Auberaun

Auberaun



10 Jan

Comment

Originally posted by bz6

Well I sure hope the high elo reports will be un-paused come start of S13. The community seeing swift and more importantly consistent action taken towards disruptive behavior (in all its shapes & sizes) will have a ripple effect to the lower ranks, especially if content creators are exposing the updated report systems.

The escalated content creator report path is a part of the trial that is just pretty clearly successful and we're trying to work on how to expand. The more general moderation had more mediocre outcomes, causes of which are likely fixable, might just take more time in the kitchen.

Comment

Originally posted by Nicky-Santoro

Any chance you are considering performance-based adjustments to LP/MMR gain and loss?

Yes we are considering those.

Comment

Originally posted by Xanhomey

So basically half of the points we used to earn, but still earning even if we lose. Got it.

Does seem fair, since you guys did make it clear that the amount of games below gold will big.

Thanks for responding!

Edit: Sorry to bother you, but while I was looking at the screenshot yesterday I noticed that there's a border given as a reward for SP, so I was wondering if this is a new type of reward or the new ranked border?

The system is entirely retuned so the old values don't actually have any relation to the new ones, it was mostly convenient to keep the concept of split points and the associated systems to build improvements on top of. I'm looking at the screenshot on my phone so can't see too clearly but it looks like it might just be a placeholder icon? I know there aren't any borders on the rewards track at least.

Comment

Originally posted by bz6

Pretty bummed out at the lack of Ranked updates from the season start videos. No mention of solo soloQ, flex improvements, Clash, and high elo moderation. Is there anything you can shed som extra light on boss? /u/Auberaun

Not a lot I can specifically talk about yet. The team is working on a lot of rune recommender & champ select followup/polish work now that the season is basically launched while we plan some of this year's bigger bets. For high elo moderation, we ran that for ~ a month (Nov-Dec) and have data, now that we're back from break we'll figure out how we'd like to proceed but the reviews themselves are paused right now.

Comment

SP values have been changed, you get 10 for a win and 6 for a loss. Those other rules for autofilling etc. are removed. So it'll be closer to about 200 games for Silver & below. Also remember that you still get chromas per rank, someone in silver will only have up to the Silver chroma while if you hit Plat you'll be able to flex that in game, no other way to earn those than improve


09 Jan

Comment

Originally posted by ClownFundamentals

It's really impressive how they managed to film all of these videos within just the past 5 hours.

brightmoon called me at 2am this morning and told me we're responding to player feedback and made me improvise this whole thing now i'm going back to sleep thanks reddit


07 Jan

Comment

Originally posted by Spideraxe30

Could you possibly share more surrender rates, this is pretty interesting data

Not sure what would be interesting and I don't wanna get too deep into numbers, but the fun thing I always see in any surrender data is that most regions behave similarly enough, except for Korea which surrenders way more frequently than the rest of the world. Perhaps notably this only shows up in surrenders after 20 minutes, their FF rate pre-20 is close to everyone else's.

Comment

Originally posted by ubernat

OK but fast forward to now. How many ranked matches have early surrender? Why is early surrender allowed in ranked?

Can only see the past two years right now, it's about 2 - 2.5%, and that hasn't really changed over that time.

Comment

Originally posted by Odious_Decible

You know what would be pretty valuable contextual information you could share?

  1. Knowing how often a ff vote comes up out of the total number of games.
  2. Knowing how that number compares with previous seasons.
  3. Knowing how gap-made matches and your failed agency experiments cause stomps and ff votes.

Spoiler Alert: It's higher than previous seasons. A lot higher.

You've had to turn the game upside-down on everything from dodges, player lobby information and now ff votes to band-aid over the game you ruined, and your answer is to just go next. Its laughable.

Offhand I can only see back to season 7 and if a game ended via surrender or no surrender, general trend looks like seasons 7-9 were pretty flat, overall surrender rates had a pretty noticeable spike with season 10, that recovered slowly through seasons 11 and 12. Directly comparing seasons 7 and 12, surrender rates are only slightly higher.


06 Jan

Comment

Originally posted by GoldRobot

Our data shows that comeback rates when a team fails a 4/5 yes early surrender (before 20 min) are low; teams have a generally good sense of what a "winnable" game is.

Or that could be because people give up cause they have option to FF? So just remove vote before 20m.

