GalaxySmash

GalaxySmash



11 Jan

Comment

Originally posted by LifeAsSoph

Do you know when/if swiftplay is coming to OCE, alot of my ARAM only friends are excited to use it as a way to ease back into summoners rift

Definitely something we want to do, but it has to make sense given OCE's player population and the distribution of ranked play versus casual. When you say ease into SR do you think you'd want to play only Swiftplay or would you use it as a bridge back into Ranked/Draft pick

Comment

Originally posted by Salty-Hold-5708

Some spells might need adjustments in their CD's, i understand that the game is meant to go faster but there's been times where in order to keep a solid pace and scale, I don't really have a chance to retreat and purchase items and refill mana. Makes it incredibly punishing if you have to use resources to even contest your enemies when they are resourceless. Since all they need to stay relevant early games is d shield + second wind, makes it almost impossible to not lose gold/xp to stay relevant.

Will be submitting some balance adjustments for Swiftplay soon, including in future patches https://x.com/RiotPhroxzon/status/1877822985421402230

Comment

Originally posted by KingKangst

Hi Galaxy!!! how are you i hope that you are fine!

Swiftplay is good addition, i had fun playing some games and the fast pace.

Would it be possible for you to experiment with a new "slot" for games that go beyond 30 minutes or something like that? like a new slot for another item that only unlocks after certain amount of time or objectives? It could be filled with a new item, or a powerfull elixir, or maybe a dropable item when you are killed?

maybe this would help with those games that go beyond 30 minutes.

Having 7 item slots (6 normal, 1 for trinket) is a bit of a core foundation for our game. Changing it is probably quite complex and would only be reserved for a massive update to our game. That being said, I wouldn't rule out any additional changes to gameplay that are specific to swiftplay.

Comment

Originally posted by Sent1k

Have you considered having the nexuses (nexi?) coming alive and moving towards the centre of the map to attack each other. Pretty cool idea imo.

Haha not out of the picture but any sudden death would likely be slightly more serious than the one from nexus blitz.

Comment

Originally posted by crazydavy

Yea I played 4 swift matches this morning and every game was between 28 and 36 minutes long. I feel like we need more damage to structures of even 3 less towers per team. Maybe even start us at level 3 or 6. I love the concept of a faster game and more even gold generation. I just want it to actually be a shorter game lol.

28 minutes is far above the average so that is quite surprising, but either way we will definitely look into cutting down game time on the high end. Average game time is still hovering around 20-25

Comment

Originally posted by HaxorViper

Would making objectives and waves come up in less time help with this? I was thinking something similar to Wild Rift which has really quick games. The accelerated gold is neat but I also feel like getting full build quicker doesn’t necessarily make the game faster, especially if a full build is tanky.

You run into an issue where all you are doing is fighting objectives if we reduce their spawn times. Making objectives give more powerful rewards is a more likely direction.

Comment

Originally posted by BuizelNA

Lobby UI is atrocious. It's like trying to do champ select on ⅓ of the normal size. Champions Sort by: Mastery would be great.

For swiftplay itself, some elements of summoners still feel so sluggish. Why do we still have to afk for nearly 2 min before minions spawn?

Death timers also feel really rough. Having to afk for 65+ seconds at 20 minutes is awful

Definitely noted feedback, appreciate it


10 Jan

Comment

Originally posted by Dapper-Welcome-5286

I figured, since the quickplay system cuts down on the interstitial time between games so much, but thought it worthwhile to ask! 

One more question, if it's cool with you! What kind of balance support are we going to be seeing with swiftplay in the weeks and months ahead? Is the plan to implement mode-specific nerfs a-la ARAM or Arena, or to essentially let it ride as a mirror of summoner's rift? 

We are gonna use ARAM and Arena style balance, using direct champion modifiers to abilities as well as general % buffs. So if for example we though Kassadin was too good we could nerf his R cooldown directly and also apply a -5% damage dealt buff to him.

Comment

Originally posted by Kingofthered

I really want to like it, but I was under the impression it was going to be tuned to be much faster than a regular rift game.

I'm happy people are liking it, but I've been surprised with my 25-30 minute games so far. Doesn't really feel like it's significantly different to a draft game, aside from the time saved queuing up.

Game pacing is something we are keeping an eye on. I think 20-25 minutes is both ideal and realistic, our main concern is the occasional outlier game going 35+ minutes. Honestly I don't think we would make the game be that much faster than it currently is (the core Summoner's Rift experience starts to get unrecognizable at that point) but we do want to come closer to guaranteeing that when you pick Swiftplay, you aren't running into the possibility of being in a game for 35-40 minutes or more in some cases. So less about "really fast games" (they should still be faster) and more about "we assure you that this experience in total will not be more than 30 minutes (rough estimate) from start to finish"

We have a few options of how we go about that, including sudden death, but we are still waiting to see what exactly game time looks like first.

