R0gueFool

R0gueFool



08 Jan

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Hey, u/catnip-addict1010 I just saw you posted this, I wanted to make sure you had a chance to see this response.

The short answer is no there is no winners or losers queue.

The long answer is still no, but with a bit more details on the problem you brought up. A bit of a caveat here, I am not a designer on matchmaking, we have smarter people than me who handle that. But while I don't know the details of the system I have spoken with them about the system.

When this topic comes up I often see someone mention something along the lines of "the game tries to give you a 50% winrate". This comes from a misunderstanding of the matchmaking system. It doesn't care what your account/season/recent games winrate is, and isn't trying to get that to 50%. The system tries to make it so that ...

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07 Jan

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Don't worry, popularity is one of the things we take into account when deciding when to bring a champion to Wild Rift.

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Preventing only new accounts doesn't help people who's account might have been hacked. Restricting new friends goes along way to protecting players who might have Wild Cores laying around and got hacked. This is why we didn't just limit it to new accounts.


05 Jan

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Originally posted by gheycub

Oh wow, you’ve responded to both of my critiques! Thank you so much for taking the time to read and share some insights with us. For those of you that do not know, /u/R0gueFool is a Wild Rift dev that works on things like this.

Let me take a moment to respond…

“The biggest, and as far as…”

I completely agree. Although I’ve found the stats confusing, the biggest issue is that I’m not able to use my active item more than once during a teamfight. Thanks for sharing some insights regarding that pesky bug. It’s good to know devs are always on top of things. However, I don’t think that it’s just the CC/immobilizing interaction that’s the issue. I’m finding the 10% cooldown reduction for healing and shielding too low to allow for multiple uses of my active item. For example, Soraka has only one immobilizing ability that’s more difficult to land than other champions so I rely on her heal to proc the item. No matter how ma...

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The 50% reduction on Redemption and Locket was somewhat of a concern for sure. We talked about changing it to be 50% from OTHER redemption/lockets, but decided to see how things play out before seeing if that was needed. It would be a bit more work to do, and would be especially bad if that was the cause of it being too strong. (Bug not withstanding)

Active items are a very important part of any kit (hint everyone should buy actives within their first 3 items), but supports tend to buy them sooner, and get some fun utility, with it. So we know this item has alot of potential power and don't want to see it as a common pick up outside of support.

This is why the item can't have high amounts of AP. I don't think you want to live in a world where this is frequently picked up by mages with good CC.

As for champions like Soraka not having CC tools to make use of it. You are correct that she isn't the best user, but she also isn't one of the intended users. We co...

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The biggest, and as far as I am concerned only, issue with Hextech Megadrive is that it doesn't fulfill its promised fantasy of letting you use your active item twice in a fight. Unfortunately, this comes from a complex bug that showed up right before shipping the item, and it was too late for us to fix. Though we are working on it, though it'll still take longer than we would have liked.

The bug is that if you CC multiple targets with a single effect you will get multiple refunds at once, this is what allows for skillful use of the item, however this bug causes it so that even if you CC all 5 members of the enemy team at once you still only get a single instance of the refund. If it is still not fulfilling this fantasy than its a simple matter of adjusting some numbers.

Its stat line is intended for short-range supports (Morg, Rakan, Lulu, even Thresh), who tend to make use of both CC and heal/shielding, while still being within reach for other supports who might c...

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04 Jan

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Originally posted by R0gueFool

Hey sorry for the delay, I'm just getting back into the swing of things.

- I love that it was an item intended to encourage roaming supports. I think this is something every support starts to learn around Gold rank and above. That you impact the game greater by roaming and treating your role as more similar to a jungler than anything else. Your role is TEAM SUPPORT, not ADC PET. Once laning phase is over (and a choice few times during) find your carry (or carriers) and help them. That player isn’t always your duo laner. Sidenote: I hope devs add more roaming supports like Bard to Wild Rift soon.

- I love that it created a fun new mechanic. Roaming around picking up seeds for your team was a great new way to have FUN. It brought JOY to the gameplay.

- I love how unique the item is. It’s an item unlike any other and showed me that Wild Rift devs are really flexing their creative muscles.

- I love that it‘s an item that enc...

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The last post was over the character limit so I had to trim down some of the sections I was replying to and move something into another post.

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Alright, time to address something that didn't exactly fit into the above points. Ixtali Seedjar has been looking strong later into the game, particularly at higher skill levels. We expected higher skill levels to better utilize this item and teach the rest of the player base how to use it.

There is also the expectation of this item being a good first item (currently it's ok as a first item) due to its roaming and the obvious synergy with Honefruits. We were being careful about people rushing and creating un-interactive lanes, but given that there is a strong desire for this to be a first item I could see us pulling power out of its later game stats for early game ones.

The issue here seems to be a case of satisfaction vs power. First to make sure the distinction is clear. Something can be powerful bu...

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Hey sorry for the delay, I'm just getting back into the swing of things.

- I love that it was an item intended to encourage roaming supports. I think this is something every support starts to learn around Gold rank and above. That you impact the game greater by roaming and treating your role as more similar to a jungler than anything else. Your role is TEAM SUPPORT, not ADC PET. Once laning phase is over (and a choice few times during) find your carry (or carriers) and help them. That player isn’t always your duo laner. Sidenote: I hope devs add more roaming supports like Bard to Wild Rift soon.

- I love that it created a fun new mechanic. Roaming around picking up seeds for your team was a great new way to have FUN. It brought JOY to the gameplay.

- I love how unique the item is. It’s an item unlike any other and showed me that Wild Rift devs are really flexing their creative muscles.

