League of Legends

League of Legends Dev Tracker




23 Dec

Comment

Originally posted by colkcolkcolk

A question that I've been dying to ask someone who has a bit of insight on the design side behind league--

For all of these sweeping changes, is the intent supposed to be "improvement" or just "freshness without regard for improvement" in other words change for the sake of change? Because a lot of changes seem to be focused 100% on freshness despite being lateral changes even a step back.

Examples of "freshness" or "change for the sake of change"-- preseason scuttle, omnistone (I will bet money that this rune has a shorter half-life than klepto, the seasonal zeal and crit item changes, etc etc

Like just think about it. We knew that the scuttle of deciding-the-game-at-3-minutes was not going to stay. We know that crit and zeal items will be changed again some time this year to shake the meta up. We know that omnistone is not a permanent fixture, it's just a toy we get for a year. We know that these changes are 100% temporary fixtures for the sake of change an...

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If the game changes every patch, what is the definition of "here to stay"?

Comment

Originally posted by ozmega

have u guys ever planned on just making another 5v5 map, something like what miramar is to erangel (not exactly a good example because miramar sucks), even if it is a seasonal thing

Well we made Nexus Blitz, which was awesome in my opinion, but not as sticky as SR.

Comment

Originally posted by smully39

If it wasn't, it is now.

I was hoping your map changes would rotate between a series of different nations, teaching kids geography. For shame.

Killing the dragon would bring pro players into your games from theirs for 3 minutes to fight for you. Only reason we didn't launch this feature was because people kept going AFK when they got NA players on their team.

THIS IS A JOKE. PLEASE DON'T TELL RIOT.

Comment

Originally posted by skunkjohn

You guys suck. When I heard about the changes, I was hoping that players could import custom models of maps into League and play on them and even then I wager it wouldn't have been enough to not call the game "stale".

Sorry, the pre-season changes suck. To fix it, allow custom imports of map models. It's 2019 and you're the only company that doesn't allow for this.

Is this a meme post or...

Comment

Hmm... It shouldn't block the elder execute, but my theory here is that if yasuo is to take damage from a ranged attack just as he throws out his wind wall, we probably prevent that damage from landing on him immediately for 'feels' and ping reasons.

Comment

Clean! Love the way you just broke line of sight for long enough that veigar gave up and went to deal with your herald instead. Nice work.

Comment

Nice thread, thanks!

I keep saying to my colleagues that it's a matter of time before a Reddit post titled: "Riot could have gone further with the map changes!"

This post is a pleasant stepping stone!

We had more complex and extensive map changes earlier in prototyping but realised that we could keep scaling them back until it was JUST enough change to feel impactful, yet not affect 90% of your time on SR.

Comment

Originally posted by gusky651

The title is misleading. The HoneyFruit is not an item. I have reported this post.

Thank you for your diligence, summoner

Comment

Originally posted by Knox627

Indicators should correctly show the flight path of the projectile, irrespective of whether it hits the target at max range or not. I want to talk a bit about this part

I ran into this problem with Jinx W. When the indicator was exactly accurate people were more likely to tell me it “missed more than expected.” This is because, while the missile is very fast, it still has travel time so shooting at someone who is max range away will almost never hit them. A shorter indicator was more representative of the “effective max range.”

Consider a situation where the target is standing still inside a bush, waiting for you to walk up to kill you. You use the indicator to see whether you can W him or not, but the indicator will say that he is out of range, even if he is not. You walk up a little and end up in lethal range of the guy in the brush.

I have lost count of the number of times someone threw a game because they got hit by a skillsho...

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Half of what you’re talking about is VFX (the pink lines jinx draws on the ground when she pushes W). UI targeting indicators (the lines Jinx sees when she hovers over her ability) have absolutely nothing to do with what opponents see and how the missiles draw and travel once fired.

Comment

Originally posted by EndoSym

I mean sure people are going to be upset if they missed more than expected but what about the player that is the target, those who will say: " this shit never hit me". I feel like its the same thing with akali, Riot really doesnt care how something feels when you are the target or the one who plays against it, the only thing that matters is the player per se, everything else is irrelevant.

Those people don’t see skillshot UI indicators...

Comment

Originally posted by stopfeedingplz

How sad do you have to be to read through every single comment in this thread and then stalk every last person who shat on your opinion?

About as sad as your average vision score :3

Comment

Originally posted by stopfeedingplz

I wish he never opened his clown mouth. This is not even funny

Well nothing is funny when compared to your macro in ranked.


