League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




06 Mar

Comment

People get frustrated from losing, and want to put the blame on something else rather than themselves. If they struggle playing against a champion then that champion must be OP. If they can push you into thinking it's the champion rather than your skill, or their handling of the match up, it means they don't need to adapt either.


05 Mar

Comment

Originally posted by Frostzel

Works on everything and everyone except for true damage.

This is correct, all damage gets amplified, with the exception of true damage. True Damage is not altered by outside effects (armor/MR/damage reduction/%amp), that is what makes it true damage.

Comment

Originally posted by gangwithani

feature most likely, a lot of other damage amplifiers like weakness and champion tend to not increase true damage from my tests on olaf e after slowing with q for weakness.

Conqueror deals a % percent adaptive damage so you will get 10% physical damage on top of the normal true damage, so it is an exception due to how its damage amplification works

This is correct. True damage is not increased/decreased by other sources, that is what makes it so true.


04 Mar

Comment

Originally posted by kalolokekbong

Maybe we could have a visual indicator(similar to buffs) icon that we can hover to see how much stats we gained from the scaling runes?

That could help, it really comes down to what information is valuable to surface. We typically don't want to overload the buff bar with static buffs, because each one we add reduces the visibility of others that could show up there. Even things on the buff bar aren't great for feel ability, but it is a step in that direction.

VFX are similar, in that we don't want to overload the game with extra visuals that detract from what you, as the player, should be paying attention to.

Unfortunately I don't think feel ability is something that can be solved with this current version of the rune. But that isn't always a bad thing, you shouldn't really be thinking about generic stats at the same level as an ability or if an effect is off cool down.

Invisible power isn't always a bad thing, it's when it is brought up as a choice that it becomes tricky. If one option is feel able, and the other isn't, how much more powerful does the unfeelable choice need to be for them...

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Comment

Originally posted by ChumpyBumpy2

As someone who works on the game, could you answer for certain what is and is not in the poro skin chests?

People on this sub have said it takes three major patches from the time a skin is added to the market for it to be added to the poro skin pool, but I have seen videos of people pulling brand new skins from the poro chests as well. Specifically during the lunar event there were videos of people pulling those skins.

I'd appreciate some clarity here, if you can provide it.

Sorry, I don't have a great answer for you here, as it's not something that my team handles.

If you are seeing players pull skins then those skins are obviously in the pool. I don't believe they are added until the following major patch (3.1, 3.2, 3.3, etc), if the skin comes out in 3.0B I THINK it is added in 3.1.

Don't quote me on that though, it comes purely from my understanding as a player/someone on this forum, and not from me as someone working on the game.


03 Mar

Comment

Originally posted by Frostzel

those stats are great, that‘s true, but if a champion has, say, 70 base ad and +5.5 ad per level (I know those are rather on the high end, its just an example) then that champion gets (14* 5.5 + 70) : 2 bonus ad = 73.5 at all times just with steraks. Even if this number were to be just around 60, my point would still be valid.

Maw will give 45 + 30 when low hp = 75

When low hp you will rarely be able to use the ad to the full extent because even if you survive, chances are you have already used a big part of your combo so the 30 more ad which would technically give it more ad than steraks dont matter as much because sterak‘s ~70 ish ad are permanent and maw‘s bonus ad only matters for a certain period, so sterak‘s should technically still have contributed to more overall damage during a fight.

Not saying you should buff maw‘s offensive capabilities or nerf sterak’s, I am just highlighting it could be argued that sterak‘s kind of outperforms maw in an offensi...

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Ya I think we are saying the same thing, Steraks is a very good general-purpose defense item, and the two have too much overlap right now. Ideally, we fix this by giving them different use cases, and that might be by pushing one more towards offense. Though both are, at their core, defensive items and they need to deliver on that.

So I think the issue is that one is just general-purpose defense, and the other is very narrow. It doesn't help that teams tend to have my physical damage than magic damage. Your suggestion about giving it AD scaling is a fine one for buffing the item and if we feel its identity/role is good, but it needs a buff then I could see us doing that. I think the bigger issue is that Steraks is just an overall good general item.

