BarackProbama

BarackProbama



13 Dec

Comment

Originally posted by Blitzedlegend

I'm about to be able to afford putting Tony through college thanks to the blue essence I will be saving from these mastery changes.

Good luck to Tony!


12 Dec

Comment

Originally posted by justlikey0u2

One thing that would make me care about passes again is if I knew I wasn't paying the same amount for less content each time, do you have any plans to address this moving forward?

ya

Comment

Originally posted by JMoormann

Thanks, Probama

Thanks, completely random stranger I have never met before.

How's the kid btw?


11 Dec

Comment

Originally posted by Juusojee

Would it be possible to make a system where the player would be able to choose which mission "path" they follow. The other being the one thats live now, so just grind games, and the other would be a path that would have more difficult missions but would give out a little more tokens as a reward for choosing the "harder" one so there would be a reason to choose it out of them both.

Very possible to do, probably pretty hard to do well.

Comment

Originally posted by kuriboharmy

out of curiosity are champion shards given out in a way that lowers the rate of champions i can make the mastery 6 or 7 with. Like for example if i just need an ashe shard for mastery 7 craft i never see an ashe champion shard drop. i have champions that are mastery 7 ready for months but i never see their shard drop.

It's entirely random!

Comment

Originally posted by Terrible-Feed-9705

it already involves spending, to craft mastery tokens you need to spend blue essence which accounts that dont have all champs and like to play multiple champs cant afford

Yeah, that’s out.

Comment

Agreed.

Won't have anything to report in the near term, but it's a thing we've been talking about a bunch internally and have some longer term plans around.

Core things to balance are:
- Players who mostly care about the rewards and don't want to change their playstyles
- Rewarding players who would actually be willing to change things up a little (But figuring out how much is important)
- Not warping the game too much with objectives that can incentivize players to play in a losing way
- Making sure there is not just superficial variety, and that we are actually helping players discover new things about the game or improve their play
- Supporting multiple modes, now and in the future

So it's actually a surprisingly complex problem, but we're on it.


29 Nov

Comment

Originally posted by Macaulyn

I mean, I think the whole playerbase does. A grab bag gives you many possibilities among the most valuable loot: skins, after all, skins are the things we see the most when we are playing, whereas banners can only be seen during queue, which is not nearly as long.

Yeah no question that for most folks skins > banners in general. But random skin for champion you may not play may be worth more than banner you can 100% equip and display may be closer to equal is the thinking.


28 Nov

Comment

Originally posted by Tsukinohana

If you're going with the term value transfer here, it needs to be something equivalent. Banners are a cute addition but you took away one of the most valued items on the pass for it when there were a number of other less valuable items you could opt to take out if you really wanted to "value transfer" so badly

Understood, you like grab bags better.

Comment

Originally posted by SquidKid47

Banners are cute and I'd love for them to be more 'collectible' / hold more 'weight' but this is not the way to do them. I think it'd be cool to maybe add them to event shops for more variety, but replacing an actual reward (directly or indirectly - especially a grab bag!) just feels really bad.

I guess the part I’m not fully in agreement with is that they are not a reward themselves. We typically value a known cosmetic more highly than an unknown one (I can go more into this if that’s helpful!), and have a rough value attached to most of the things on these passes. This is a value-neutral move. But look, if people tell us that their calibrations are different and grab bags are worth 2x a banner in their mind that’s fine, we can work with that.

We’re going to try things from time to time and the point isn’t to scam people it’s for us to learn what folks like so we can make things better.

Comment

Hi! Figured I’d take a sec to respond here, but may be slow on replies because I’m out of country.

In previous passes, we saw that players really enjoyed the banners, so we are experimenting with different formulations and distributions of them. We are also experimenting with offering more event-themed rewards and fewer currencies/loot with the assumption that passes with stronger theming would be more rewarding to yall. I wouldn’t call it a nerf though, more of a value transfer.

Understood if you’d prefer the other rewards and apologies if this didn’t line up with your expectations. If we see that players don’t value things like upgradable banners in the way that we hope, we will change our strategy. Simple as that.


27 Nov


19 Nov

Comment

Originally posted by ballzbleep69

Aphel mage edition

Can’t stop won’t stop


24 Oct


16 Oct

Comment

Damn that's like 8D chess ngl.

Comment

Originally posted by Zonko91

BE becoming less and less relevant. What's the point for giving it after every game then?

Its actually something we are pretty aware of.

TL;DR: Its good for new players to unlock champions, but its effectiveness as a motivator tapers off pretty strongly with account age. Essence emporium functions as a reasonably effective sink for it (way to use it) but isn't a strong long-term solve IMO and we'd like to find other ways of making it more meaningful.


10 Oct

Comment

Funny story: Recently I decided to play a game of League of Legends. I had a good time and queued again with some of the people I met in the game. They invited me to their discord and I obliged. They were all in highschool. I am very...not in high school. We had a good time, but I did feel myself slowly turning into dust as they talked about their lives.


20 Sep

Comment

Originally posted by waynpark

hi mr obama,
challenge gems above rank masters is bugged. anyone grandmaster or challenger will only display the master gem in lobby. i been a challenger for a long time and it only shows master gem! however in game loading screen it does show the correct gem. it just doesnt match the gem in lobby.

Looking into it.


19 Sep

Comment

Originally posted by Phinix__

When you upgrade the tokens from 6 to 7 after a game, the challenge tier can't update until you've played a game.

I just pinged someone about this. Glad there's an understood work around, but dinging 7 on mastery should update the associated challenge.


16 Sep

Comment

Originally posted by Gurkenschurke66

I mean the concept is simple. Play better than the average player in your elo and spam games. Then you will climb. Problem with the system is that it takes alot of games to place you, where you belong.

Playing (or having to play) multiple roles doesn't help with that (imagine you play like an avg bronze jungler but like a gold midlaner).

We are actively working to reduce the number of games required. Nothing to report until something is closer to shipping, but we have some medium-term and some long term plans that should allow our ratings (for matchmaking purposes) to more quickly converge on a player's skill.