3.0 is the new cap in ranked games if this goes through
Yes 3.0 is the new cap for all modes that don't have their own adjusted version.
3.0 is the new cap in ranked games if this goes through
Yes 3.0 is the new cap for all modes that don't have their own adjusted version.
We'll get the AS cap adjusted for every other game mode that is still 2.5
This issue is still happening on live client.
Yea, unfortunately the fix was overwritten. :( We are trying to find a longer term solution to avoid it reverting in the future along with updating the next patch with the previous fix
It's just playing games, playing nice, and getting honored. Others have pointed it out already but playing with a friend and honoring each other every game actually doesn't impact your honor level much at all. So you shouldn't expect any result from just doing that.
Seen a couple reports about that. We're looking into it!
As a company rooted in Los Angles
I love finding typos
The more impressive thing is that I managed to do that after I copy pasted the text. So somehow... I created a typo that didn't exist.
Depends on if you want to keep it "pure summoners rift" but faster or not. If you add too much it becomes a half baked LTO game mode.
Also as a primarily ARAM player, and as someone who has been playing since almost launch on league in general, be very careful with the adjusted nerfs and buffs please. Unless someone becomes an absolute menace it feels really bad to pick up a favorite champion (Sivir, Ashe, Teemo, etc) only to find out they're hyper nerfed, although obviously makes sense in ARAM. On the flip side, you don't want to bait new players into enjoying a champ only for them to find out how much more buffed they are than normal (Akali, LeBlanc, etc)
I can speak a lot on this, but those are the absolute top thoughts I can think of.
Currently trying to stay close to being able to call it a Summoner's Rift experience rather than some other game mode. Hear you on balance changes that are too significant being warping, overall it's looking like we'll just need small tweaks since the characters are already designed and balanced for base SR as opposed to something like ARAM that puts really different demands on every champion's kit to perform equally.
How about the mastery grading bugs, are you guys looking at it?
The other day it was stuck giving D- to everyone no matter what, and then after it was giving A to everyone, it was working fine like a week ago but then something happened that broke it.
We had some issues over the weekend yeah, are you still seeing unexpected mastery grades currently?
This rules, congrats on the Gold!
Congrats! Love to see it!
Some sort of "late" game escalation mechanic with a non-gold output.
something like clash towers rotting away after a set time.
Or maybe you get a rift Herald with your baron, like in Ultimate Spellbook.
Just some way for a winning team to close out a game once we are past the intended game time.
Yeah for sure hear ya, those are the types of things we're looking at right now!
Given Swiftplay is part of the core SR experience, is there any concern that it havibg its own specific balancing might be confusing for players or add complexity
Not a ton of concern but those are costs, yeah. Balance bands are broader than standard SR, similar to ARAM, and we'd stay away from doing anything that changes a champion's identity. There is a responsibility to balance this mode since everyone has the ability to choose specific champions without bans as a release valve, and winrate data, so it'd be pretty bad for the experience if there were a 58% winrate Kayle in every game you play.
Following thread. Interested in if you think Swiftplay is for you, what you think could be better about it.
Biggest thing gameplay-wise on our minds right now are outlier game lengths. The game length is on average shorter than standard SR (excluding surrenders for both, yes) but the experience breaks down a bit when everyone on both teams gets to full build and then are there for a long time. Those 40 minute Swiftplay matches shouldn't really be happening.
Read morebut then the 2nd and 3rd mastery missions require 24
Small correction. The second level of the mastery missions requires 25, not 24 mastery levels. And these are in addition to the 12 already done, so you will need a total of 37 to complete the second mission. Given I'm personally only on 6/25, I'm not likely to find out how many mastery levels the 3rd level requires any time soon.
Even to get the second mission done, you will need to raise the average mastery miletone level of all 10 of your pool champs to 3.7 - i.e. you will need to get a bunch of champions to mastery 4+. If there are a couple of champions that you simply have no interest in playing, then you will need to get the average mastery miletone of the 8 remaining champions to 4.6 - i.e. a bunch of champions will need to hit milestone 5+. And that's just for the second mission...
This is taking the ****. I suspect almost no-one will bother to complete the second mission....
This is a bug and we're working on deploying a fix as soon as we can. The collection page is the correct experience (and the 24 not 25 Milestones for the 2nd reward is correct).
Hell yeah
i know it’s old news now but maaaan how i miss quickshot
♥️
Very nice
Ya I think, if orange is ruinous atakhan.
orange is for the orange-red atakhan (Voracious)
So that is whats been holding me back...