AzuBK

AzuBK



01 Oct

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by AssociatePlayful8488

riot themselves said they dont balance around pbe, its 100% coming live, and maybe then, changed

We don't balance based on winrate data from the PBE, because it's pretty much incomprehensible. We do balance things while they are on the PBE. There's a big difference here.

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Kadexe

I'm surprised you didn't mention Yasuo/Yone, they're getting 100 magic damage per item while everyone else gets only 40. It's laughably strong on him, that's more than a level 18 Wit's End.

This is a bug, it's fixed as of next build.

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by [deleted]

[removed]

Lots of the icons, VFX, and SFX (basically production phase stuff) are still in flight while we're on PBE, including the three you mentioned. Like EduManke said below, if it has a purple border temp art, and also if it still has the live art it's temp art!

Temp art isn't even directionally indicative, really, because they're just icons that designers pulled from somewhere in our files and threw a border on.

Comment
    /u/AzuBK on Reddit - Thread - Direct

This is fixed, thanks. Rageblade should only convert up to 100% crit, because 100% is the effective crit cap. Also, the item will likely be reworded and scripted to prevent critical strikes as a whole, not just from attacks.


28 Aug

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by lee7on1

Hey, I did this set of changes. There's an 0.5s delay on live before the first tick happens. There will still be an 0.5s delay before the first tick.


31 Jul

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Caenen_

Looks like it is still bugged on the PBE right now, so there is definitely no fix coming in 10.16 and I don't even think it is on the radar right now.

Maybe u/AzuBK, /u/riotphlox or another Rioter could fix/forward it if they read this. Otherwise, maybe try reaching out to a dev on Twitter. In that case, if you get an answer (or don't), message me again!

I'm not in the office today (whatever that means nowadays...), but I'll make sure QA is aware of this bug so we can get it fixed.


30 Jul

Comment
    /u/AzuBK on Reddit - Thread - Direct

Nice, this is definitely what I needed to see on my lunch break.


22 Jul

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by [deleted]

[removed]

I'm not sure I understand the request here. The tooltip can be read before buying the item, and the tooltip is accurate. There are almost certainly things we could do to improve the out-of-game experience, but I don't think moving a third-party site to first-party makes too much of a difference in the end and costs resources that could be going elsewhere.

Disclaimer: I don't work on any of that stuff. I just stopped in to answer a player concern real quick in between doing in-game design :)

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Swiftswim22

Maybe have easier ways for players to test these things? Or more accurate & detailed descriptions of items & interactions somewhere in the client or at least a website?

Y'all's refusal to have upfront info in official resources is bafflin

The tooltip is accurate.

Comment
    /u/AzuBK on Reddit - Thread - Direct

Pretty sure the item works as written and the wiki is incorrect. Did anybody here test it in-game?

I tested quickly in our Release branch, which will match the game unless it's a bug that was fixed this patch cycle and not yet pushed to live, and it works fine.


03 Jul

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Soxviper

You don't work at Riot anymore? Or you still do?

Oh, I do. Was just being cute in response to "I don't even know who works at Riot anymore."

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by justsomebeast

Why has Riot pulled back so many of the community engagement people and transparency efforts. I don't even know who works at Riot anymore.

Hi, I work at Riot anymore.

Mostly, we weren't community engagement people to begin with, we're just devs trying to make a great game. It's never been a Riot policy to force us to engage, but instead we simply wanted (or continue to want) to. I will say, personally, that engagement with the League community can be very rewarding but also extremely tiring and disheartening at times. Candidly speaking, it's ultimately just not the core of my job as an individual dev at all. Doing it too frequently is also not great for mental health, at least for me. I tried the Twitter thing for a bit and will probably continue to try it on occasion, but it quickly became too much for me because it was entirely direct interaction from a huge number of people rather than being able to jump in at will.

I know as a player of other games I really appreciate when the devs come out and talk about stuff, from the serious to the not-so-serious, and it gives me confidence that they're in tun...

Read more
Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by DownhillDino

What are the things, good or bad, he contributed to the game? It'd be interesting to see what he's left behind is still around.

I worked with and then under him on balance and then seasonal content for the last few years. He is one of the most (maybe actually the most?) aggressively player-focused developers I've known, and he set a bold example for both teams, leading the way for both of the last two preseasons and creating the new balance framework and circulating it to players so you can have more trust in consistent balance and understand why changes are made.