- I love that it‘s an item that enc...

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29 Dec

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Thanks for all the great videos!

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The default settings will always cause it to target yourself when tap casting. However you can aim at an ally to target them instead.

It's possible that your button deadzones are tuned to small so that when attempting to tap cast it is aiming at an ally. If this is the case adjusting this button deadzones should help out.


27 Dec

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Use your first ability to jump around a camp and keep the stacks up between camps. If you do this she is a great jungler.


18 Dec

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Originally posted by Exc0undr3l

+1 to all your points

I will say that tier lists sometimes help players who aren't really sure what to play in ranked and can be a good general snapshot of what high elo players are playing a lot of (and by proxy what the top level players feel are the "strongest" champions)

That's a really good point. Obviously I spend alot of time thinking about the game so I was coming from the perspective of someone deeply engrossed in the game.

But for newer/returning players that is a really good point. When a player might not even know what champions are played in what role tier lists are a big help. Or even who is in the meta even if the details are something I might disagree with.

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Originally posted by PublicRotation

Do you ever look at these tier lists and be like "This is sooo wrong" when they put a champion (who's statistically performing well) at a really low tier? I've always wondered what's the general reaction of the balance team when looking at these lists :P

Wrong is a bit harsh here because it really comes down to what is being measured. But I do tend to see certain champions being undervalued the biggest case being jungle tanks (Amumu and Rammus). Players tend to undervalue these champions.

Though there are understandable reasons for this. I've talked a lot about this in the past. Basically, they aren't as flashy, or memorable as high kill champions. But if you expect to team fight having a tank is great and jungle tanks will always be at a team fight.

For something more focused on tier lists are that ranking a position is REALLY hard when you just stack rank all champions in a single position. Because their value is affected by other champions on your team, matchups, playstyle, goals (split pushing vs team fighting), familiarity with the champion.

The nature of a tier list is also a bit misleading because it makes it look like each tier is X distance from its neighboring tier. Though I would argue that the ...

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+1 they are fun for sure, but they can't take into account game states, and match ups. Really a players own experience on a champion matters the most.


15 Dec

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The balance and skin teams are 100% separate. Skins are being made months in advance, while the balance team tends to plan changes shortly before they release, looking at the most recent patch(s) data. In fact, the balance team isn't even aware of what skins are coming up and find out about them at the same time as the rest of the player base.

As for the balance changes themself, these do not take into account a champion's performance in URF or ARAM. Though it will also change in those modes.

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Originally posted by Mr_Opel

yeah he’s strong; having package at first dra is often game-changing. but he hasn’t been broken since he got nerfed at the same time his item got nerfed - back then he was stupid broken (top 2 in both mid and adc at the same time)

To clarify a few things assassins are high frustration champions at any elo. And typically perform better at higher elos where players know how to push their advantage and have a better understanding of what their champion's limits are.

Kat, Eve, and Akali are all perfect examples where their winrate is, and has always been, much higher at high elos.

While a good assassin can take advantage of lower-skilled opponents they also need skilled players playing them for that to matter.

Along those same lines the myth that we heavily balance the game for low elo is exactly that a myth. While we do, on occasion, make low elo balance changes we recognize that the majority of imbalance at low elo comes from players understanding the game differently and not the champion's power themselves.

When we look at balancing the game we ALWAYS start by looking at high-elite level play. This is because we assume these players have a decent understanding of the game so...

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Originally posted by xznow

What’s about the target priority bug? It’s not getting fixed ???

We pushed a hot fix for that bug a few days ago.


13 Dec

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Best at what?


11 Dec

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Originally posted by PublicRotation

u/R0guefool (sorry for the mention) I know the balance team does take into consideration what the community think of certain champions sometimes, I've read your thoughts about A-Sol before and I'd like to know what's your thoughts about Jhin state in nowadays meta... because this is like the 3rd "Buff Jhin" post I've seen this week and I'd like to know what you think

Sorry for the very late response, these last 2 weeks have been very busy and I missed a few things.

We have seen the pain points brought up by players, like in this thread. We do take community perception into account, but to be clear it isn't the only metric we use. Everyone has different experiences with each champion, different things stick into memory, different sample sizes, and different elo ranks all come into play. I know you know this, I just want to make sure that is clear for anyone who might not be as familiar.

Currently, he is showing very strong in the early-mid game but drops off much sharper than other marksmen in the late game. I could see us shifting some of his power around so that he isn't as extreme in relation to game time.
That said I do think there are a few things worth calling out here. Jhin is a utility marksman he doesn't have the same DPS as other marksmen, nor should he. That doesn't mean that he should be balanced around bursti...

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Sorry for the very late response, these last 2 weeks have been very busy and I missed a few things.

I think in general the mid-lane is in a good spot. There are some call-outs like you mentioned that I would love for us to get into a better place.

Ziggs has always been a pain in high-level/competitive play while being rather middle of the pack for the rest of us.

Akali is statistically weak but is very frustrating to play against, especially in a skilled Akali player's hands. Ideally, we bring her frustration down, without destroying the fantasy/identity of the character. A big difference between her and Fizz is Akali's ability to kill multiple people in a fight whereas Fizz is more about picking of a single target or starting a fight with his Shark. Fizz is also hard countered by Zonya's enchanter. Though I agree both can be slippery and frustrating at times. That is very common with assassins.

As for TF, these nerfs landed a bit harder than we e...

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Originally posted by Naffy3

I haven't been able to play my champ irelia is banned every game lol 😂

Ya it's not a perfect everyone gets to play their favorite champion, but we felt that 3 bans gave players enough control here.