RiotMeddler

RiotMeddler



11 Jun

Comment

Originally posted by WOSML

A lot of people have been saying they’d prefer for older champions to be retrofitted to be in line with modern league both visually and in gameplay, so hearing that they might just scrap the Malphite visual update is really disappointing. So many champs need model updates and Malphite is reasonably popular compared to some of the worst offenders like zilean and corki. Just feels like the players who enjoy the older characters are being left out to dry

We want to update those older champ visuals. The experimental part here, and reason this particular approach might get scrapped, is in figuring out how feasible it is to adapt Wild Rift assets (different format, engine etc so a lot to refit) or whether it's more efficient to just make updated assets from scratch.

Comment

Originally posted by Zernii

I don't like idea merging Champion Roadmaps with Dev updates. Roadmaps have more flavour and a lot more insights and info than one tiny segment in dev video

Most likely path is we still do a text Roadmap, but time it with a dev update in the future, with a TLDR or intro in the video. Didn't do that this time because we'd revealed Ambessa early and are being deliberately vague about the Arcane associated VGU

Comment

Originally posted by daswef2

Where's Aurora info? No champion roadmap is really disappointing. The hype and the hope of future champions coming out that might become your favorite is a massive part of keeping up excitement for the game IMO.

Aurora's real close at this point. Instead of revealing stuff through dev updates/blogs we're letting the reveal campaign do its things with stuff like Spirit of Hearth Home.

Champ roadmap wise, between talking about Ambessa at season start (who's a more known quantity from Arcane) and the desire to keep the Arcane associated VGU unknown we didn't have as much new to share as we normally would. We talked about revealing more distant content, but concluded we'd both have to be vague and it would feel forever until any of it even got seen. Conclusion was skipping this one made the most sense. Expect them, or something very similar, to return though

Comment

Originally posted by Pterigonius

I think they said she'd be a toplane fighter when they revealed she's coming to league, though I may be misremembering.

I can't recall exactly what we've said about Ambessa so far. She is a fighter though certainly.

Comment

Originally posted by TrickedFaith

They gave Faker a backup that was undamaged for him to display.

We did - apparently it's pretty standard practice to make back ups for stuff like this (I wasn't aware until this either).

Having said that, we should have spotted that the first one was damaged and swapped them out before presenting it to Faker in the first place


03 May

Comment

Originally posted by Zarathielis

Helloo Meddler, sorry to bother you, is the new lol dev video coming in May or a bit later this time (since Riot Brightmoon did his last video last time)?

Sometime early to mid June is current thinking


16 Apr

Comment

Originally posted by Diligent_Deer6244

if it was on console I might try it

I can't play games with a touch screen on a phone or tablet, it's just a horrible experience imo

Totally understand, figured it was worth checking though as a potential reference point :)

Comment

Originally posted by coeranys

Hey, appreciate you engaging, although in their defense the people may be right and there may be limited utility in doing so in my case. I feel like frequently the things that I enjoy just aren't the things that League is targeting anymore. It could also be that I've just been playing too long, but here we go...

It feels like League is creating more ways to engage with a smaller number of people (I get in Arena you and a friend can hop on and you only need two, not five, so you can get your squad together easier) but I feel like that reduces some of the volatility that is required to keep the game balanced on a macro level and reduce the amount of a solved problem that it is. When you reduce the number of champs, it reduces the volatility, and you need to introduce it somewhere else otherwise it just becomes blackjack and you're playing the .5% favorability between the few meta comps.

However, increasing volatility through more different choices by other players fee...

Read more

Detailed thoughts much appreciated!

Can definitely see how if you're looking for a larger team experience we haven't delivered so much novel there outside of updates to the core SR experience. How much of the draw for you of larger teams is that reduction in volatility versus other aspects of more team play focused modes? Team coordination, more specialization of roles etc etc

Comment

Originally posted by Diligent_Deer6244

(not original commenter)

I'm someone who never found arena very fun, mainly due to the teams being 2 players.

I really want summoner's rift, with bans, with the same acceleration as OFA and spellbook. Faster levelling, movement, etc. I just want quick fun league like aram but pick your champ with bans.

Noted. I'm curious if you've tried Wild Rift? I know it's a different platform, different content etc. Just interested as a reference point given the quicker games as a baseline and various changes made to support that


15 Apr

Comment

Originally posted by coeranys

I wish they would stop wasting time on stuff like this and make something fun.

