RiotGraydiance

RiotGraydiance



10 Jan

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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