League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




12 Jan

Comment

Originally posted by The_Paragone

Did inhibs get added? It doesn't say so in the patch notes :/

They will be coming in one of the upcoming balance patches, so it won't be live today, but very soon.

Comment

Originally posted by gheycub

Just a couple initial thoughts…

  • The execute smite changes will mean that your jungler will be expected to stay on the objective while your teammates protect and/or help them. It will be interesting to see whether this makes it to ranked. Obviously, it may mean less skill expression for junglers and those who were good at securing objectives with a well timed smite will be rewarded less. It will also make it more difficult to steal objectives. However, as a positive it means that low elo players and those less skilled will be encouraged/taught that your jungler needs to stay on the objective and it will be the responsibility of the team to help them out or protect them. This is mostly common knowledge amongst high elo players, however is a major pain point in lower elos and keeps players from maining jungle because they don’t want to be blamed for not securing objectives. The responsibility/burden of securing objectives may be more easily seen/acknowledged to b...
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That's a good breakdown, though I don't think I'd call it less skill expression, more so that it is shifted into other areas.

Smite timing still matters when it comes to using your ability (non-DoT)/basic attacks on the objective (we are still testing to see how we feel about abilities working or not).

But the skill test is, like you said, still about hitting the objective and the timing for the still exists. This is intentional to allow for exciting moments like stealing Dragon/Baron and make them less of a coin toss and more about champion mastery.

Where I actually think this does is shift the skill test out of PvE and more into PvP. By giving junglers access to ghost, ignite, or exhaust, (maybe a heal gank) the skill check is shifted to ganking and choosing the right tool for your champion/game.

As for loadouts I don't know the details here, but I believe it is primarily focused on updating default loadouts with new items and better rec builds,...

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Comment

Originally posted by Front_Appointment_68

I don't really see the point of execute smite.it will just put an even heavier reliance on jungle champs with a single burst skill like nunus bite eves ult etc.

If it was about removing the reliance on smite timing I am not sure it does that.

One of the things we are testing and hoping to get feedback on is how it feels when abilities (non-dot) can proc Execute Smite vs just basic attacks both have trade offs for sure.

Our goal is not to remove timing entirely, we still want to allow for hype moments like objective steals. Timing is still a valuable skill for junglers and we want it to remain that way.

The idea is that this is really shifting Smites power into your champion mastery rather than being something so ping reliant with cleaner controls and guidelines. While opening up new spell options such as Ignite, Ghost, and Exhaust.

The new spells should be nice for ganking focused junglers, and having Smite on every camp should also help when you are looking to power-farm.


06 Jan

Comment

Originally posted by Royalwinsmid

Don’t you think this limits choices for some champions? Yasuo and Yone are always forced into getting 2 attack speed items to decrease their 1st ability cooldown to 1.3. Then they almost always need Infinity edge. This means that in 99% of games Yone and Yasuo are forced to build bork/chargeblade/infinity edge. Not a lot of choice.

Not really, if we added zerkers it would just limit Yasuo's choice of boots and still limit his regular item choices. Having a subset of limited choices isn't a bad thing, it means that the champion's kits matter. Yasuo is much more limited by his 2x crit passive than by his boots, but that is part of what makes him interesting. Every champion is going to be limited in what they can build by virtue of the stats/ratios they have, but that limits are hardly a bad thing, what matters is interesting choices.

In Yasuo's case, the 2x crit means he really only gets to build 2 crit items, so there is an interesting choice being made of what 2 he should take. IE is really a must-buy for anyone building crit so really we could say Yasuo makes the choice with 1 crit item. So does he want durability (PD, BT, Wit's) or more damage (Chargeblade, Shiv).

I don't care to go too much into individual champions but I'd also suggest taking a look at Wit's End, Phantom Dancer, Trinity F...

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Comment

Originally posted by Saint-Claire

Riot has already started they don't want Bezerker Greaves and Sorc Shoes in wild rift because they're overcenrralizing.

Yep yep yep, we want champions to be able to choose their boots based on what situation they are in. Zerks and Sorc boots don't allow for that so we removed them and gave champions who would buy zerks more AS, and added a second flat Mpen item.

If we were to add these boots to the game it will reduce choice and power for these classes. Adding them isn't something we are planning on doing.


30 Dec

Comment

Originally posted by Peaklou

Lillia‘s ult adds 100/150/200 +40% ap when triggered. The issue is that it shouldn‘t be triggered by damage over time

Yes this is a bug and the team is aware.


27 Dec

Comment

The issue we have had with Camille is that she is HEAVILY skill skewed to the point where she can be pick/ban in pro/highest levels of play while also being one of the weakest champions for anyone outside of that top end skill bracket. This is why she has had to be nerfed, so that she doesn't always dominate top level play.

Everyone of her abilities has a meaningfully high skill component to it. This creates a lot of pressure to use each skill optimally, and adds alot of complexity that can't be accessed outside of that elite play. At some level this is core to the champion/kit, but we believe it doesn't need to be as extreme as it currently is. Because of this we have tried some stuff internally focused on lowering her skill floor, without drastically reshaping her abilities.


23 Dec

Comment

Zoe can pick up Spells (formerly Summoner Spells for you old school players) and Boot Enchantments (active items).

Minions can drop these too, but they have a smaller pool they can pull from. I don't remember the exact list, but I know TP, Redemption, Meteor, and Magnetron were removed.

Comment

I personally think there is a world where we had an item that would situational increase your crit chance. Though it is a long shot and isn't something we are likely to do.

50% crit Chargeblade was a cool idea, but it was too abusable by non-crit users, and too much of a power spike off a single item.