When the vote before 20 minutes was first introduced, it didn't actually change overall surrender rates almost at all, it just took many of surrender votes that passed at 20 minutes and let them occur earlier.

Comment

Originally posted by -SNST-

Can you guys please PLEASE look into the surrender system so abstainers do not count against Yes votes? Abstaining at all shouldn't mean a 3-0 (3 yes votes, 2 abstains, 0 no votes)

My biggest gripe with the surrender system is counting abstainers as no voters by default. If people don't even bother no-voting, why should they count against yes voters?

This isn't an official take but I'd think we want to assume that any player's default intent is "I want to keep playing the game" unless they specifically indicate they don't.

I think a pain point with how it works right now is that the timer to start a surrender vote is based on when the vote ends as opposed to starts, so people "waste time" on the next vote timer by not immediately voting. That's a change I think could be good for us to make.

Comment

Originally posted by ToXic_Trader

However it's important that opponents have time to feel powerful with a lead and games aren't abandoned too soon

god i hate this statement

Do you feel similarly if we flip it to "It's important you have time to feel powerful with a lead"? Being able to flex your champion's power fantasy when you're the big, fed, succeeding character is one of the highest moments you get in League and it's something we value you being able to access.

Comment

Originally posted by Acegickmo

Our data shows that comeback rates when a team fails a 4/5 yes early surrender (before 20 min) are low; teams have a generally good sense of what a "winnable" game is.

While I don't think the real conclusion is relevant to normals, this is obviously because people dont try to win when 4/5 vote to leave at 15? Not sure why they would pretend this is real

It's definitely a combination of factors, the mental state of a team that has 4 people willing to take the loss immediately is one of them, but we can also look at measures like gold leads to see that when these votes happen the opponents do have a fairly substantial material advantage.

Comment

Originally posted by TheSituasian

Can you guys make it so the suggested sum spells remembers it being set to 'off' instead of it being reset every game please?

Yes that is also planned work!


05 Jan

Comment

Originally posted by Ok-End5088

There is 0 reason for the grasp runepage on voli top to switch my summoner spell to smite

This is being fixed in 13.1.


29 Dec

Comment

Originally posted by Naerlyn

If this is supposed to be a comment about how many words Bel'veth has on the wiki, the Details section of Illaoi's E alone contains 15% more words than Bel'veth's entire kit. 45% if you then also include the ability.

I see folks also use the wiki as their source of info for learning what a new champ does from scratch, which it's not the best at since it has way more detail than is really needed to get going. The client is a better resource for this since that's what we write those short descriptions and include videos for. Once you have the basic grasp of what a character does, the wiki is great for hunting down the details if you want to get into optimizing playing as and against. For all that Bel'Veth passive text, the client description is

Bel'veth gains permanent attack speed stacks after taking down large minions and monsters and champions. She also gains temporary bonus attack speed after using an ability.

and that's enough detail to grasp it. If you're now interested in "how do I optimally cycle my abilities to keep passive uptime", or "how does Riot numerically tune infinitely scaling attack speed" you can read the wiki version.

...

14 Dec

Comment

Originally posted by Grillla

Please, I'm begging you to revert the changes to the ARAM map. They are horrible, unbalanced and destroyed the last mode I enjoyed playing in this game.

Narrow paths, fog of war and death timers that made the gamemode a coinflip past the 15 min mark. ARAM was fine before, people enjoyed it and I am passionate about the mode so please consider changing it again.

I'm not on the Modes team but I can promise that the team is closely examining data and player feedback. There's certainly some amount of balance tuning to do that should help, the double whammy of preseason itemization changes + large systemic ARAM changes coming together are probably making things more coinflippy than they will be in a month from now.


13 Dec

Comment

Originally posted by Nicky-Santoro

The change is a huge benefit. Thank you for this.

Just out of curiosity, were fixed pick orders ever considered? e.g., top always picks last? Or at least symmetry between teams e.g., both tops pick 3rd? Curious if so the pros and cons you came up with.

Yeah, primary reason against was that it'd be redundant to enforce a specific pick order if we give players the tools (order swapping) to sort it out amongst themselves anyway. Will be interesting to see the data we get back on draft behavior though!

Comment

Originally posted by Nicky-Santoro

That’s after the fact though.

What I’m getting at is I don’t want someone to accept or decline misunderstanding we’re swapping pick order not lanes

The tooltip says pick order so you should be fine.