Comment

Originally posted by qtng

Since you are talking about report. Do you guys ever review report? I feel it's kinda useless, met a bunch of flammers and trollers along the way but none of my reports got result. Only afks are automatically banned.

Sorry I don't have a better answer for you here, Its not something that I personally review, I'm just not on the teams that handle these kinds of things.

Comment

Originally posted by Frostzel

or maybe you could give maw‘s shield an ad scaling? Right now sterak‘s still feels stronger against a 4 ap 1 ad comp simply because it has a hp scaling on the shield as well. 350 magic shield is barely anything for maw.

That is an option for sure, it really comes down to if we think that these items should even be competing for the same slot in a build. Like you said any magic damage shield would need to be very powerful to compete with a shield that scales with health (Sterak's).

Maw does give some great stats when Lifeline is triggered (30 AD, 10% Physical and Magic Vamp) until out of combat, but those are not as feelable as a massive shield.

Comment

Originally posted by MoondancerPL

Thank you fool for being here. Posts like these above with your insight and thought process are most welcome. Please share your view more frequently if you have time

Thanks for the kind words, I'm always happy to chime in when I can. It's a bit tricky these days, now that I've moved off balance and onto champions, so I can't really get into the work stuff I'm working on as much as before. Hence why I've been a bit less active here. But don't worry myself, and the rest of the team are still around.

Feel free to tag me for anything in-game related though, no promise I'll be able to respond or have a great answer though. =P

Comment

Originally posted by kevinomsa

A bit off topic but since we're talking about runes, does weakness (5% more damage when impaired) procs off of Rylais slows? For example, if morgana bought rylais, her W should permanently deal 5% more damage correct?

Correct. Slows, even those coming from items, count as impairing enemy movement.

Comment

Ya flaming other players in any mode just hurts yourself. If you're getting flamed for learning Lee Sin in normals, just mute and report. It always sucks when people take out their frustration on others.

Comment

Originally posted by Ficnkle

The problem with Malmortius isn't the gold efficiency but the fact that the item is completely outclassed by Sterak's. Most bruisers would rather build Sterak's + Wits end or a defensiveitem if they need MR. They need to change the lifeline passive for something else, idk maybe taking reduced magic damage below 35% health

We agree this is the major issue with the item, but that isn't something we can address right away, particularly in a balance patch, so we felt this would give the item a little nudge in the right direction.

Comment

Originally posted by Psolly6

Conditioning rune needs the +% increase it has in League PC. I don't see anyone using Conditioning at all.

It's definitely not a popular rune, but it has been a powerful one.

This is because it is very difficult to feel (no VFX, stats aren't frequently looked at, let alone where stats are coming from).

Our hope here is that by making it come into play sooner it'll be a bit more tempting for those looking to scale into the late game, but still want something a bit sooner.

Comment

Originally posted by gheycub

Some thoughts coming from the perspective of a high elo player…

FIZZ

I’m not sure why Fizz was targeted with the nerf hammer. He felt strong when facing a skilled OTP, but Stasis Enchant does a pretty good job of rendering his all in useless while leaving him vulnerable in the process. I suppose I’ve just never thought of Fizz as particularly threatening compared to Zed who is my number one mid lane assassin ban at the moment. Anyway, this is a significant nerf and I’m sure Fizz mains will not be pleased. I wonder if this nerf has anything to do with counter balancing the Electrocute buff?

JAX

I’m not surprised to see Jax on the nerf list again. He’s still been a powerhouse both in the jungle and solo lane despite the last round of nerfs. Running around the map chasing a fed split pushing Jax was an exercise in futility and anti-fun. I believe this nerf is being done to directly target how fast he can solo towers and objectives as well as his ...

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Nice breakdown.


24 Feb

Comment

Originally posted by ICE_2

Hi, will there be protection when playing with someone afk before 5min mark while soloQ? Because 4v5 whole game happens sometimes and it’s bad.

We are working on remake right now, though we don't have an ETA atm. But, yesh, we are working on improvements to this part of the experience for sure.

Comment

Originally posted by Brief_Donkey4486

Ah okay. I get it then.