There are methods for working around this like you said (such as reduced crit damage, only turns on if you meet a requirement) but at that point what is it really doing? If you end up doing the same/similar damage in the end nothing really changed, and if it makes crit users come online sooner it just becomes a must buy. I do like it for Quickblades, but that is a niche situation.

Comment

Originally posted by SpiritoftheCombatant

I'm sure Zeri's kit is an amazing fit for WR, I'm only concerned that we would have to go through a ton of reworks with her here as well before she's in a balanced state.

This can always happen though I think we should be in a bit better of a spot. We don't have things like Titanic Hydra for her to take advantage of, made changes to her Q to lower her skill floor and her controls are a bit more approachable.

At her core Zeri will likely always be a highly skill-skewed champion, and that isn't changing. But her Wild Rift designer also worked on her on PC, and spoke with August (her PC gameplay designer) about learning we could take into Wild Rift.

She still feels like Zeri, and if she misses all her shots she won't be doing much, that is fundamental to the character's playstyle. But I think we've got something good, or at least a good starting point for her Wild Rift incarnation.

Comment

Originally posted by gospetig

Please remove your artificially created loosers/winners que.

There isn't one, I've talked about this a few times and don't care to go through it again.

If you are losing then take a break to avoid tilting. Best of luck.

Comment

Originally posted by RayMasacre

They should pay you more, I don't want f**king skins, I want my game to be better.

I'll always take more money, but both teams make the game better, the people making great skins lets me focus on what I do best.... Plus as I can see from this thread, plenty of people are excited for skins, myself included. I know I'm a sucker for project skins.

Comment

Originally posted by Elegastt

Q not feeling clunky at all? As a proud owner of boomer hands i can only imagine how fast you need to precisely cast Q's

Don't worry we did a bit of tinkering to get Q into a good spot.

Some key call outs 1) increase the time you had between Q1 and Q2 (I think by 0.5s)

2) The range is pulled in slightly from PC (helps with screen size, aiming, tap casting). We do this for all long ranged abilities.

3) If Q1 times out it will automatically fire Q2. So even if you don't push Q2 it won't be wasted. This was Tekshi's suggestion, and I love it!

4) Tap casting Q1 fires away from your target so even if you tap Q1>Q2 it should be meaningful.

5) R grants vision of the area right away rather than just when Zoe goes through the portal. (This one isn't something I expect many people to pick up on, but helps give a split second more time for using Q).

We've had Zoe mains, noobs and everywhere in-between try her out, and seems to be hitting the mark, though she is still a high skilled champion.

Comment

Originally posted by SHURIDACHI

I hope you dont add that burning tower thing in the game and just stay with the inhibitor idea

Noted, though if you want to provide feedback I suggest giving us some info on how you feel about it. The goal is to end extremely long games, not for this to happen frequently. Respawning inhibitors will increase game time, though likely not a lot. And we don't want to increase game time.

Base burning isn't designed to happen every game, only those that go on too long (aiming for less than 5% of all games, and that will skew more towards lower skill games anyway). It also won't have an immediate affect, it's not like the game ends and you lose your tower the second it starts. It really just speeds things up in an already long game.

So if you look at your match history and see how many games you have that went over 22 minutes. Any game under 22m would never even see it then, because it is burning, it really won't have an impact until 24ish minutes. Far longer than I think anyone really wants the game to go. This isn't intended to be a primary method for ending game...

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Comment

Originally posted by SpiritoftheCombatant

I'm legit surprised Zeri was even considered for release on WR before the other simpler ADCs when it looks like PC hasn't landed a good rework for Zeri yet.

Simple isn't really the goal. We do want champions that resonate with people. This can mean they are approachable for someone new, they have exciting high mastery gameplay, a great theme/story, or offer a unique play style.

That doesn't mean every champion coming in 2023 this going to be super high, Zeri levels of, mastery though. I think we have a good variety of champions coming throughout the year.

I'd argue that Zeri's kit is an amazing fit for Wild Rift's controls, and is much easier to use with twin stick controls than a mouse and keyboard. Don't get me wrong, it was still plenty of work for her designer, and he experimented with several different versions, but I am very happy where we landed.

Comment

Originally posted by Stahlfakt

Oh I see. My bad! But gameplay is looking crisper now, thanks to you guys!

No worries, and thanks! It is always great reading everyone's reactions to patch previews and I can't wait for you all to get your hands on the changes and all the new goodies.

Comment

Originally posted by Stahlfakt

Hey Rouge, any update on the championship skins?

Sorry, I don't know anything about skins. I work on gameplay design, so I'm not actually involved in what the skins team is working on.

Comment

Originally posted by gheycub

I wonder if Alan’s monocle joke at the beginning of the video was a Heimerdinger clue? Or was it just a bad monopoly man/Scrooge joke? I believe Maddie’s “sneaky sneaky” joke at the end of the video was a Snitch clue.

Alan was busy spending all his Wildcores on fan art.

https://youtu.be/aOsRh0_5fG0

Comment

Originally posted by gheycub

At minute 6:52 in the video they note “Changes to inhibitors and turrets won’t be live during the initial 4.0 patch, but you can expect to see them in one of the following balance patches during the update!” (In other words 4.0A, etc)

Yes this is true, these will not be enabled when 4.0 goes live. Though I am not sure what patch they will be enabled on.

Comment

Originally posted by Fighterz94

I'm really excited that Zoe is finally coming to WR! I can't wait to main her! :D

She has been a lot of fun in play tests, and Wild Rift's boot enchants means there is always Spell Shards laying around.