League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




01 Dec

Comment

Originally posted by Riyasumi

Hope the sp who drop the seed will get gold from other destroying the ward too

The Scryer's Bloom should be treated like any Scryer's Bloom you normally see on the map. I believe that means that if you hit the plant, and reveal enemy wards, you are flagged as the one who revealed the wards.

Comment

Originally posted by Jason1143

This has 2 answers. If you are working on a strict button limit for consoles still then you might not have much of a choice and might have to replace something like trinket.

But this is a phone game, just add another button for anything important.

I'm very much an advocate for maximum control customizablity, so toggles in option for what gets replaced if you are going down that road with the specific target buttons would be good. If you have multiple equal power control schemes I'm an advocate for adding both and letting players decide.

Also, it's not even a but annoying for you to ask. So many games don't and then end up with a bad system that could be averted with a quick question and answer with the community. It's great that you are actually asking.

We want to avoid creating new buttons and overloading your screen, your right it is technically possible and we MIGHT do it one day, but it is something we want to avoid as it creates clutter, and can be confusing (especially when players can change their button layout).

As for settings options, our thought is that settings should have a broad use case, and we want to avoid settings that only make changes in very niche situations. Settings are also something that most players don't interact with so finding a good default is still the best way to go. For example if replacing things were to become very common in the game we might look at making a setting for it, but we would still want to have a clear rule/default that we were happy with.

"Also, it's not even a but annoying for you to ask. So many games don't and then end up with a bad system that could be averted with a quick question and answer with the community. It's great that you are actually asking."

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Comment

Originally posted by Significant-Damage14

Wouldn't it be better if it were like the button of Thresh's lantern? I assume junglers and supports will be the primary users of this item. It doesn't make sense to remove their sweeper if they are looking to make a clever gank.

You are right that roaming supports and junglers are the primary users here. Temporarily losing access to a sweeper is a cost for sure, but it still felt like the best place rather than overloading a button that already gets overwritten. The tower button could be an option here, and it was discussed but we felt the trinket fit better with what has already been established.

We avoided the minion button in part because that button is typically used for ability overrides (Senna and Thresh) because it is easy to reach in combat, the trinket button is a bit more out of the way and less likely to be used in combat (though still reachable when needed).

(Fun fact, Thresh was being developed at the same time we started work on this item so we had to figure these out alongside each other.)

Comment

Originally posted by jamesdickson

Your trinket slot is the thing you have that you put down (be it herald or wards) so it would make most sense for it to replace that until it’s used.

That was our thinking too.


30 Nov

Comment

I'm going to do that designery thing that can be annoying but work with me here. How would you expect/want it to work?

We have something that I think works well, but this item does risk having a higher learning curve than others and I am particularly interested to see if the implementation is understandable/accessible at a glance.

Comment

Originally posted by Xxmlg420swegxx

What do you think about balance changes regarding champions that were not popular but got popular rapidly without real reason ?

I'm thinking of varus. Before, and even during 2.4, he wasn't seen a lot, and people used to think he was "meh", as in "alright but there are champions that are better". But now he is seeing a lot of success in the competitive scene without any buffs nor any really impactful nerfs on other adcs or adc items.

Also I would also like to have your opinion regarding draft balance in general. I don't know if it's just me, but as a midlaner, I feel like I am kind of "forced" to play an ap mid. I like yasuo a lot for instance, but since there aren't any real ap junglers or toplaners, i feel like it would throw off the team balance to play yet another ad in the midlane. Right now as ap junglers we have evelynn which is a good pick against squishies but not that great against tankier comps, nunu but as a tank, his primary goal is not to deal damage, ...

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Inc AP Jungler and Baron Laner, just like you wanted.

Comment

We do want players to be able to play their favorite champions. Typically a high ban rate points to the champion being high frustration, but it can also mean they are perceived as powerful. So we do take ban rates into account when making adjustments. This doesn't always mean nerfs though, but it can mean we shift their power around into less frustrating areas.

All this is to say that we do expect some champions ban rates to increase, and are keeping an eye on them for if adjustments are needed.

Comment

Originally posted by WildWestCollectibles

Watch Asol get nerfed due to “higher pick rates”

Problems I wish we had.