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by SeizeTheKills

So how about giving her the (old) Soraka treatment, gate her W with her own health pool instead of just mana?

That way her health pool can be affected while she's attached, since damage taken by host requiring heals will hurt her health pool. Which will also mean detaching is significantly riskier since she'll be lower health and if the host dies despite the heals it would mean Yuumi is very likely to also die (almost instantly) making it a higher payoff to the other team to focus down Yuumi's host.

Could possibly work. The flipside to consider is that it it becomes too risky (and too close to certain death) to jump out, Yuumi will refuse to do so and will instead just content herself with having almost no output, which both makes her less interactive for opponents and less fun to play. I think being at low health is pretty different on feel than being at low mana and having other mechanics that make being un-attached risky, like the CC trigger. Right now, I'd say the goal is not to make jumping out riskier but to make her actually do it with much greater frequency.

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by betweenskill

Being able to spitball stuff like this is what I miss from the old, old boards with you guys. Sometimes it’s just fun to be able to talk cool stuff like this with the devs, and if you guys manage to get a shred of a good new idea, or just some non-Riot talking about your efforts at work, all the better.

It’s what made me want to get into game design in the first place back when I was a teen, though after seeing the sheer talent on display at Riot it made me rethink my plans into an indie direction for any chance at success facing that job competition. Reddit memes aside, I couldn’t compete with what you guys do . Thanks for taking the time, all 200 years of it!

Yeah, I personally preferred the old boards as well—I think the upvote structure of both Reddit and the new (and now defunct) boards leads to the spotlight being hogged by inflammatory and extreme opinions which are really difficult and often not that productive to engage with, and I often stumble on topics I do want to engage with too late to even make a post that will be noticed. Good luck in your career, maybe I'll see you at Riot in the future :)

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by SuperMrBlob

As a bit of anecdote, I 'clicked' with new Akali instantly, had maybe 50? games on her very early on, wanted to put in the time to really master her. But patch fatigue, constantly expecting her to be nerfed AGAIN, and the priorities re: balancing her for pro really put me off her so much that I don't play her at all anymore. At one point I just went 'enough is enough', I don't want to waste time trying to get good at a champion when she's just too volatile. Sucks :( Really think your (I assume not your personally? Riot's) approach with her was flawed.

Well, it's not my personal approach but I definitely had a hand in it, and it's definitely possible that it was flawed. The other possibility being "it was just hard, and we got it wrong," which doesn't necessarily indicate a philosophical flaw in approach but rather execution error. Or, maybe it was some of each. Either way, I think it's pretty clear that Akali's post-release balance was not a success.

We absolutely must balance her for pro unless we discard the notion of pro balancing, so there's not much to be done there re: priorities. In retrospect, we could have acted faster on bigger mechanics changes to avoid patch fatigue from constant changes. I think that's been a problem in the last couple years with new champions in particular, and we have recently somewhat ...

Read more
Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by vooffle

How about balance changes? As a top laner that made attempts to pick up both Taliyah and Aurelion Sol, my biggest frustration with both was having to read patchnotes every time I felt like playing them. Furthermore, those balance changes impacted how the characters played more than with other champions. I picked the new Irelia up while she was getting nerfed too, but all the gameplay that changed with her was the number of passive stacks changing and not being able to 1-shot quite as many people at level 6.

Don't believe patch fatigue has much of a measurable impact on breadth/depth, but we still keep it in mind (even more so now, with a more rigorous framework) as a less tangible outcome to try and avoid. It's always a push-and-pull, with factors for and against. Sometimes a champion needs changes more than we need to avoid patch fatigue, and some players will eat that cost. Unfortunately, it's almost impossible to do any real change at all to a game of this size without causing some segment of players some level of inconvenience or worse, which is a reality that I'm still not really happy with but have had to learn how to stomach over time...

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by JohnnyTruant_

Hey, thanks for the response.

For skilled players, I was more referring to the physical ability to pilot the champion to its fullest potential. So in this hypothetical somebody with a physical disability that impacts their ability to do certain combos or interactions might not be "skilled" in that sense, or somebody that gained knowledge through pro play/streams but their PC gaming experience is non-existent and they just can't operate M+KB very well.

Whereas there could be a lower MMR player that doesn't know when to push, how comps work against each other etc but has great reaction time and dexterity and whatever else.

