RiotAether

RiotAether



16 Mar

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Thanks a ton to all the mods who helped set this new subreddit up! Lots of teams across Riot appreciate the hard work, and we're excited to talk with the PBE community here in the same way we used to on the PBE boards. A few Official Sounding Things just to make sure we're all on the same page:

  • Riot (me) reached out to the r/LeagueofLegends mods about the PBE boards shutdown a bit before we made our public announcement. My guess was that in a vacuum, a ton of that traffic would flood onto r/LeagueofLegends, much of which violates ...
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15 Jan

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Originally posted by Riegerick

I guess Zoe is joining the yearly skin club, lovely.

The season start video that just went out talks about skin numbers a bit. We made more than 100 skins last year and we're trying to hit 120+ this year, so if we can maintain these numbers moving forward, most champs should be in the yearly skin club~


26 Nov

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Originally posted by Ahlysaaria-

Hm. I'm kinda surprised that they nerfed the normal Ocean Dragon but not the Ocean Dragon Soul. Like, I got that one twice and it becomes almost impossible to die. In one game I just stood and facetanked a Aatrox as Lux healing more than he did with his ult popped. (The Aatrox wasn't feed or ahead but still the healing was really nuts and we just hit each other till his ult ran out and he eventually died unable to kill me fast enough trough the regen)

The other Souls seem fine to me; strong yet not "Game-over broken." But with Ocean Soul you just don't die unless you get super focused and burst down making ot almost impossible to lose teamfights. But don't know, maybe thats just me.

Nerfing the drakes indirectly nerfs the souls, in the sense that you always have to have at least two stacks of a drake before getting its soul (eg. if you get the first four drakes you've gotten elements A, B, C, C and the soul for C). Based on our early data it made sense for us to nerf the drakes and let that carry over to the soul, but I can also see situations in the future where we'll just change a soul, or change the drakes and do a counterbalancing change to the soul to keep its overall effectiveness unchanged..


20 Nov

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Originally posted by Lord_Charles_I

Aether I have to ask. You wrote:

the earliest Elder can spawn is 26:00 plus time spent in combat with the drakes.

If I understand correctly that can't be right. The first 3 drakes are unique. So lets say Cloud 1st at 5 minutes, Inferno 2nd at 10 minutes. From now on, only mountain spawns.

  • 1st mountain at 15 minutes
  • 2nd at 20 minutes
  • 3rd at 25 minutes
  • 4th at 30 minutes

So in a complete stomp, the earliest is actually 36 minutes disregarding the time spent with taking them down.

Am I getting this wrong?

You don't need four of the same drake to get a soul, just any four drakes! So timing would be 5/10/15/20 mins for the four drakes, then Elder at 26.

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Originally posted by Rainoutt

Hey u/The_Cactopus or /u/RiotAether , why arent any balance changes on the champions besides Senna (On ARAM)? Are you gonna nerf or balance the champs with all this changes in another 2 weeks or are you gonna hotfix them if they are broken? Thanks for all this changes, have a nice day.

9.24 will have our first round of balance changes based on preseason in 3 weeks (long patch!), and if anything is egregiously busted (like, egregious and not just 'this got stronger') we'll hotfix before then!

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Originally posted by Rouge_means_red

Rename Maokai's ult to Twisted Treeline

I sent this to the team over slack last night and got a crash bandicoot reaction. Not entirely sure what that means for the future of this suggestion but wanted to give you the update.


19 Nov

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Originally posted by c_ad

does this still hold after support item is fully completed? in low elo, support mages farm so much, and this would really hurt

Tribute/Spoils go away when the support item is completed so the answer can be yes or no depending on your perspective

::edit:: To signal boost below conversations, the penalty doesn't go away anymore, even when the item is fully upgraded. For added context, this is a harsher rule than with the old items, since mage supports in particular turned into mid-lane mages with 4 wards after finishing Eye of the Watchers. Especially with the 1400 gold free gold supports are getting, we're now saying "you can have either regular farm gold [by selling the item] or the Warding passive, but not both."

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Originally posted by Neville_Lynwood

Cool. I love pre-season. Gives that S1 vibe all over again. No idea what the meta will be, no idea what half the shit does because I don't care to memorize the patch notes so I'll have to play to learn.

I like the support item changes, gonna open up some interesting picks.

But it seems like mage supports, damage or enchanters, got giga f**ked early. Less damage from support items AND no more mana regen. That's gonna hurt like hell.

Of course more money for core items. Interesting for sure.

No one should memorize the patch notes except coaches and analysts. Everyone else should memorize the parts that are important to their champ/role/playstyle and figure the rest out from experience.

Source: A patch notes writer.

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Originally posted by Hawly

30 seconds x 0.55 (45% CDR) = 16.5 seconds

16.5 seconds x 0.6 (Cloud Drake 40% Ulti CDR) = 9.9 seconds

9.9 seconds x 0.75 (Ultimate Hunter 25% Reduction) = 7.425 seconds

Or something like that.

HERE HAVE MORE MATH

Ult CDR (Cloud Drake, Hunter) sits in a different bucket than regular cdr. Ult and regular multiply with each other (rather than adding the numbers together) to get your final ult cdr. Here's the extreme case which requires:

  1. A fully stacked Ultimate Hunter from Domination
  2. Cosmic Insight from Inspiration
  3. 40% CDR
  4. The elemental rift being Cloud
  5. The enemy team getting drakes 1 and 2 (which can't be Cloud), and you getting 4 out of drakes 3-7 (which are all Cloud)

Regular CDR: 5% from Cosmic Insight + 40% from other sources = 45%

Ult CDR: 40% from Cloud Drake + 25% from Ultimate Hunter = 65%

So your ult cooldown = (100%-45%) * (100%-65%) = 55% * 35% = 19.25% of its original. For Gnar that's 5.775 seconds so OP was basically right.


