Reinboom

Reinboom



16 Dec

Comment

Originally posted by LoneLyon

It sucks we don't get new events in blitz with each new run. Riot then wonders why modes fall out of popularity.

For this run of Nexus Blitz, we're starting it knowing it didn't get enough attention, but that will be taken into account when looking at the data. We, simply, ran out of time but changes are still planned.

Nexus Blitz is not one of the more popular modes to begin with (OFA and URF are the current reigning champions there), at least in terms of % of people played or how much folks are playing. For every release so far that has been true. But it's also not unpopular so we are interested trying more on it. :)

Comment

Oh woah! This design space is wonderful and had not been considered yet. Awesome idea, /u/gramineous :D

Comment

Originally posted by SuperMrBlob

Hey Reinboom, any chance you could comment on whether your approaches to PvE modes has changed or remained the same? (e.g. not doing them as too much effort for too little engagement etc.)

They have. I won't go into much detail here, but the short of it is that it'll likely be awhile before we return to PvE modes and if/when we do, the approach will be something pretty different than Star Guardian or Odyssey.

Comment

Originally posted by graybloodd

Ascension coming back confirmed???

Ascension is unlikely to come back in the form you're familiar with. If it's coming back, it'll come back on a different map. Currently, we've actually considered modifying the Nexus Blitz map for it (given how rounded the Nexus Blitz map is). If you notice the changes to terrain in the center "arena" area of Nexus Blitz, these changes are meant to help support much more interesting gameplay for other ways we can use that space. :)

The Crystal Scar is dead. Like so dead. Like omg dead.

The renderer for League's environment is completely different and new from what existed when Dominion (and so, Ascension) was made, meaning that a lot of what was made for that map is unusable and will need to be rebuilt. All the environments you see now were either built initially for the new renderer (Nexus Blitz or any of the TFT environments) or were rebuilt (SR, Howling Abyss). Keeping a map has to overcome the cost of that rebuild. :(

Comment

Originally posted by Bl00dylicious

Since you are adressing things anyway I have another thing that comes to mind: the current health damage from Botrk on the DPS dummy isn't capped or reduced, so you deal well over 2500 per hit. It's not uncommon to do over 150k damage during a single event.

Considering Brand and Vayne's max health damage is reduced it doesn't make a whole lot of sense that Botrk's damage isn't. The damage is only the first problem, the healing is also quite insane due to the damage you do.

Thank you for bringing this back up!

Awkwardly, the reason the HP is as high as it is is to avoid an awkward damage timing bug. Also, champion damage is easier to isolate than item damage is.

But. We actually now have tech to solve that particular bug correctly now, which in turns lets us lower the HP. That is certainly something we can address now (albeit, for next run).

Comment

Originally posted by Djinn_in_Tonic

Hey Reinboom!

Any chance that data like the game-winning impact of the various rewards might make it into some Nexus Blitz design article at some point? That's the sort of data that fascinates me and, I imagine, many others.

Hope all is well!

Hi Djinn!

At some point, I think that would be a great design article. In addition to other articles about modes that I believe are overdue at this point. The team and our strategies has changed quite a bit in this last year, so that is something I'm hoping to talk more about eventually as well.

Comment

Originally posted by Asteroth555

I actually think elder needs to be removed as a reward. Most other rewards are good, but not game breaking. Getting an elder as a losing team because of a bullshit event is ludicrous

Yeah, unfortunately addressing Elder was something we were hoping to get to for this round but ended up running short on time. :( Definitely on our docket for next run, though.

Interestingly, in terms of "game winning impact" (how likely you are to win the game based on getting this reward, for a given event round), it's about right in the middle of all the other rewards. Buuuut, that doesn't really describe how frustrating it is or how those games actually play out.


10 Dec

Comment

That's definitely not great.
We'll be looking to change the per-champion mode balancing system to exclude summoner spells and potentially items, but it will need to be sometime after this run of Nexus Blitz.


14 Nov

Comment

Originally posted by Battlemagi

Interesting, yeah and as far as the information I have found goes, it still works

Focused testing won't arrive at quite the rules at play, though /u/DoransLab 's work is delightful to look at where it gets close enough in some parts :) . Both who you target with your attacks is important, and what other actions are occurring is important.

Most pertinently for the minion-champion swapping: It doesn't reset your current crit tracking value. Instead, there are two values: one tracked for "vs champions" and one tracked for "vs minions". So you can't build up against minions for usage against champions.

If the actual solution is discovered though, as a caution, that would be a significant prompt for us to change it. :P


22 Oct


25 Aug

Comment

Originally posted by ItsCrossBoy

I love absolutely everything about this but I have had one thing that is slightly bothersome since I saw it first.