22 Dec

Comment

Originally posted by CurrentRisk

It must be the one that has a black bar! /s

  • Though, Riot should fix things.

It's been brought to the team's attention already! Don't worry 😉

Comment

Originally posted by Hanyodude

I don’t think you would have gotten the backlash you did on the boards if you worded it as effectively as you did here. This makes a lot more sense since you typed the whole thing out. I don’t use the board though, so whatever lol that’s just observation.

But anyways, what do you think of an idea that shows a ghost indicator of a lighter transparent color that just shows maximum range in addition to all the current indicator? Possibly a toggle-able feature? Nothing fancy in shape, but just an exact outline of the accurate spells hit box and range. Especially if it could be toggled on and off, nobody could complain about either side of the argument ever again.

P.S. Thank you August, for being the only person at Riot that i have faith in to make good decisions. That new designer that made Sett is showing some promise too.

Yeah I could have worded it better. Sadly, the boards has become a pretty awful place in general to have a conversation with people who are interested in listening.

Comment

Originally posted by AnataBakka

at least fix indicators when there's a difference in the z axis.

you only made the example of people launching the skill shot and saying "Oh nice I didn’t expect that root to hit!"

but what about the other side, when the hitbox is misleading and people say "WTF? That shouldn't have hit me."

Did you try fixing it and then people in playtesting started saying again "That hitbox is so weird. I point it somewhere but it fires elsewhere."?

This conversation isn’t about skill shot VFX, it’s about UI targeting indicators. (agreed that league has some visual issues with long range skills along z-axis)

Comment

This is technically working as intended...

Rengar maintains the leap buff for a short time after leaving brush. It doesn’t work for flash because we special cased it out.

Comment

Originally posted by abibyama

For what it's worth, I'd like to point out to those bitching at August that this is just a classic case of Game Designers fudging exact numbers to match human perception.

This happens in nearly every single game, and despite what all of you who are convinced you're special and unique want to believe, everyone wants it this way.

What you want to happen is rarely what actually happens, so designers frequently tweak things like this to match expectations

The most classic example of this usually presented is the Mario jump, where there's actually a small, typically unnoticeable delay after walking off an edge where pressing the jump button will still result in a jump.

The Human brain does not like reality, to be perfectly clear. COUNTLESS games have done the whole "perfect accuracy" thing and discovered in playtesting that players whine and say either it doesn't "feel right" or that it "didn't respond how it's supposed to", insistent that they're somehow...

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Siri: how do I upvote this post 17 times?

Comment

Originally posted by DM_ME_LEWD_KINDRED

Ok.

Now have Riot August explain why nautilus Q hooks thro walls.

Curious to hear the next joke.

Your CS’ing

Comment

Originally posted by mrslakes

Alright Reddit so what am I supposed to complain about this time?

Complain about Senna. She OP rito pls nerf.

Comment

Originally posted by abibyama

For what it's worth, I'd like to point out to those bitching at August that this is just a classic case of Game Designers fudging exact numbers to match human perception.

This happens in nearly every single game, and despite what all of you who are convinced you're special and unique want to believe, everyone wants it this way.

What you want to happen is rarely what actually happens, so designers frequently tweak things like this to match expectations

The most classic example of this usually presented is the Mario jump, where there's actually a small, typically unnoticeable delay after walking off an edge where pressing the jump button will still result in a jump.

The Human brain does not like reality, to be perfectly clear. COUNTLESS games have done the whole "perfect accuracy" thing and discovered in playtesting that players whine and say either it doesn't "feel right" or that it "didn't respond how it's supposed to", insistent that they're somehow...

Read more

Pretty much this. I ran into this problem with Jinx W. When the indicator was exactly accurate people were more likely to tell me it “missed more than expected.” This is because, while the missile is very fast, it still has travel time so shooting at someone who is max range away will almost never hit them. A shorter indicator was more representative of the “effective max range.”

People are rarely going to be upset if their skill shot hits something that they thought was slightly out of range. In that case, expectations are broken in a positive way, “Oh nice I didn’t expect that root to hit!” They WILL be upset if their spell misses something they expected to hit, “WTF they were in range but the spell didn’t reach them. This indicator lies!”

This is further confounded by the fact that most players’ default assumption is that skillshots “cheat” the indicator a bit. An indicator that is perfectly accurate can often feel as though it’s lying about the true range of th...

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