Riot_Mort

Riot_Mort



20 May

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Wow. This prompted me to measure mine, and sure enough it’s 28x18. Seems like merch got their dimensions wrong 😓


12 May

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Originally posted by Bombabo

What were some of the funniest bugs that you encountered during testing?

Set 3 Riven being able to deal damage to little legends will always be my favorite bug of all time.

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Originally posted by Ayz1533

Random question. Lux doesn't appear to benefit from a standard Ruunan's when it comes to her ult. Is this intended?

Yes this is intended. Ruunan's only procs "On hits" where as Lux's ability is an "On attack". We do believe we need to make this difference more clear, but that's the logic currently behind it.

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Originally posted by SNES-1990

Is there a non zero chance we'll see chosen return in a future set?

Non-Zero? Yea it could come back someday.

Likely any time soon? Very unlikely.

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Originally posted by noctghost

What made you decide to go for a Sets approach instead of an ever evolving set (like HS Battlegrounds does it)? Have you encounter resistance from the more casual players when suddenly find out they have to learn the game from scratch or have the new sets been better for attracting players overall?

When we were first exploring the auto battler concept, we had thoughts around the core gameplay, and how it feels like a puzzle to be solved and optimized. But we also felt that given enough time, that puzzle would solve out and the game would become stale. In addition, with League of Legends champions and skins, we saw an opportunity to create a wide variety of experiences as opposed to a single experience. The vision of "A space set" and "A good vs evil set" was really inspiring to us, which is why we decided to go with that approach.

Was in a universal win? Nope. We've for sure seen some players be resistant to the idea of learning things over again. But we also don't think trying to be widely generic or appealing is the path to success here, and instead are trying to create the best experience for our dedicated audience, so that TFT players are always happy with the game.

I can't as a designer say for sure which is better, I don't think scientifically there is e...

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Originally posted by bangarrang16

On the celestial game board there's a little purple poro with horns that wanders around. Can i get rid of it?

WHY WOULD YOU WANT TO BE RID OF A PORO :(

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Originally posted by waitidgaf

How far along are you on the next set? If not, when does that begin? Just curious how far out the upcoming sets are planned.

The first paper draft is done, and the team has begun implementing some of the champs and traits. Every day a new GIF or clip is posted in our design channel of "This new champ is done, here's what it does.". Typically we're not more than one set ahead right now, though we aim to be some day!

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Originally posted by ShirooChan

Have you guys ever tried to implement a patch wherein when you right click an item to see the item list, you could then hover to the item itself to see the details of the item? I'm a pretty casual player and that's definitely one of the things I always deal with.

Coming very VERY VERY soon ;)

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Originally posted by Riot_nicolo

Do you plan to keep doing an awesome job and keep supporting TFT for years, if not decades to come?

That's the plan until Riot decides to get rid of me...

But for real, our hope is that TFT is going to be around for a long time and figuring out ways to make sure that is true is an exciting challenge to solve. Whether it be through innovation of sets, modes, cosmetics, or something completely unexpected...its such a wide field of possibility that I'm confident we have lots we can cook up!

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Originally posted by QueenKisses

Hi Riot, so I love League, TFT, Valo and everything that you release and will release of course. But I have one query and that is for the current update for TFT, don't you think you're making the Coven comp too weak now? I mean our Coven girlies are nerfed ok, but also nerfing the whole Coven synergy... don't you think it will make them ummm underwhelming now?

Thank you and more power to all of you at Riot <3

We think Coven will be just fine. You still have a champ that lowers AD by 40%, a champ with a big AOE CC, and backline access stuns, who all together give 60 AP to a champ of your choice AND fuel them mana. I don't think they are going anywhere despite the nerfs.

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Originally posted by Glitterkrieger

Which Choncc is the best?

Bee Choncc or Panda Choncc!

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Originally posted by RiotGreenTeej

I'd say combined at least 200 years of developer experience

:|

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Originally posted by findmenextdoor

Gunmay here, 2x retiree and the absolute beacon of positivity in the TFT community (trust).

