RiotGraydiance

RiotGraydiance



15 Jan

Comment

Originally posted by Neblinio

Looks like the hex-gates traveling mission is still bugged. At least in Coop vs. AI mode. I just played a game on Hextech Rift, and made sure to travel 5-6 times using the gates. After the game ended, my progress in that mission still sits at 0.

Thanks for the report, helped me track this one down. Originally I thought it was part of the Swiftplay bug, but it was separate and specific to the Hextech Rift Hexgates.

This sadly won't get fixed before 15.2, but I can confirm that the ARAM Hexgates DO work for the mission in 15.1, if you've still been stuck on it.

Comment

Originally posted by zelkat13

I tried with the weekly mission of playing with a main rune of Inspiration in quickplay but it didn't count, I played later with another set of Inspiration runes at ARAM, and that one did count for the mission.
I'm unsure if the daily mission was counted with the quickplay match or it was counted with the ARAM one later.

Thanks for the context! I'm glad it worked in the ARAM game. Do you know specifically which keystone rune within Inspiration you used for both the Swiftplay and ARAM game? Was it the same or different?

Comment

Originally posted by Infusion1999

Didn't work for me either an hour ago

Hi there - since I'm not sure if your comments were before or after the Swiftplay patch, were you able to make progress on the Inspiration keystone mission in the last three days?

Comment

Originally posted by zelkat13

I can safely say that quickplay is still bugged and the missions don't count for that mode

Can I ask for more details? Which specific missions weren't working for you yesterday?

Comment

Originally posted by segfault_in_my_head

Hi u/RiotGraydiance, any update on this fix?

Checked the ticket for this - it should be fixed as of yesterday.


11 Jan

Comment

Originally posted by Caffdy

How soon is ASAP? This one is pretty frustating

Now! A micropatch went out for it about 20 minutes ago; ran a swiftplay on live and saw progress.

Totally agree on it being frustrating. I wanted to do my OWN missions in swiftplay too


10 Jan

Comment

Originally posted by p250AWP

  • Server: NA
  • Type of Bug: In-Game
  • Description: Some missions not tracking
  • Expected result: Missions to accurately track/update/complete
  • Observed result: Not all missions are tracking properly (Weekly)
  • Reproduction rate: Always
  • System Specs: N/A

Missions were in the old pop-up view initially, I did some and none of them counted. Now they're in the new WELCOEME TO NOXUS Objectives tab, but the only Weekly mission that seems to be tracking is the Earn 175 point sby playing games one. My Get 5 ward Takedowns, Deal 7500 dmg to champs with items, and play 1 game with Inspiration Keystone are not updating after I've tried both Swiftplay and Bot games to finish them. Note that I believe different accounts have different weekly missions and I don't think multiple accounts saw progress in this area.

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We're tracking down a issue with certain missions not working on Swiftplay queues (which includes bots) - these missions are on that list. Hopefully will have a fix in ASAP. Thanks for the info!

EDIT 1/10/2025 5:10PM PST A micropatch was deployed in the last hour that fixes the bug with Swiftplay queues not granting progress towards certain missions. All missions possible in Swiftplay queues should now be functional.

There is a separate issue with a single specific mission - Takedown 30 enemies in a single game of ARAM - that a fix is still ongoing for. Thank you everyone for your reports, they helped me track down the core issue very well.

Comment

Originally posted by cathartis

Server: EUW

Type of Bug: Client Bug

Description: I have a quest to do 10,000 DoT damage to champions. I have just played a game as Brand, where I brought Blackfire Torch and Liandry's Torment. However, despite doing 22,092 damage to champions in total, no progress on the quest was recorded.

Steps to reproduce: Play Brand. Buy Blackfire Torch, Liandry's Torment. Do damage to champions

Expected result: I expected to see substantial progress on the DoT quest. It's almost impossible not to do DoT damage with Brand due to his passive.

Observed result: No quest progress made.

Edit: Looking at my quests I am also seeing 0/10 in "Build legendary items" - which is odd because I was full build in my Brand game.

Hi there - was this in a Swiftplay match? There is a known issue where certain missions aren't tracking in Swiftplay queues (bots is included in that), those two missions are on the list.

Comment

Originally posted by Tormentula

  • Server: NA
  • Type of Bug: Missions
  • Description: The weekly "get 30 takedowns in an ARAM" doesn't work
  • Video / Screenshot: My match history Tormentula#Web, almost all my ARAMs have been 30+ KP and there's at least a win in there too.
  • Steps to reproduce: Try completing it
  • Expected result: Completed mission if I have >= 30 takedowns
  • Observed result: Nothing
  • Reproduction rate: Hope not only my acc
  • System specs: irrelevant

Looking into this - thank you for the report!

Comment

Originally posted by Mikax3

  • Server: EUW
  • Type of Bug: Client
  • Description: Get 5 ward takedowns and Deal 7,500 damage to champions with items weekly missions not progressing
  • Video / Screenshot: https://prnt.sc/ETqByxH29O40
  • Steps to reproduce: Play a game, kill a ward, mission does not progress
  • Expected result: mission progress updates
  • Observed result: mission progress does not update
  • Reproduction rate: 100%
  • System specs: n/a

Investigating this - we've narrowed down the issue to be a Swiftplay-specific one. Certain missions aren't properly progressing in Swiftplay. Thanks for the report!

Not sure if I have my redname properly. sorry if i don't mods <3


11 Dec

Comment

Originally posted by avscc

it's funny because if Riot had made it completely the opposite, where you have to literally play specific champs or changed your playstyle completely or play off-role just to finish the missions, people would complain as well.