Comment

Originally posted by Wrevellyn

Can you elaborate on this? I tried a game and just got obliterated, enemy team was way out of my league. Some of my teammates were really good too, but I am *not good* at the game (trying to get better), and I just had no shot. Been maybe better after some of my friends teamed with me, but I have yet to have a good experience after 4 games which is about all I can manage in the time frame.

Can't really get too specific related to matchmaking and MMR but we didn't fully take into account your skill level from other queues to help inform your swiftplay rating when you first played.

Comment

Originally posted by Jeremithiandiah

My only concern is that I remember years ago that draft pick was removed from some regions. I think everyone should have access to an experience that is exactly like ranked for practice reasons, or so new players understand how the game really works in a competitive setting, without risking lp. The way swift play works, it could have completely different meta than the original game and may evolve into a quite different experience in the future.

A reasonable concern, unfortunately when draft pick is removed from a region that is generally because of player population as we dont want to spread players out too thin between different queues. I'm not too much of an expert on queues though to answer your question more in depth I'm afraid.

Comment

Originally posted by Dapper-Welcome-5286

Big fan of the casual, comeback heavy nature of the mode so far, kudos to y'all for the hard work! When y'all were workshopping swiftplay, was it always the intention to use the quick play champion pre-select system, or did you explore other queue styles before settling on the quick play format. (This is a long-winded way to beg for blind pick back)

From what I recall we always used the champion pre-select system when working on swiftplay. Never explored blind pick from what I recall, unfortunately.

Comment

Originally posted by nikkicocoa7

played it once to try it but you can't make eternals progress so probably won't really play it much unless a friend wants to

All forms of progression were not functional at launch (challenges, etc), should be largely resolved. I think just eternals might not be fixed yet but they should be fixed within the next few days.

Comment

Originally posted by Sweprolle

How was the matchmaking for you? Every game so far me and my premades have gone up against people level 10 to 30..

Matchmaking was bugged at launch, should be fixed now. If you played games already you might need to play a few more to get into a more ideal MMR state. Sorry about that.

Comment

Originally posted by Jeremithiandiah

What do people think of swift play? I actually quite like it because it feels like a normal summoners rift game but you just get to late game faster. It doesn’t feel like an accelerated normal game but it is.

Very glad to hear that you like it, happy to answer any questions/discuss it with people here, I was one of the devs that helped get it out the door.


09 Jan

Comment

Originally posted by noppo

  • Server: OCE
  • Type of Bug: Client & In-Game
  • Description: Domination second row runes not replaced in the client. Choosing any of these will lead to no rune in-game.
  • Video / Screenshot: Client Rune Page. In-Game.
  • Steps to reproduce: Open a Rune Page after updating the client, select the Domination Tree and choose the runes. Go into a practice game to confirm whether runes are there. The middle row will be missing.
  • Expected result: Should be the new row of runes added in 15.1 and then visible in game.
  • Observed result: The season 14 runes are available in the client and then you have 1 rune less in-game.
  • Reproduction rate: 10/10

Investigating, thank you for the report

Comment

Originally posted by bisskits

  • Server: NA
  • Type of Bug: In game bug
  • Description: Hubris formula for calculating AD gain is broken.
  • Video / Screenshot: https://imgur.com/a/ux0pLJi
  • Steps to reproduce: Buy hubris, it will show the AD gain as 10+1/champ kill. Randomly it will change to 15+2/champ kill. Then it will randomly swap between them.
  • Observed result: It seems to swap between two formulas randomly

Note this was on ARAM.

I see you are playing as Jayce, it is swapping between the formula for melee and when you are ranged, depending on what form you are currently in.


08 Jan

Comment

Originally posted by KamikazeNeeko

renata glasc shares the niche of autoattacking midline enchanter

she's always forgotten >:(

The single best scaling support in the game, largely due to her R's berserk duration increasing with rank by .5s.

Comment

Originally posted by Nicksmells34

As someone looking to get into the gaming industry, I do check out Riot's career page quite often, and I personally haven't seen a position for this--nor do I rarely see positions for League of Legends, especially game design positions. Is it simply due to the past 2 years being tough for the industry, lots of layoffs, etc. or are some of these positions not being posted on the careers page?

Junior level positions, as well as positions for both Game Design and Game Analysis are generally only up for a few days total. This is partially due to the volume of applicants for these positions, as they are very, very competitive. When they are available though, you should be able to find them posted on the career page. Game Design would be under the "Design" Craft section and Game Analysis would be under the "QA Group" Craft.

I'm not really knowledgeable enough to comment on the rarity of positions (or if that is actually accurate) unfortunately. I do know that many of our recent openings have been for senior talent and leadership primarily.


07 Jan

Comment

Originally posted by ROTMGADDICT55

Considering he's 1.4 KDA and negative winrate on his main champion, no he probably does not talk shit lol.

LMAO