League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




16 Feb

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Can confirm, we flipped on improved AFK detection last night. It's not running at full capacity right now while we take some time to double check games where players are detected. We are confident enough to start penalizing folks though.


14 Feb

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Originally posted by IvanEarth

It would be great to know what u/r0guefool thinks.

Thanks!!!

u/Xxmlg420swegxx u/IvanEarth

I just double-checked on LoLPC and you can not cast Kas'sa's R while charging up your E. E's charge time is intended as a lockout and being able to circumvent this with spell casts would remove the intended weakness here, so it is unlikely we would look to change it to allow her to do this.

Kai'sa is also seen as a strong marksman so buffs focused around skilled play seems unlikely.


12 Feb

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Originally posted by Xxmlg420swegxx

I think this would mean every single champion could play 2 or even 3 different keystones, which really isn't the case sadly... I don't know what the numbers say about this, but from what I've gathered and seen so far, font of life is considered suboptimal by a lot of people on most supports, especially enchanter supports who now basically only play Aery. Remove aery for a patch, and you will need to buff font of life back to what it was (I guess it was nerfed for a reason? :P) or add another rune that could replace Aery... But in that case, what would lethality varus or top j4 play? For Varus, I don't think conqueror or fleet footwork are great ideas, nor is electrocute by the way (as a Varus main with over 540 games :D)

This also could be problematic for the competitive scene. If I understand your point correctly, building a brand new UI would be a pain and take too much time. But if such a system is developped into the game, the competitive scene will have to either play ...

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Competitive would be a concern for sure.

Though I do want to push back on the point about champions not having 2-3 keystone options. The issue here is an issue of it FEELING like champions don't have multiple viable options. When looking at our data the vast majority of champions have 2 keystones that each preform relatively equally. The issue here is one of feeling/perception not actual power.

That isn't to say that this means it's fine as is, how something feels of equally, really more, important here. And we would like to get to a place where each champion feels like they have at least 2 options. Some examples here is that for enchanters FoL is as good as Aery, but it isn't as feel able/noticable. And for bruisers Grasp is in a similar situation. Part of this is that conqueror is just generically good. (who doesn't like damage?) So when you see so many players taking the Keystone, you assume you should too. The reddit echo chamber doesn't help here either. We a...

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Originally posted by diuni613

They should fix match making first. I feel like I need to 1 v 9 every single game and still lose. players going afk and just dont give a fuk and ruin my experience.

I know this it off topic, but I'll give you my perspective. I've worked on the matchmaking team for PC as a front end designer and I've been involved in a lot of design discussions on matchmaking. The matchmaking team has all the people and tools it needs to succeed and is a very high priority within Wild Rift. The lead designer for the matchmaker is hella smart and way more experienced in the field than I am. I could try to help, but I would only slow them down. It's not a problem that more people will help, and if you've ever heard of "too many cooks in the kitchen" it could actually be worse. The challenge with matchmaking is that small changes can have big effects, sometimes unpredictably so, because of how many people go through the system and the wide variety of matches that get made. So you often have to proceed incrementally and wait for the system to settle down after changes before evaluating. If you move to fast you can really f' things up (like completely fail to make m...

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Originally posted by that_windup_kid

sorry, i think pseudo-confirmed is not the right word, sorry for having such a misleading title

Pseudo-confirmed is about right, we're only truly sure we're going to release something when we put it in the patch notes. Up until then features can get pulled at the last minute, especially if we uncover a serious bug late in the testing process. Software is not an exact science, unfortunately. :(

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Originally posted by Equivalent_Taro7171

Does this imply that AFK protection would be on its way too, since it’s semi-related to remake (as they are both caused by afks)?

See below for more, we're evaluating AFK detection improvements right now. However, let me clarify that the intent of remake in both LoL PC and WR would be to handle the case where someone is AFK from the start of the game. We don't try to capture more than that because it can be abused (like your invade fails and you AFK to remake the game).

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Originally posted by RefanRes

Is this also going to work the same with hard and soft inters?

Had a game earlier with a Fizz that intentionally fed 19 kills. Then had a few other games this week where people soft int by purposely feeding in laning phase (running under turret, standing still in middle of lane etc) to cause a snowball then sort of start fighting later to avoid being banned.

No that's a separate type of detection than AFK. We have some detection running and penalizing players, but it is pretty conservative for now because we're not accurate enough to catch soft inting type behavior without catching innocent players. We're actively working to improve it, but it'll be slow going as we have to do a lot of replay reviews to check our work.

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Originally posted by Ill-Revenue9753

I think there's a lot of difference between withing 10 seconds for item with 10 minutes afk fountain.

Lemme clarify, that's a simplified example because I'm trying not to give away specifics on what we're actually doing. :)

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If Ben's confirmed it publicly, I'll talk a little more about it. We are working on this and are trying to tie together all the systems that remake touches at the end of game to unwind a game properly. There's a lot of interconnected pieces here so it's taking a while to get it right. That's also why no one is talking release dates, we're just not sure yet until we can fit all the pieces together and test it out.

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Originally posted by CalligrapherPretty51

Ah yes like that " behind the scene detection system for trolls that keep moving at base " they mentioned way back? Of course.

