Rovient

Rovient



03 Dec

Comment

Originally posted by Phaazed

It is intentional. They've tried in the past to make the pass take longer. This is just the latest attempt to do so.

We've converted general objectives for some missions based on the average 30 minute PvP Summoner's Rift game.

Riot knows the average game time is less than 30 minutes. This change is just to make people play longer for the same rewards. Their goal is to make the progress slower without most people noticing (greatly reducing the speed for players who played ARAM/Featured/TFT/vs AI.)

Nope, we're tuning it from actual data. There should be NO CHANGE whatsoever for the vast majority of our players.

Comment

Worth mentioning that we will be paying close attention to the Debonair Event data. If we need to adjust or tune our mission requirements as a result of this change for future events, we'll absolutely be doing so. It's previously been very challenging to accurately tune the "Play X games" missions to be fair for the majority of our League players when we have to compare real, hard-fought PVP games with TFT AFK games.

We do not want to make passes harder to complete. We do want players feeling free to play whatever mode they like to make progress in our Events.


22 Nov

Comment

Originally posted by ALLGROWWITHLOVE

This bug is as old as league its literally like finding an Easter egg at this point.

It is not, and it will be fixed in the next patch.


20 Nov

Comment

Originally posted by LordBarak

They're still working on the second generation of eternals, which are much more champion specific and not just "number go up"

This is correct. Last update we gave was "need to hire more designers before we can resume work on them". This has since happened.


17 Nov

Comment

Originally posted by CaptFreedom

A few weeks ago you could've said we're looking into it and be done with it. That isn't damage control. That's transparency without giving any real expectations. Would've reduced backlash significantly while reassuring dedicated players they're not left in the dust.

Your response was:

Short answer: yes, these auto-resets are gone and we have no plans for them to return.

Which is transparent, I'll give you that, but now you go back on it and wonder why it's called out as damage control.

Don't get me wrong, I'm sure we're all super happy something is being done! But please put yourselves in our shoes and realise how bad the communication has been from the side of Riot.

"transparency without giving any real expectations". That's unfortunately not the case. A passing comment, or suggestion made by a Rioter is often interpreted as a statement of fact, or a promise from Riot.

For example, in my comment above I said "we have some changes in internal playtesting right now", and you yourself stated that "now you go back on it and wonder why it's called out as damage control".

Comment

Originally posted by RumForrestRum

Damage control much? could've said it was a thing being considered back then. If not for arcane caitlyn's playrate would've for sure gone down hard

Damage control would have been saying something like this the minute it was pointed out a few weeks ago. This is follow-up communication once we have a plan that looks promising.

Comment

We absolutely heard you all on this one.

We were certainly stuck between a rock and a hard place: we cleaned up her code, now more closely resembling tagliatelle rather than spaghetti, yet that clean-up also ejected some of the "bugs" that produced that snappy trap/headshot responsiveness that you loved. We all agreed internally that this was not OK, but there was simply no time to produce a set of new tweaks or replacement mechanics that we could be confident in before we launched her in 11.23.

As such, we have some changes in internal playtesting right now which are, according to our game analysis team, "Chef's Kiss", which should be shipping out to you all soon enough. Apologies on the radio silence, but we had to be sure that Caitlyn's changes would be in a solid place before talking with you all.

Hopefully the next pro combos video might be a little longer.


03 Nov

Comment

Originally posted by 10inchblackhawk

Will the skins auto unlock or will I be able to disenchant them?

You'll be able to disenchant both the champion shard and/or the skin if you'd like (you big meanie!).

Comment

Originally posted by Starfiredemon

It means that if someone logs after Nov 24th and wins 1 game or plays 3 games they will get these freebies at once ?

This is correct.

Comment

Originally posted by AchievingAtaraxia

I managed to test it out myself on 141 Ping, from what I can tell the headshot auto cancel is completely gone, don't think it's a ping issue either because I tried doing harder Lee Sin stuff like the Chinese Insec and had no issue at all.

Could you describe the technique used? YouTube video link etc?

Comment

Originally posted by AchievingAtaraxia

I was PMd by someone that has access to the PBE who said they had tried her, unless they were just trolling me, in which case I stand corrected, i'll check when i'm home from work, really hope that I was just being trolled though.

They may also have been trying at 200 ping if on PBE. I'll be paying attention to this issue, anyway.

Comment

Originally posted by SiniestroJr

The only question I have is: is it easier to see traps that are placed behind towers now ? That cheese , especially om some skins are maddening

Nope.

This came up in discussions during her development, but we decided that this would be altering her GAMEPLAY too much to be acceptable as an ASU.

Comment

Originally posted by AchievingAtaraxia

Visually looks excellent but they removed all her headshot auto cancels which was what made her skill ceiling so high, and that's just not ok.

They need to make sure to add her headshot auto cancels back before they release this VU to live servers because otherwise people will be furious that a high skill champion lost the thing that made them so fun to play.

What makes you think anything was changed with her mechanics at all? Genuinely interested in this.


14 Oct

Comment

Originally posted by PetMeFeedMeCuddleMe

Ok, I am panicking now. It's been 20 days and still no 5 additional tokens.

There's more coming on 2nd half of the Event (very soon).


13 Oct

Comment

Originally posted by Taivasvaeltaja

Does the Wild Rift's "you're in brush" work for wards? If not, that's one QOL I'd love to see: is our ward actually in bush or not. Especially with the midlane side bushes it is often hard to know.

I don't actually know. I should look into that.

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I like this suggestion! Butt what about a super clear icon above/on the Ward being scanned instead? Control/blue/stealth Ward icon?

Reason being that this kind of change probably wouldn't require engineering support and therefore could be achieved.

I already love Wild Rift's "you're in brush" icon.

Disclaimer: this is likely a gameplay change and I'm not able to make calls or decisions on those parts of the game. Thus, this is not a declaration that Riot will do anything at all. 🙂


11 Oct

Comment

Originally posted by UPSxACExUPS

And it actually makes sense ngl. If i wass a newbie and heard "healing reduction" i would think its stackable too

Yeah I thought the switch to Healing Reduction was a slam dunk and then a smarter designer than me pointed it out. So there you have it! I did however add a description of Grievous Wounds to a the items that apply it, so I got that much. 🙂


10 Oct

Comment

I love this thread! I proposed doing the same thing as I worked on the item tooltips last year. However. Other designers pointed out that "Healing reduction" sounded like it could stack, whereas a champ can only have 1 "Grievous wounds" debuff on them at once (taking the most severe one as priority). This is why.

Great question!


02 Oct

Comment

"Sorry team, I think we had this one until Vayne decided to open an all-you-can-eat buffet on top lane"


24 Sep