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For example, sona's new passive where cooldown of her ult gets refunded

Singed ult having built in anti heal on pc(correct me if im wrong)

and master yi rework where he can jump over walls i am kidding the beta strike mf deserves nothing

As someone who cant play pc league much, it feels like i am missing out on such things that id like to enjoy on a phone

Any kit reworks you guys wanna see in wr?

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over 1 year ago - /u/R0gueFool - Direct link

We take reworks and updates on a case by case basis, LoLPCs champion changes won't always be the best fit for Wild Rift, and change for changes sake isn't what we are looking for. We will still be doing our own updates as needed, and are 100% open to mirroring PC's changes when they make sense for Wild Rift, but we have no expectations we will mirror everything.

In Sona's case it isn't something we are looking to do right now. Her changes on PC were done to push her out of the solo lane and to focus on her being a support. Wild Rift Sona doesn't have that issue so there isn't much need for the changes.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by CostNo4005

Question if wild rift gets a older champ or one in need of a kit overhaul are you allowed to rework them completely or only a bit until lol pc does?

We are separate games and will do larger reworks as needed. However it is unlikely we bring over a champion in need of a large scale rework unless we have ideas on how we might want to update them, then we might take them on. Or maybe bring a champion over with smaller changes if we think they don't need large scale work. Though we are interested in these updates both large and small.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by No-Particular-3619

Then how do you feel about teemo at the moment? That champ is scaling horribly and struggles to go into baron lane, low hp, low AA range compare to PC and ult is underwhelming in most cases, masters is stupid impossible to play him cause even the champs he counters can turn around and delete him

I haven't looked at Teemo's data in a while, but his big issue is satisfaction. I remember before his ultimate change he was FAR more powerful than people gave him credit for, that was the whole reason for us making the change in the first place. I assume it is a similar situation here, though like I said I haven't actually looked. Any DoT focused champion tends to be lower satisfaction unless they have a very feelable payoff for their DoT (Brand passive).

In Teemo's case having the poison on his passive, thus making room for him having a dash, is a meaningful buff. But it does mean that power needs to come from someone where else. We would like to increase his feelabilty, but it is a tricky problem for sure.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by No-Particular-3619

His blind has pretty low scaling (60%) and gragas literally just got a buff that gave him higher scaling (Think the highest is now 80%) despite having a insta kill combo, teemo doesn't have this... His q needs 80% scaling or higher, and if he only has 1 damage ability, we need his passive to also have better scaling or just give him better AA range cause bruisers can close the gap with his current one... blind isn't an issue when it's duration is up to 2 seconds, also doesn't work on up swings unlike pc lol so using it prematurely also takes from his utility...

So 60% isn't as low as you think, looking at Brand his highest single ratio is 55%, Ekko's Timewinder is also 55%. However, I haven't been on the balance team for a while and am a bit out of the loop on where things are at, if I know there is a bug with his ultimate not that the team wants to fix and past that I have no doubt that we will make any balance changes as needed.

Having only a single damaging ability (not counting passive) isn't great both for balance and satisfaction. One thing to keep in mind is that while he does have a lower basic attack range than on PC he also has a dash. It is worth keeping in mind that no ability is in a vacuum, so something being different/lower than PC doesn't really mean much with how different their kits are at this point. This doesn't mean we can't/wont buff him (again I'm not on balance) I'm more so just bringing up than being different from PC doesn't hold a lot of weight.

I'm not sure what you mean by "up swing" can you elaborate on that for me?

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by ArdentPixel

Even if Teemo's Blinding Dart has a 60% scaling, it pales in comparison with the kits of Brand and Ekko. Brand's highest ratio may be 55%, but he also has a max hp% damage burn, and he also deals burst max hp% damage when he hits enemies with his abilities thrice. Not to mention his abilities have a unique effect on enemies affected by his burn passive. Brand's ability with the highest ratio, Pillar of Flame, may only have 55% scaling but it deals 30% more damage to enemies affected by his passive.

Ekko's Timewinder has 30% scaling on first hit and 60% on the second hit. It may have a low base damage, but it provides 2 stacks of Ekko's passive if he manages to hit it twice. It also slows enemies on hit which is helpful for catching up to his target and quickly activating his passive for a burst damage and extra movement speed.

Even if Brand and Ekko have abilities with lower scaling compared to Teemo, their abilities actually synchronizes with their kit and could do more if used properly. Teemo's kit is way too simple and doesn't really synchronize with each other. He has the kit of an assassin, but lacks the burst damage. He also has the kit of a mage/marksman but lacks the utility, hard crowd control, and range.

Although I do agree that balancing Teemo is hard since he quickly becomes annoying the moment he receives even a small buff.

Right, the important thing to remember here is that any ratio only matters in relation to a champion's kit. Brand, for example, doesn't have a dash and Ekko doesn't get to lay long-lasting traps. Again I'm not saying the ratios couldn't be buffed, just that saying a champion has lower ratios than another, very different champion, doesn't hold much weight. I haven't played much of Teemo myself (outside of ARAM) but yes if his damage is low there aren't a lot of places for us to buff, and his first ability's ratio is something we could target.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by darren_flux

How does "best fit" is even assessed? Genuinely curious.

That is why I mean by "case by case", the secret thing that they don't tell you about game dev is that it is all about trade-offs and resources. It takes a lot of work (not just from me, remember everything needs to go through QA too) to make any sort of change ESPECIALLY if art is involved. So it really comes down to how valuable we feel a particular change will be vs the cost of making that change. Both games are different and have different problems we are trying to solve so "best fit" really comes down to a few things, and often that is what problems we are trying to solve.

In the Sona example, we are not seeing a problem with Sona being a powerful solo lane champion, so it would be a rather high-cost change with no clear goal in mind.

So generally an update needs to be solving some sort of problem, and the scale of that problem. Sometimes we will have a change in mind that is low cost but has a lot of potential upsides (Ahri update), and we are able to do it.

But even then we need to balance updates against other work that needs to be done (champion updates are done by the same people making new champions, and we don't want to push a champion's release back. While new items, runes, and balance changes, are done by a single group as well.

These priorities are handled by both designers and producers, and often include our insights teams (data analysis) to identify problems. These can also be adjusted as we go. This is a big reason why we don't talk about any changes with players too far in advance, things can always change and we don't want to mislead or give players the wrong impression.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by SolubilityRules

Not necessarily a rework, but revamp Annie Q to being targetted again

I dont know what's the issue, if Vayne can throw a targeted condemn projectile, Annie should be code-able as well.

I also want to suggest a rework on Amumu that if he has allies with him, his cooldowns significantly decrease after cast, that way he's a niche deathball pick and no longer a lonely mummy

But Lonely Mummy is his whole thing?!?!

As for Annie's Q this isn't a coding issue. We feel this is a better design for the character, the biggest reason being that Annie's Q is often used for last hitting and would require Annie to constantly be selecting targets, or changes to Q's targeting algorithm. The first ends up being very exhausting, while the second just creates clarity and learnability problems. Plus it being a skill shot lets us put some more power into it, and lets Annie build up her passive faster, or check brushes. There is a lot to be gained by making abilities a touch less reliable.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by King12326

Hi will aurelion sol rework be in wr like mundo?

It is something we are talking about, but not sure when, or what changes, if any, we would make. Wild Rift Asol has many of the same problems with satisfaction, appreciably, and living up to the promised hype by his "space dragon" fantasy. This has good potential so we are very interested.