I actually have a real question, when y'all scrap a set mechanic what kind of discussion do you do when it comes to maybe keeping certain aspects of a mechanic for the future sets and introduce it as a part of the core game mechanics? I'm asking because I think that after Reckoning is gone and Shadow Items are gone with it, I still think the part of the set mechanic where we're allowed to pick an item on stage x-2 is fantastic and has opened up for a lot more options through the whole game and I'd personally love to see that be part of the core game as the game moves onto the next set.

I think for example there is stuff like with Set 2 elemental hexes incentivized positioning tradeoffs for power which introduced more positioning mind games and made certain items go up in value like Zephyr and stuff like that is something I wish we would of seen more off, even if it was "remad...

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For the most part, its about the complexity of the game as a whole and the nature of the next set. For example, we were pretty positive on Lucky Lanterns and Consumables and could see those sticking around...but with Reckoning being so high on complexity we were worried about consumables also being around at launch.

For the armory specifically, we knew players (especially highly engaged and competitive players) would love the agency they bring...but that also doesn't mean its good long term if it just leads to more forcing. We have some long term ideas what to do with the Armory, but for now it's too early to make a call about it's long term viability in TFT.

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Originally posted by Inxplotch

So in set 3 we very briefly had models on the unit cards in the shop, which were ugly but visually more clear. Since then we’ve had splash arts for cards and personally i havent had much trouble with them until this set. I’ve been having a hard time quickly recognizing certain units, especially ones utilizing newer skins or ones that look same-y on the card (like mordekaiser and ivern being two close ups of masks).

So my question is, whats the process that goes into trying to make units recognizable as the character themselves while still making them fit the theme of their tribe. Have there been any clarity issues that have arisen and how do you hope to handle them? Were there any big problems in developments in terms of art or visual design that had to be overcome for this set.

Also, second question for Mr. Mortimer Dog, who on the tft team do you blame when you get, as the saying goes, “mortdogged”? Maybe statikk or kent? Your evil twin Dort Mog?

I just blame myself in a sad self deprecating kind of way...

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Originally posted by RiotKent

NEW PATCH I'M ABOUT TO GO 1111111 TRUST

One of us has Vacation, the other has work to do!

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Originally posted by ergonomicjones

Hey team, thank you for your continued amazing work on TFT and thank you in advance for taking my questions. Two questions--

1) One of my favorite ideas ever to have been in TFT was the Mountain Hex from Rise of the Elements. Building an unkillable uber-tank Braum or Dr. Mundo over the course of a game was truly a delight in every sense of the word and extremely gratifying. A similar concept was revisited in Warlords last set, but those were capped after a certain number of wins. Any plans to revisit this idea units scaling infinitely over the course of an entire game? What do you guys think of the concept ?

2) Ever since the introduction of overtime, traits that have healing or regeneration as their core mechanic has suffered an indirect nerf. It seems unfair that other traits maintain or even amplify their core mechanics in OT while healers/lifestealers suffer because of the OT reduction. Any thoughts on how to balance this in the future? Perhaps only grant hea...

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Your point about overtime is a fair one, but the reality is we want combats to resolve in around 15-25 seconds ideally. Healing traits allow you to stay alive and reach the latter part of that goal. But Overtime is necessary to get combat to resolve, as we don't want ties. (We generally try to avoid combats resolving in ties as it low satisfaction, and generally just dull to watch.) Healing traits can lead to that a lot, so they need to be reduced.

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Originally posted by twonsoon

I just tweet this out to Mort before I realized there was an AMA.

I saw an interaction where Shadow Warmogs damages triggers stacks for a normal Titans. Is this an intentional design?

If you have a clip of this, please send it our way. We'll try to confirm also. This is NOT intentional. Self damaging shadow items shouldn't be beneficial for anything. (They don't generate mana for example)

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Originally posted by __fujoshi

This question is for anyone and everyone: is a hot dog a sandwich? Why or why not? Please defend your position.

No way is a hot dog a sandwich. This is one of those over reductionist things, and frankly calling a hot dog a sandwich is an insult to sandwiches.

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Originally posted by marcel_p

Who's going to win the Riot Race to Challenger? My vote is on Kent (sorry Mort).

I'm winning right now...Kent's stuck in D3!

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Originally posted by NoFurtherObligations

PORO LITTLE LEGEND PLEASE ??!!

SERIOUSLY!!! I WANT IT TOO RIOT MUMBLE