I wouldn't know if it's possible to differentiate those types of players when it comes to a champion mastery curve, now that I think more about it. I might just be asking the impossible even as a random shower thought type hypothetical. Thanks for indulging my curiosity.

Maybe if I ask about it in a more general way you could more e...

Read more

It sounds like what you're describing is somewhat approximated by MMR? So, high-MMR mastery curves include players with greater mastery over all of the game's systems. Of note, I don't believe high-MMR mastery curves look different in any consistent way, though it's been a while since I looked at that in particular. A big part of this is that the skill and knowledge of your opponents also scales up commensurately.

That is, a Challenger picking up Akali for the first time on release would still have a much steeper learning curve than a Silver player picking up Garen for the first time on release, because, while their skill level is significantly higher, there is still more room to misplay on Akali than on Garen and more champion-specific mechanics and knowledge that must be leveraged to yield winrate. Challenger opponents have equally mastered their champions and will exploit errors to the fullest.

I hope this helps at least somewhat, although I can't shake the feeli...

Read more
Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by betweenskill

Thanks for the reply! I do agree with a lot of your guys' ideas.

I think it's just a psychological sticking point, especially among those not in the top 5%+ of players, when it feels like you can't do anything to force a decision on her part.

It's an interesting thing how the skill of the players involved doesn't just change the power of the champ, but also fairly changes how the champ feels to play and play against. It doesn't seem to be that way with many champs to the same extent, but I feel a lot of champs that get complained about (warranted or not) tend to be champs that the majority of lesser skilled players feel bad playing because they feel that they don't have options.

That's particularly why I was just throwing out ideas for some hope of forcing interaction directly for players that are not constantly thinking about high-level champ mechanics like "weaving" Yuumi's passive for mana sustain and more thinking "Why can't I ever hit ...

Read more

I tried exactly that damage threshold -> knock-off mechanic briefly. It's possible that it could have worked out alright with some new UI/UX for both the Yuumi player and her ally, but overall it was really jarring and confusing. Yuumi felt like she was randomly falling off even with some pretty loud prototype visuals/signaling, and her ally was just not interested in playing the "keep Yuumi from falling off" game because they're trying to play their own champ at the same time. It's a pretty complex space, because none of our characters demand so much coordination in a tense competitive multiplayer game. Yuumi really stresses the social contract folks sign when they queue up.

Generally, most of the things you're suggesting might work, but they're pretty laser-focused on solving this specific problem, and as a result don't respect the reasons Yuumi is successful and worthwhile. We have to consider the fact that Yuumi is, as the article mentions, a highly resonant champion th...

Read more

02 Jul

Comment
    /u/AzuBK on Reddit - Thread - Direct

Originally posted by betweenskill

I think a big portion of complaints I’ve seen in game, from friends etc., is that Yuumi has to choose to be interactable with by the enemy team.

An enemy has no tools to force Yuumi to be interactive except solely by killing the champ she is attached to. If Yuumi wants to sit on a juggernaut or tank and spam E late game she can and there is absolutely nothing the enemy can do about it.

Yes, it may not be the most optimal play, but considering the vast majority of players are Gold and below, it becomes extremely hard to feel like you have options against her.

If there was some way to force her off of a champ, through aoe spells or hitting enough hard cc on her attached champ or something to allow champs to detach her, even if its difficult to do, would give some tangible agency back to opponents.

Her problems tend to stem a lot from perception rather than balance, which seems to be a running theme with a lot of newer champs and reworks lately that pe...

Read more

Yeah, I generally agree with that. The tack we're trying right now is making her significantly suboptimal when she refuses to give opponents a window of interaction. It's a bit tough when Presence of Mind exists, but we're giving it a go regardless.

To use an extreme example of why I don't think this is a qualitative problem and is instead an issue that can be solved with proper incentives: Xerath could play by only using his Q from out of range, and he would be borderline uninteractable. However, when we gate a bunch of his power behind actually getting closer and therefore becoming interactable, he becomes tolerable to play against. Right now, too much of Yuumi's output is accessible without detaching. In an ideal world, which hopefully we are moving towards, you would look at a Yuumi that never detached similarly to a Xerath who only uses his Q and R: "Why are they playing so incorrectly?" rather than "Why can't I do anything about this?"

I understand that we may...

Read more