Rovient

Rovient



20 Jul

Comment

Originally posted by CCSkyfish

Hello! I admit it's not optimized for sharing, this is just a personal doc I've been using.

Basically each row is a separate game, tracked via the Game column. For each game I record the date I played it on and the number of points in my active region, with a new column for each region.

Finished regions I highlighted green, but I copy the values down dozens of rows to keep the Diff calculation happy, which is just a a calculation of (sum of current row points) - (sum of previous row points), which tells me the number of points I earned that game.

The region column headers are just <region name> (points to complete the region) (number of games it took to complete the region).

Finally, the first column is just sectioned into which week of the event it was played on, since the points earned per game increase each week.

Ultimately, all I really care about is points per game ("Diff" column) and how many games it took to complete each region.

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Thank you for your explanation!

Comment

Originally posted by CCSkyfish

And then there's me who likes stats. 600 extra points per game does seem like a lot, but I'm not complaining.

https://i.imgur.com/yh9PC8q.png

I'm finding it tricky to read your table here. Mind explaining it?


29 May

Comment

Ruin-what? You're not making any sense, man.


26 May


20 May

Comment

This post is... odd. I'm seeing very clear alternate options for all example champions, with some even higher WR than the most commonly picked item. The problem is that no one is changing what they buy.

I see this is more of an issue with how Riot "weights" what defines our recommendations in the shop than anything else (we currently heavily value what's bought more often than what's the most effective WR increase).


12 May

Comment

Originally posted by Bro_miscuous

I don't think it's a good solution to leave the reactive helmet in because it's confusing (not exclusively but most imporantly) for Renekton's opponents, a Renekton player is going to be more aware of the skin's features and Renekton's team doesn't have to care as much about gameplay clarity as the team playing against it. I think the toggle should be ON or OFF not OFF or Reactive, because that's still leaving the player the ability to trip their opponents. I know it's a cool idea you're trying, this is just my opinion.

What part do you feel is confusing? Looking for info.

Comment

Originally posted by Mumphord123

What is the button for toggle? just tried control 5 and it did nothing

It's going to take a few days to arrive on PBE probably.

Comment

Originally posted by Bro_miscuous

This skin has a bit of tech that I think should have been mentioned: https://twitter.com/Sirhaian/status/1392171112889344003

What I'd like to say about this is... It's not distracting but the rules are just inconsistent. Why isn't this like Project Ashe?

My feedback is:

  • Allow these to become a toggle, and don't tie them to any situation like you're trying to do. Toggles are not confusing. If you know it exists, like Kai'sa's helmet, you know it's just that, a cosmetic. If Renekton's "helmet" starts coming on and off during gameplay, just start doubting if it's a gameplay thing ("oh, maybe it means he has high rage, used ult [like Eclipse Leona or HN Ashe], or perhaps he--...")
  • Players are dying for more toggles and they are highly requested, and a nice feature in becoming a far and between feature for skins where it fits (like you did retroactively add to Spirit Blossom Th...
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I've just implemented the toggle (between reactive helmet and always on) but there's no sexy special UI like Kai'sa has for her helmet at the moment. I'll try and get that done in a few patches' time.


11 May

Comment

Originally posted by bz6

Will the Renekton helmet feature go down if you’re approaching a brush without vision?

Essentially telling you there is someone there.

/u/Bellissimoh /u/RiotSirhaian

Not if you don't have vision. But, that in itself posed a concern to us (because if your helmet activates, the champ in the bush then knows you can see them). As such, we decided on a very short range for the helmet activation (300 units), so Renekton's pretty much right on you before you get any indication.


14 Apr

Comment

Originally posted by iStayGreek

I think I can speak for the sane members of the community when I say that the comment isn't directed at the developers, rather management and leadership. Speaking as someone with experience in the industry, I know game developers tend to be incredibly passionate and hard working, but there is a legitimate critique to be made in the chosen design direction of the heads.

Personally I love you guys and think you do amazing work, certain things like killing Wintermint / the lack of client features are grating, but I don't blame the average dev for that.

-League player for 12 years

Ty.

Comment

Originally posted by Seiphert

By being the industry leader you can afford being lazy.

If there's one comment that makes me flinch every time I see it, it's this one. I can promise you that the League devs I interact with on a daily basis are some of the hardest working and dedicated devs I've ever had the pleasure to work with.

Sure, throw 100 years, spaghetti code, bugs etc at us, but our drive to make the game the best it can be for every player (we're players too) is always strong. Sometimes we just can't do all the things we'd love to do.


09 Apr


11 Mar

Comment

Originally posted by Malombra_

Can you retroactively change Nami's eternal to "hit 2+ champs with her ult"? She's the only one who has a "hit 3+ champs" and it makes zero sense

This is a great question. Honestly, I would prefer to change it but then it's actually an entirely different Eternal. I believe it may be too risky to change it that much at this stage.

Post

Hello Eternals fans! Riot Rovient here, designer on Eternals Series 2.

I love tricky Eternals; the ones that ask you to try that little bit harder to progress. There's something extremely compelling about the "Multiple (2+) champions hit" Eternals from Series 1, but, I also found there was something decidedly less cool about them. If the requirement for such an Eternal is "2+", such as with Yasuo's "Multiple (2+) enemy champions hit by Last Breath (R)" then hitting 3, 4 or even 5 champions at the same time gains you no additional progress or recognition. I'm sure a lot of you have discovered the same thing.

However, in Eternals Series 2, we're going for a subtle but powerful shift in the way we track your performance for these kinds of Eternals, such as with Kayn's "Champions hit beyond the first with Blade's Reach (W)".

This simply means "Whenever you hit more than 1 champion with this, we'll cou...

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05 Mar

Comment

Originally posted by Caenen_

Wait, aren't they currently already only appearing if you have sight of the enemy?

I'll look into this. Probably! But absolutely need to check.

Comment

Originally posted by Darkened_Auras

Not sure how viable this is, especially given the overlap with the E1 eternal tunnel reuses, but some of my favourite moments are when I tunnel a wall, delete a squishy, an reuse the tunnel as the cavalry comes to punish me for my hubris. "Tunnel reuses in combat" is kinda niche though, as well as overlapping.

OH I GOT ONE. Void Rush (R) makes you untargettable. That's saved my life a ton. "Abilities dodged with Void Rush"?

We can totally do that one. I have a competing offer from someone else along the lines of "takedowns on enemies you discovered with tremor sense". Something like that feels great imo. Need to work on it a bit.

Comment

Originally posted by Darkened_Auras

I scrolled through the comments and saw you commenting on a bunch. I'm so glad you're listening to feedback. You're aware not everything was perfect so you let people talk. Rovient, I'd never heard of you before today, but hats off to you. If you want to bounce any other Rek'Sai ideas, I'll be glad to help. I'm not really qualified for other champs...

Cheers! Yeah I can't main every champ but I watched about 70 montage clips for ideas etc. I know not everything's going to be a slam dunk but we've got time to make changes before launch.

Hit me with your rek'sai thoughts!

Comment

Originally posted by darkacesp

Wait do you make all the eternals?

With a lot of help from other designers and play testers, yup!