True match climbing is what they used in first person shooters like R6. No mmr, no skill based match making. You have a rank and you get matched with people from your rank or slightly below/above.

It does not put good players with bad players on purpose or good vs good. If its random people will can only keep their rank by learning to carry. That way the skill gap is not that big and if it is, they win games and rank up.

All these play above their rank badges for gold to play w em. Mmr to balance a match out. It is not organic. That is not true rank climbing. I went on an 11 winning spree w mostly MVP's and the only thing my mmr did for me is having to beat emerald players while being plat, to having to beat emerald players aaaaagain in emerald.

So the general problem with that approach is that it results in lots of extra losses as players working their way up stomp on those below them. Those extra losses result in those players churning out faster. Instead most systems focus in making sure both teams have the same shot at winning.

Comment

Originally posted by Brief_Donkey4486

Does this mean that premade 5 v 5 was always random? Only paired by rank.

Does this mean that my games are not designed to be random but to go against a team with my mmr.

Does this mean that the system just matches mmr split by? So people with high wr are paired w low wr to keep it balanced?

I wonder why premade had a true rank climbing but solo queue does not have organic mm.

All matches, including 5v5, are matched using MMR and rank. 5s just allowed a larger gap since otherwise matches can't be found. But none of them are random.

I'm not sure what you mean by true rank climbing. High rank 5-stacks aren't climbing because of skill, they are climbing because the current system gives too much VP for matches that are too easy. The solution is to either prevent easy matches (temp) or significantly decrease the VP gains (potential future change).

Comment

Originally posted by Niante

Thanks for your time and communication. I just want to say that as a pretty much exclusively solo player, it really, really sucks to be matched against anything other than other solo players. I don't care about their gains at all. I care about fun and relatively fair ranked matches.

Keep in mind that in order to allow duo players at all, we have to match solo players with duos to make a 5v5.

But party match ups are currently always mirrored in ranked. If there's a duo on the other team, then there will always be one on yours as well. If there are two duos on the other team, yours will also have two duos.


23 Feb

Comment

Originally posted by flakey-crust

Diamond/master will have a lower skill requirement, as they are making it easier to rank up.

For example, the people at a skill level of "high emerald" will now have a skill level of "mid diamond" of course I don't know exactly how they will balance it.

Basically more people will be diamond/master, so instead of complaining about your teammates being way lower rank, you will get to complain about your equal rank teammates way lower skill

To give a little more background here as well, we are really just fixing the backend to better match what is happening on the front end. We are getting plenty of solid players getting into Diamond and Masters that we shouldn't just kick out with -10/+15 gains, and we should just allow them to stick around if they can maintain at least 50%.

This helps to balance that back out, and the back end backs off a little in terms of forcing people out of these tiers while we observe actual player skill dynamics.

Comment

Originally posted by cha0z_

I am pretty sure you know what the win rates are for those abusers - how exactly you will balance that absurd win rate via VP gains restrictions without going bonkers about it like +1/-10? Also how this will fix trioq abuse? Do you also realize how many use discord to sh*t on teams not using voice comms?

Also how exactly is fair to put me as soloq high diamond/master player into hard stuck for over a year emeralds trioq to "compensate" for the enemy GM/GM/CHAL trioq LAST F SEASON with the banner to prove it and even now already master/GM? You are trolling me, literally. This sh*t happens all the time or you think we are that d*mb that we can't go into each player profile and see what happened and how the match was "fixed"?

Remove pre in ranked, there are enough ways to play with friends - PVP, URF, ARAM, CUSTOM games for scrims. There is a reason why in PC league soloq plays only with soloq, if you delude yourself this is a casual game for friends - all my friends p...

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We don't have anything to announce specifically on the 3.2 solution, however if your VP gains are so tiny (or even 0 when necessary) when you 3q/5q that it's way faster to rank up solo/duo, then players won't 3q/5q unless they really are doing it to play with friends. This will likely result in the amount of 3q/5q groups decreasing back down to the background noise amount we had in S3 when we also allowed premades, but it wasn't a big deal.