Genuine question - what is it you’re looking for as fun? I can make some guesses but figure it’s better to ask 

Comment

Originally posted by Spideraxe30

Hey Meddler do you guys have any concerns about the extended Arena run competing for engagement with the PvE mode, given it'll be out for an entire split, or are you guys taking that into account when evaluating both modes

We’ll keep an eye on it certainly, if Arena is to become permanent though it’ll need to show engagement either maintains through event modes or that its player base comes back after an event mode ends 

Comment

Originally posted by Guest_1300

Only one new map, interesting. Does this mean there will be duplicates of some maps? As I understand there would be up to 8 2v2s happening at once now and I think there are only 5 (?) arenas. Or are there more new arenas that they just didn't reveal?

Overall super cool changes, can't wait to try out this new arena, especially the new item system!

Each arena holds 4 people (2 teams of 2), so one of the five will be unused each time 


11 Apr

Comment

Originally posted by Sairal

Oh God, seeing Riot in front of your name is terrifying. For those who missed the ama five years ago, I met Norak very early in leagues life when he was a cheeky little Aussie kid. Now he's just a cheeky little Aussie dude.  To answer your question, Peter Jackson. 🍿

I'm sure I'm taking the bait here, but can't help it...

Peter Jackson, the film director, is your favourite Australian?


08 Apr

Comment

Originally posted by AobaSona

Aren't you worried that increasing the number of teams in a match is gonna negatively impact matchmaking?

That is a risk yeah. Arena matchmaking's really healthy early in a run, so if things like 16 players lead to a meaningfully better experience, and therefore more sustained engagement, that's worth the cost. It's certainly conceivable though that we could be wrong and it might turn out to not be worth the trade off. If so we'll have to adjust again for the future

Comment

Originally posted by Brody0220

1420 weedmo patch inbound

You know what, let's buff Maokai for old times' sake

Comment

Originally posted by AobaSona

With the Skarner update making the brackern unrelated to Hextech, will Camille and Seraphine's bios get updated? I know Riot isn't focused on universe and written lore so much anymore, but I feel like at least their biographies shouldn't be non canon... Maybe after Arcane s2 at least?

They'll get updated, not certain on exact timing

Comment

Originally posted by antiskylar1

Can a rioter confirm why Arena keeps being a temporary game mode?

For a mode to become permanent it needs to show sustained player engagement. Arena's first two runs had a lot of play early, then fell off a lot. Making it permanent with that diminishing engagement profile would lead to increasingly poor matchmaking (both time to get a match and skill discrepancies), which pushes players away and further exacerbates the issue. While some players would stick with it regardless you end up with a pretty small population making it hard to justify meaningful ongoing development for the mode, which makes things worse again.

We do think Arena's got a lot of potential though, hence the ongoing updates to it. Our goal is to try and give it the variety and appeal that it needs to be a long lasting mode. IF we can demonstrate that, we can then look at having it be permanent.

Comment

Originally posted by violue

some of these devs are distractingly expressive with their hands.

also I didn't know there was once a whole ass Star Guardian game mode and I am devastated to have missed it.

If I had the faintest idea what else to do with my hands I'd do it. My on camera options however seem to be "wooden", "flailing arms wildly" or "wooden and flailing arms wildly", so I'm working with what I've got

Comment

Originally posted by Gaviota43

Oof, hopefully I am not late this time. 🙏

In case any of you kind Riot people read me, I would like to ask if there are any plans to update the champion classes in the game's client, to provide more accurate information.

The class system has remained in its outdated state to this day, even though Riot has moved into the newer and more accurate class system proposed in 2017 (the one that has subclasses like Enchanter, Juggernaut, etc.) Having the new class system in the game's Collection and Store tabs would help a lot to reduce ambiguity.

Currently, we still have the old one with the more generic classes (Fighter, Support, Assassin, etc.) that very often confuse people (e.g. "why does a tank do so much damage?" when referring to juggernauts like Darius.)

No plans to do so. It's something we talked about a lot when initially mapping out the sub classes then deciding whether or not to make them public or just use them internally. Our conclusion was that for the more engaged players who want to dig into the details a lot it made sense to talk about the sub classes. For the more casual player though we felt the clarity of "Fighter, Mage, Assassin etc" was more useful than more detailed breakdown would be when it came to helping set initial expectations for a character. There are definitely some cases, juggernauts especially, where that doesn't hold up so well, it was a deliberate trade off though for what it's worth

Comment

I'm just built different I guess