I personally prefer having the extended tooltips on. It makes it super easy to see exactly what's going on. I have one minor quip about it because of this. It's hard to see exactly what the final number will be when it's just ratios. Could you include after all the ratios and such the total number of damage, healing, etc that will be done at the end? For example:

50 (+1.5 AP) (+.01 AD) [96] Physical Damage

That way it's easy to see both the source of the number AND what it will actually do in the end.

One other very minor thing that I haven't really decided if I would prefer or not: percents. Would it possibly be less confusing to see the percentage of AP rather than a decimal? For ex from before:

50 (+150% AP) (+10% AD) [96] Physical Damage

Not totally sure which I prefer, but I think the second one makes it more clear...

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So, I'd just like to say that I love that idea and representation of it. We've played around with other things similar to it, but hadn't gotten a display that made sense.

We wouldn't be able to get something in for 10.18 (it's too late in the patch cycle, especially since we'd need to localize the display), but I think something like what you wrote here is certainly worth exploring in the future. :)


26 Jun

Comment

Originally posted by ecoreck

Th...they didn't actually code the Nexus as a minion did they...?

I can only respond to that question with a "technically yes"... but also it's not incorrect to do so (as /u/Les_Petits_Morts well described).
Our base unit class is unfortunately named "Minion". It's possible to rename, but would be really annoying to do (will likely occur at some point). The minion that you probably most commonly think of when you think of a "minion" though are lane minions. Though all Lane Minions have the Minion class, the Minion class does NOT imply all the behavior of the Lane Minions.

The issue in this video is more related to handling swapping between two kinds of characters: A structure --> "Allied Epic Monster" (like Rift Herald). Part of the data for the structure half is incomplete. It will take adding a little bit of code to make that possible in our engine and...

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25 Jun

Comment

Originally posted by Phoenix1615

You ma'am are now my favourite rioter

Thank you, but not a sir

Comment

Originally posted by pulo97

Does the fact that this is getting much more work done (visually at least) means that it will be possible to get this mode more frequently? It seems like if it has some popularity they can bring it back without having to change much each time.

Yes, it does mean that. :)
Our aim is that this isn't the last of Nexus Blitz and is instead an ongoing part of our modes roster that we'll bring back in the future as well.

Comment

Originally posted by faitessure

I am gonna miss the 1v1/2v2 mode. i loved that shit

It will still be there.

Comment

Originally posted by Blazing117

They are typed manually, which means some champions are forgotten.

If it has the grid, then it isn't typed out manually. There's a system that generates the grid.


24 Jun

Comment

Originally posted by Reinboom

It's an incomplete feature that only some champs (and only some spells on those champs) have the appropriate data for. You will also notice a few other oddities littered throughout tooltips currently. For example, sometimes you will see icons as scalers and sometimes you won't.
I can't promise exactly when, but all champs WILL get this in the future. I'll provide technical details in a followup comment.

Technical details:

So, the way we used to build tooltips is PRETTY bad. Basically, imagine ALL the text in the tooltip in a single long string. The title, "Mana Cost", and so forth. There are some variable values (like how much mana cost, or how much damage), but for the most part... all the text was clumped together. Importantly, this includes "structural details". And to just outright reveal that ugly truth... here's an old tooltip in its raw form!:

tr "game_spell_tooltip_EzrealMysticShot" = "Mystic Shot (@Level@)[@Hotkey@]@Cost@ Mana@Cooldown@ sec CooldownEzreal fires a bolt of energy, dealing @Effect1Amount@ (+@CharTotalPhysical@) (+@CharAbilityPower2@) physical damage (applies on-hit effects).

Ezreal's cooldowns are reduced by @Effect2Amount@ seconds if Mystic Shot hits a target."

All that stuff is that structural detail. And all of that goes to our localization teams. Which is not an easy mess to sift through if you're not r...

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Comment

It's an incomplete feature that only some champs (and only some spells on those champs) have the appropriate data for. You will also notice a few other oddities littered throughout tooltips currently. For example, sometimes you will see icons as scalers and sometimes you won't.
I can't promise exactly when, but all champs WILL get this in the future. I'll provide technical details in a followup comment.


20 Feb

Comment

Originally posted by ItsReallyJustAHorse

To be pedantic its technically rapid firecannon and not rapidfire cannon

Of all the firecannons, it's one of the most rapid.


20 Dec

Comment

Originally posted by _Psyki

pee matches "speed" in the item stats and poo matches "spooky" in the item active description, I would imagine

This is accurate!

The item shop’s behavior can be recreated with a bit of data. Notably: http://ddragon.leagueoflegends.com/cdn/9.24.1/data/en_US/item.json and http://ddragon.leagueoflegends.com/cdn/9.24.1/data/en_US/language.json (or as appropriate by patch and language).

This is a reflection of some of the data the game uses. We’d just need to combine it a bit.

The League item shop makes a “searchable key” out of: An items name (“name”), colloquialisms for that item (“colloq”, which you’ll notice is often “;”, this is important), adds a “;”, and th...

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