posted by Putininyourheart

Wouldn't this lead to a different meta in proplay? I thought since the juggernaut fiasco you guys were much more cautious about making some big changes in pro play just before world's/MSI.

It would suck watching some top teams reaching world's playing akali (or whatever other FOM champ) just to nerf it right before groups and make a mess with champ pools.

we take in account meta picks in playoffs when we are making the worlds patch


30 Jun

Originally posted by bns18js

think of Asol, who the f plays him? only onetricks so his winrate is much more towards his actual strength

You have no real data for this baseless claim. It's possible for a champion to be both unpopular in general, and have not many mains dedicated to it. You're using one of the most common myths/misconceptions to formulate your opinion.

Unpopular =/= high % of mains. Some champs people just don't like to play and don't like to main.

Actually very accurate btw. sure there are champs that are main heavy, but other times it's just an unpopular champion.

Originally posted by bns18js

pickrate represents a lot more than just power - namely popularity.

Thank god you guys at Riot understand this. Some others tend to forget people like to play what's fun in a video game, regardless of power.

we do want a diversity of champs. We do want a wide variety of champions to be played so that each game is different from the last.

Is there inherent value in trying for diversity? If it's easy to achieve, then sure. Otherwise, IMO it's better just to let people play whatever they find fun repeatedly, rather than forcing(by making less popular champions stronger) them to play different picks.

pro is an exception where pick rate is used due to a mixture of sample size limits and the fact we general consider that pros prioritize playing to win much more than to have fun.

This is an impossible task tbh. But I guess it's the best you guys can work with. But even ...

Read more

There is inherent value. One game being different from the next is key to replayability

Originally posted by JukePlz

Can you explain how Yuumi factors in this logic? You say you aren't interested in nerfing based on popularity but that's exactly what you did to her, now sitting at 44-45% winrate when she was already sitting at 50% in low-high elo and very poor in pro matches (45% WR overall, 38% in Korea) before the massive nerf.

Yuumi was nerfed because she crossed the ban rate threshold in elite iirc. And maybe also pro, sorry don't exactly remember

Comment

Originally posted by DreamingDjinn

Are objectives supposed to spawn in the enemy top side jungle? It makes some objectives like training dummy completely unwinnable, as the Golem runs over and f**ks everyone's metaphorical couch.

Sometimes, yes. Many events have rubberbanding mechanics to help out the enemy team if they are behind. If an objective spawns in the enemy's jungle, that means your team is pretty far ahead, so we want to give some help to the other team. The alternative is that the event is just unexciting because a team that's far behind in gold and levels doesn't have much of a shot of winning.

Comment

This is a known bug :( While the XP isn't accurate, you are definitely earning XP.

Originally posted by HardstuckPlasticV

What's up beluga,

I'm curious to know your thoughts regarding Ryze's mechanics (and how balance changes are using them). Recent changes have focused on base stat improvements and base damage adjustments of various kinds, with the exception of the movespeed changes.

Is this the agreed-upon path forward if Ryze doesn't show up in pro? Are more fundamental kit changes on the table? It doesn't seem like the current kit is receptive to more focused changes (specific to pro vs. solo queue or even across skill brackets in solo queue).

generally understanding is that base stats and damages are utilized roughly similarly across skill brackets, with scaling effects being better in lower skill brackets (where people don't know how to push an advantage) vs early game power spikes being better in higher skill brackets (where advantages can be capitalized on). its likely ryze will continue to receive small buffs that match that understanding as long as he remains non-existent in pro play.

I can't say for what we would do if we decided to work on larger mini rework scope changes.

Originally posted by MagicianXy

yes, the data publicly available often does not match the data we see

And this is the biggest reason why this framework is not that useful for us as players. Like, great, we can see the criteria that Riot is using to determine balance... but we can't verify anything on our end. So the end result is that we just have to trust that you guys truly are going to adhere to the framework. Are there any plans on making these numbers public?

I'm in agreement with you here - I think its a bit silly we allow scrapping websites to gather incomplete winrate data rather then either not releasing any data or just releasing all of it. but i don't think we have any plans to make that data public.

I don't know all the arguments for or against this so I don't really feel like I can have a conversation about it here.

Originally posted by furfucker69

52% winrates champ with 0% ban rate in platinum gonna get nerfed? that's half the roster. epic move riot

i believe you've misread Mr/Ms.furf*cker69. for skilled (plat group) the threshold is 52.5% if they have 5x the average banrate.

Originally posted by WoodyBolle

Gotta say I love your name lmao

thanks woody

Originally posted by Ryuumoku

Why the pickrate isnt accounted ?

An Ezreal at 50% wr and 40pickrate isnt same or weaker than Vayne at 52% wr and 12% pickrate for example.

pickrate represents a lot more than just power - namely popularity. we aren't interested in a world where we take all the most popular champs and just nerf them, and buff all the unpopular champs so people have to play things they don't want to if they want to win. we want people to play the champs they like and not feel like they are making a mistake by selecting ezreal.

This is complicated further by a competing goal - we do want a diversity of champs. We do want a wide variety of champions to be played so that each game is different from the last. Currently we feel winrate for balance bands, with banrate informing "hey your champs too frustrating so we are stricter on winrate" combines nicely with "99% of champs are viable for these players" to compromises both of these goals. We attempt to ensure no popular champ is too powerful, and no unpopular champ is unpopular simply because they are weak.

pro is an exception where pick rate is used due to a mixture of samp...

Read more