League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




Yesterday

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That looks like a great list. And I think you got most of them covered here.

My first thought for the jungle was Amumu because he is really easy to pick up and have an impact with. But jungle is also a complex role that isn't the most newb friendly anyway.

For support I'm inclined to say Soraka, but with a caveat. Her playstyle isn't the most exciting and isn't for everyone so while she is newb friendly in that she isn't very complex to play it likely won't be the best experience if you are trying to get a friend into the game. Obviously though if this is a playstyle they enjoy than Soraka might be good for them to check out.

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Originally posted by Euphoric_Software481

It just feels like whenever a champion is released, they're on the broken spectrum, in terms of damage mostly. Brand was way overpowered on his release. So much that literally all of his abilities received a nerf. And even after that, he's still on the strong side, picked or banned in nearly 70% of my games. So you get an idea how overloaded his kit was. Nunu isn't broken but still pretty strong. It feels unfair that only his ult shield scales with HP but he can build full tank and still deal the same amount of damage as an AP malphite. I hope his kit is updated so he's forced to build at least 1-2 AP items reach that level of damage. His tankiness is balanced but not his damage. Before that, when Lucian was released, he too was pretty OP. Had to be nerfed.

And now, let's talk about veigar. He's supposed to be a scaling mage, but he comes online way too fast. Scaling champions usually hit their power spikes around the 12 to 15 min mark. But veigar can start one-shotting you...

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Brand was way overpowered on his release. So much that literally all of his abilities received a nerf.

I agree Brand was released too strong, and am sorry about that, but it hardly points to a trend. Nunu as we'll was a bit stronger, but it took most players a little time to catch up to it and really get a feel for him.

These are the point I'm interested in here:

It just feels like whenever a champion is released, they're on the broken spectrum, in terms of damage mostly.....

And even after that, he's still on the strong side, picked or banned in nearly 70% of my games.

And the criteria you use to define this. Because I'd argue that he is in a fine spot now and have seen that (as the team has defined champions strength) the vast majority of our champion releases have been under power (in some cases critically). Funny enough this is part of what led to Brand's OP release. We had been ...

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I'm speaking from my own opinions here, and not for the rest of my team.
1. I agree this is annoying and a pain point I have felt too. I don't know if we currently have any plans here in the short term but I'll bring it up to people to see how they feel.
2. I actually think the issue with Wit's End comes from it giving too much. At a glance, the item seems to be doing just fine, if not a little strong. But it isn't something you should be buying every game.
Exactly like you said certain aspects can be hard to feel, but adding some AD to that would just exacerbate the problem because we would need to reduce its other effects to compensate for it, or increase its cost.

  1. I agree Maw feels a bit weak. Part of the issue here is that it is a very narrow item (MR items always will be). But also that it competes with Sterak's Gage, which has great synergy with Triforce.

  2. I haven't personally noticed this as an issue, especially with IBG as its...

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25 Oct


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21 Oct

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The changes in this twitter thread may fix this for you, they are partly to address that experience: https://twitter.com/draggles/status/1450955240413417475?s=20


20 Oct

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Originally posted by pokachipokachi

/u/nextdoorMMR would this be bad?

Sorry I took so long to respond here.

If you've followed me across other games, you probably know that I have implemented solutions that do look at in-game performance, but always carefully.

Basically, looking at variables that the data show contribute meaningfully to winning a match, and only considering them at the level they actually contribute. Using data to determine how much performance mitigates a loss, not just taking a best guess at the value.

I also prefer to make sure winning is always the most important factor.

But, yeah, tdlr: there are definitely ways to do this correctly.

I don't know whether we would see them in Wild Rift anytime soon because we're currently still focused on skill and matchmaking over these next few patches. Once we finish our current pass on those features, we may look more closely at ranks.

It's also possible that some of our improvements to skill and matchmaking will soften issues you are experienci...

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