05 Nov

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Originally posted by [deleted]

WE ARE WORKING ON IT

you make it sound like editing a few words in an html file takes a village lol

you'd be surprised ._o

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Originally posted by 123skh123

GP E now triggers Teemo Shrooms? What?

IT WAS WRITTEN BACKWARDS WE ARE WORKING ON IT TY

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Originally posted by [deleted]

"With this one change, we're hitting two birds with one stone. We're weakening Kai'Sa's late game isolated burst damage, but bolstering her ability to stave off her enemy's attempts to push her away from minion waves"

That's an awfully generous interpretation for a straight nerf

Something got lost in translation here; the line should read "We're weakening Kai'Sa's late game isolated burst damage and bolstering her opponent's ability to push her away from minion waves in lane". The two birds are early and late game, not strength and weakness. Working on getting this updated!


01 Nov

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Hey friends, gonna early-confirm that Winter Rift isn't coming back this year. As OP correctly called out, the Elemental Rifts will all need to be updated for the snow thematic for us to bring it back. Since all our resources have been going into making the baseline experience as great as possible, we aren't gonna be able to update Winter SR in time.


22 Oct

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Originally posted by OnlyAnEssenceThief

In retrospect you're probably right, in fact that'd be hilarious as f**k if this was just Shio f**king with the community while (once again) giving special attention to her favorite champion. Two birds with one stone.

can confirm she is f*cking with the community


10 Sep

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Originally posted by Riot_Usury

Hey Folks

Primetime Draven and Surprise Party Fiddlesticks are permanently discounted Legendary skins and, like all Legendary skins, are not eligible for additional discounts. Due to the tagging on our older skins (Surprise Party Fiddlesticks is 8 years old, holy cow) these were accidentally placed into the wrong pool and included in our sales schedule. We’ll keep Fiddlesticks in for this week as this is our bad, but this is not our general policy and we will continue to keep them in the scope of legendaries in the case of all future visual upgrades.

Real rito confirmed, flair hasn't been set up quite yet!


22 Aug

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Originally posted by FrankTheBoxMonster

Would you be fine with the idea of the community being able to recreate and maintain these game modes on their own if Riot is unwilling to (ignoring the immense technical effort on Riot's part required to support that possibility within League)?

Unfortunately I think that'd require us giving much deeper access to our code than would be safe. I have no doubt there are a lot of great community devs who would be willing to partner with us on the work, but the risk of even something comparatively "benign" like scripters getting more insight into our systems would be massive, to say nothing of the worst case scenarios that could end up causing real-life harm to folks.

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Originally posted by LadyFaceless

Thanks for the answer. I do understand it for normal RGM which included all champs, but that is with gamemodes which only have a limited amount of champs like Dark Star, Invasion, Extraction or OVERCHARGED? How much work does these modes require?

Re: OP's other point about events feeling like battle passes with nothing else to do... a lot of Rioters agree, and we've been having discussions about how to fix this for the future. Things won't stay 'battle pass or bust' forever.

It is funny to see that kind of answer then we all know two more pass events are on the horizon. Everything this year has felt mostly like low-effort expect of TFT and even thaz brings the same problem - greedy monetization.

For the examples you cited, the unique systems in each mode create their own set of work in terms of champion interactions, and they'd potentially require more work than other modes in terms of underlying systems changes since I *believe* (not an engineer or QA) work done to make systems changes function for always-on modes isn't "inherited" to the same extent as modes that are closer to our always-on modes. For example, I'd immediately believe someone if they told me the damage system changes we made to update Death Recap broke the monsters in our PvE modes.

Re: battle passes, to make sure I'm not confusing anyone, we're not looking to remove battle passes (though we do want to improve them). The feedback we want to tackle is that recent events have felt like they were too much about the pass—or only about the pass—compared to older events. We want to add more things into our events to make them more engaging and exciting.

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Originally posted by doughboy011

I'm just sad that they can't be bothered to have a rotating game mode. Or hell, even allow private matches to play the extra game modes. Just doesn't make sense to me.

Edit: /u/RiotAether Gave an answer to my comment! Be nice guys!

Suuuuuuuper late to the party, but hopefully this is still useful to folks.

First, one misconception I want to clear up: having a mode available only in customs doesn't reduce the work needed to make it available. The main work involved in bringing a mode back is making sure it still works with everything we've put in the game since its last run, including everything from champs, VGUs, functional changes to abilities, items, runes, skins, underlying code changes like how damage is recorded or how textures are loaded into game or how game results are recorded in match history, etc. Even if we were willing to let rotating game modes be crazy buggy for the sake of only turning them on for customs (we aren't btw), some bugs are bad enough that they can crash entire game servers, meaning hundreds of matches would crash—not just customs—so even then we wouldn't be able to avoid that preventative QA work if we want to bring a mode back for custom lobbies.

Re: OP's other po...

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06 Aug

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We're still invested in making Clash work! As others have said, we're in the process of running regional tests—TR recently ran theirs and LATAM's up next. We're keeping quiet during the testing process until we know things are in a good enough state to announce a new global beta. Until then, we actually really don't want to hype Clash since it just opens the door to potentially letting everyone down again if something else goes wrong :X


04 Aug

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The Q that got Soraka the penta took Baron down to 1HP. So close to getting the Baron callout too :V