I can already imagine the post "Missions forcing me to play differently from my playstyle, and that's annoying, I just want to play League my way".

The idea of missions is to make you play. OP isnot their main target audience, if OP is already playing many games a day.

There's a tough balance to find between "let everyone play naturally" vs. "help people find fun they may not have been aware of." It's my goal to be accepting of where players are, for all modes, all playstyles, all champion mains, and even odd people like myself who actually prefer fill and who play like 87 champions (not well, mind you).

It's difficult to create a mission system that is wholly inclusive unless it's, well, a bit boring. As u/BarackProbama said elsewhere in this post, we've been thinking about this for a while and have some longer term plans around it. I'm one of the folks trying to find the right direction to go here :)

As the person who wrote the "Better Hat Wins" mission for Winterblessed Arena, that mission is borderline on "gameplay warping," even if the optim...

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10 Nov

Comment

Originally posted by Boudynasr

u/Pupulasers u/Auberaun

pls fix this so our smurfs new players can have an enjoyable experience thanks

hi hi i'm not them but we're on it :)

u/dhiwbrvej ty for the post - as folks guessed this was just an oversight, our tutorial mission tests passed because blind pick was still available. Fix will be in ASAP, and we'll be changing the mission text to say that you should play Quickplay!


17 Aug

Comment

Originally posted by waynpark

hi!! there are many challenges that are bugged that is impossible to progress. could you look into "farm champs not camps", "best friends forever", "damage sponge". also "forever triumphant" is bugged, you have to actually be plat in order to progress, even though the description says gold

Most of these are on my watch-list :) Not sure if/when they might get updates, but I know that some challenges need both a balance pass and their descriptions updated to reflect what we're actually asking you to do. Farm Champs is one of those examples - it's presently set to need you to do that many kills in one game, rather than adding up progress over separate games. We don't want to make challenges' requirements harder, so if that one gets changed, we'll likely lower the values and make it clear that it has to be done in one game.


15 Aug

Comment

Originally posted by BarackProbama

I’ll look into this on Monday.

Adding on /u/BarackProbama's comment on this to say "we're looking into this, expect them to change!" We want challenges to take several years, but with a challenge that's triple-stacked against you (requires you to win games AND you can't progress it consistently on your own schedule), it's a bit unfair to ask for this much perfection.

/u/Levinant- we totally agree with you that these are too difficult. The intention was to capture the effort people had already put into Clash, and make sure that they didn't get an unfair advantage, but what we changed the values to didn't exactly match up to that intent. My intention is to ...

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01 Aug

Comment

I'd be challenger in all of these

Great job on the icons!!


09 Mar

Comment

Intentional! As we were playtesting different versions both with modified rubble and without rubble, all of our tests where the lane was more open were well-liked.

So when it came to the choice to revert the rubble, we wanted to keep the bridge fixed to see if a zero-choke-point ARAM leads to more fun fights in the mid-game with more room to maneuver, and larger brushes to dodge in and out of.


24 Feb

Comment

Thank you! We're really glad it's being well-received :)

A few of our tests went REALLY long, so we're monitoring to make sure game times don't get excessive, but we're seeing good trends in the data so far.


25 Jan

Comment

Originally posted by TheeOmegaPi

Hey! It looks like you don't have a Riot tag. I'll ping /u/codersanchez so that your responses get aggregated into /r/LeagueOfRiot :)

Oh I totally spaced out on this - I have a riot flair on the WR sub, but not here. I can reach out myself to them too! Thanks for the help haha

Comment

Originally posted by IJustCriedALittle

Is the death timer reduction just for URF? Then it will be expanded across other game modes?

I'm just confused because it's under the ARAM balance changes.

This change is just for URF, correct. The URF timers were particularly long, and warranted a quick fix since URF won't stay online forever.

We did reduce death timers in ARAM by 1 second in 13.1, and as the note says we agree that the ARAM timers are still too long! With all the issues of the last two weeks, we just haven't been able to fully validate that lowering ARAM timers further will have no negative effects on the mode :(


14 Jan

Comment

Originally posted by Retrodonte

Hi, thanks for answering here. Something I wish for RGMs is to have more and less overproduced gamemodes. I feel like back in the day other from dark star, odyssey and star guardians, gamemodes were much more silly but we had more variety. Like they would throw one for all there, didn't change the rules of any map in comparison to normals in sr or twisted treeline and aram in howling abyss, and have them be the same thing changing maps.

For example hexakill in sr, hexakill in tt, ofa in sr, ofa in ha. Nowadays it seems like riot tries to bring out perfect gamemodes which alter a lot of rules that we were familiar with (and that imo makes the new thing about the gamemode shine less, it's also tedious to put up with a new "gamemodes meta", for ex: rushing turret plates in gamemodes which give you a ton of gold early and distorts a lot what should be similar to a normal game). I would prefer to have "less balanced" games with normal death timers and gold earning but maybe I'm ...

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Hey there! I'm Graydiance, a game designer who swapped over to Modes from Wild Rift with the new year! I'm one of the designers now working on ARAM, and I can confirm we're actively looking into timers and other frustration points, like the turret rubble. Coming from Wild Rift, I'm learning a lot about how the games are both very similar and very different. One thing holds true in both - League's a game where often the best way to make sure the game ends is to remove people from the map. But, this isn't exactly fun, and we recognize that and emphatically agree with how the community feels.

We are trying a variety of solutions to make sure that if we change something frustrating, we aren't creating a different pain immediately. I didn't want to overshoot a death timer change in 13.1 because we didn't have a lot of time to test whether games would stall out with the Hexgates. We're doing that diligence now and will have something to share soon. We may not g...

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