It's actually live, evaluating games behind the scenes. We haven't turned on penalties yet because we've been tuning thresholds and reviewing games to make sure we're minimizing false positives (e.g. you don't want to catch people who are waiting for a bit of gold to finish an item etc.). We had things a little too aggresive in our first pass and were getting innocent players.


11 Feb

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Originally posted by damoreweed

Hi thanks for everything y’all do. I’m a PC lol player and I want to love this game, but it’s extremely difficult due to a few reasons:

  1. Slow Champion Release

I know that likely half the player base has not played PC lol, but the issue is that with slower champion releases it makes the game not as fun, choices feel limited, and repetitive. Especially for PC lol players. I also have fewer lane counter picks for certain champs I play against which makes it tiresome. With a champ release per month, it would take 3+ years to catch up to PC lol.

  1. Poor MMR matchmaking in normals (and ranked somewhat)

I know playing in normals should be a lighter and less serious game mode. However, there is nothing fun about stomping 5 unranked players. I know sometimes they balance it by giving the other team a Diamond player to match a Diamond player, but then it becomes a contest of which team feeds the Diamon...

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  1. So to be clear we never said that we were only releasing once champion per month, just that we were slowing down. That is how things have ended up so far this year, but I have been told that I can say we have more than 12 champions planned this year.

  2. I'm not going to get into match making here, it isn't the area I work on. But we do hear you and the people working on this are aware of the pain points/feedback. I just don't know enough about the details to speak on it.

  3. We feel you on this, and it is something we want to improve. You've seen us adding items, and like we said above we have plans for more. It is fun for the team, and good for the game.

  4. Sorry this is also not my area either, so I can't speak to much here. I suspect this is a problem for hard core players and the generous amount of blue motes that are given out. But its tricky to give enough for casual players and also cover hard core players. Though again this i...

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Originally posted by damoreweed

If the rune system was changed (which I think is fine) it could provide more options

That's possible for sure, but it could also be changed and give fewer options. It sounds like the issue is a feeling of a lack of options, and that can be handled with the current system, just with more options added.

I'm not trying to sound like I am splitting hairs here, I just want to make sure I understand you. The problem statement isn't that you dislike the system, it's that you feel like you don't have enough options. Still useful feedback for us for sure.

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Originally posted by damoreweed

Asol does well because people don’t understand him since it’s rare. I’ve seen him probably 5 times in the past 100 games I played, especially in Diamond elo rank.

Sort of, We've talked about this a few times in other places, so I wont go too much into it here, but Asol is a popular champion for players to try out, but none really sticks with him. His winrate isn't being boosted by Asol one tricks, its still high even with those new Asol players.

This means that a lot of players want to like him, and like his theme, but that his gameplay turns them away. But even in these games you are still more likely to win with Asol. Players just don't stick with the champion. It isn't a power thing, so much as it is a perceived power/satisfaction thing. We still see powerful champions with low playrate, or weak or 50% champions that players love to play.


10 Feb

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Originally posted by Agleimielga

That thing is massively strong on control enchanters in ARAM, especially combined with Locket. Denies so much of enemy all-in damage and back to back fights.

In general I think some sort of anti-shielding mechanisms need to be introduced, but in ARAM it is a particular case where the synergy is overtuned, since it’s so much easier to proc CCs in constant team fights.

It is a concern for sure, but Locket already has something built in to reduce repeated uses. We can tune the item in ARAM if it becomes dominant.

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Originally posted by DrWallBanger

A+ community manager

Just wanted to say

I'm putting that on my resume for when I swap to become a community manager.

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Originally posted by D0n0thing

I was thinking if the UI doesnt support more runes couldn't you guys change the runes each season? Like rotate them sort of like how there are free champs to play.

That is an interesting thought. How would you feel if your favorite one rotated out, knowing that it could come back at some point?

What about the risk of a champion/small group of champions feeling like they don't have a good keystone during a period of time?

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Originally posted by coffeebrewcrew

I think the main issue is low variety. Seems to be more of a thing for ADC/Bruisers since conq is the only thing worth running.

So that sounds more like an issue with the options rather than an issue with the rune system itself. We do agree that we want to include some more options here, the issue being the UI problem we have talked about.

I'll quickly add that while there is a lot of perception around Conq being the only viable option. Grasp, and Fleet Footwork look to be performing as well as Conq for Baron lane Bruisers. On several such as, Baron lane Wuknog, Irelia, Gragas, and Garen Grasp is their strongest Keystone.

Marksmen tend to do fine with Fleet Footwork, but we agree it isn't an ideal situation for many of them. And we would like to give some options they are happy with.

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Originally posted by SRKFRIES

Any possible chance of getting a PC like rune system?

What is it you feel is missing with the current system? A change is always a possibility, but is unlikely, especially in the short term, the UI alone would require much more work, and if that is already slowing things down you can already imagine what a larger scale change would be like.

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Originally posted by Positive-Thanks7510

Now this will be Rakan's core item. And by the looks of it it might make aurelion sol viable.

Ya let's all feel pity for the designer who will need to balance this on ARAM.

Asol has been viable, even strong, for a while. The problem is that none enjoys the playstyle and his power is hard to appreciate.

Anyway time to go see how ARAM is doing.

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Originally posted by Positive-Thanks7510

Wait so... Hextech megadrive cc cdr is intended to work multiple in one??? I thought that the bug was something normal?

A bug it be, a fix you'll soon see.