Comment

Originally posted by kimmyy06

I'm also looking forward to the Ixtali Seedjar! I think it might be a little confusing to use in the beginning but eventually we'll probably see some really cool plays.

We do expect it to have a larger learning curve than most items. But our hope is that we made it intuitive enough for people to start using. I am super excited to see what you all do with it.

Comment

Originally posted by MagicAnes

Introducing URF mode

Lux: prepare for the trouble

Morgana: and make it double

Lux: To root you to your devastation

Comment

Originally posted by VigilantOverthrower

Well having Potions/Consumable items on WR would be too weird and it would not fit on a Mobile MOBA platform at all. But, i just hope that you would include some new runes and new items from League PC to Wild Rift soon enough, we'll keep waiting for it.

We keep an eye on how things are performing on LoLPC for sure. If we believe they would help address problems in Wild Rift we are likely to look at bringing them over. This was a big reason for bringing over BV and EoN from LoLPC. It takes some time to build everything, but don't worry we hear you.

Comment

Originally posted by Beusselsprout

Release Sugar Rush Braum next, please ;)

I have no idea what the skin plans are, watching these videos is basically when I find out what skins are coming.

My plan was to start begging for a LeVAhri Burton skin.

Comment

Originally posted by Brusex

Does anyone think that they will ever implement potions in WR?

We currently have no plans to add potions. Instead, we opted to add Honeyfruit in each lane. We feel this creates a similar use case, but also opens up more gameplay (stealing fruit, forcing opponents to take it, knowing where they will be when they do), they also arn't very feelable, it's really hard to feel good about slow ticking health regen), whereas burst healing is something you notice. Potions/consumables would also require more buttons/screen space. So these reasons pushed us to find something else, in this case, Honeyfruit in lanes.

Comment

Originally posted by VosBaba

UUURRRFFFFFFF

It has been hard not to spoil it.


28 Nov

Comment

Short answer, he is fine, people undervalue him.

He is unique and it can be difficult to fit him into a comp, but if you are looking to win lane or need an AP top. He can do alot, he is also good at ambushing or winning objectives with a trail of shrooms before opponents even get to it.


27 Nov

Comment

Originally posted by DCFDTL

When exactly is the season ending? Any news on that?

Nothing that I'm aware of, sorry.

Comment

Originally posted by Nakamura_Aki

To add to the discussion, I think that even with sona hitting his powerspike in the late game there would aready be anti heals and mercury boots to counter her. I'd argue Seraphine is the better pick in how she is relevant all parts of the game in Wild rift. LoL pc is a different story in which Sona definitely outdo Seraphine due to her late game scaling.

I guess I should have spaced the darius vs riven part, I meant to say that I am stating that older champs have a hard tine to keep up with new champs then the darius vs riven part. ( bad english and using reddit in mobile sorry)

I think the best part of Sona is her ult which is huge compared to pc. The worst part of is it gets reduced to oblivion by mercury boots and the rhino rune. If I want a heal, movement speed champ with a great initiation ult I would pick Nami who also scales very well late game due to her scaling.

Thanks for taking time to discuss with the community, I really didn't expect a feedba...

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That's what I am saying though, Sona isn't a a flat out worse support. There are, and should be, situations where one is better than the other. But if you line them up side by side Sona is winning more games. Now it might be fair to say that Seraphine is better early game, and that you value the early game more than the late game. However those kind of options/differences are important for champions to have for them to be different. If I as a player/team want to have a stronger late game, at the cost of my early game, that option exists. And doing anything that puts power into Sona's early game means we need to pull it from her late game. This makes these characters more similar and dulls the strategic choice between them.

When it comes to initiation I don't think either of these champions is great, both can do it in a pinch for sure. But both are better at following up an initiation. Though I'd argue Seraphine is better at following up here, while Sonas is better if you ...

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Comment

Originally posted by Nakamura_Aki

Yes its kind of hard for some champs to keep up with others with the new kits. Right now I main Riven after losing to her everytime I face her as Darius or even Camille when I want to try to survive the lane. Its kind of a relief actually to play a champ that has free movement especially when I hit 50 cdr where I can dash around the map. My main arguement about Sona is how well she does in lol pc because of late game while in wildrift its hard to reach that point of powerspike due to the fast paced gameplay and how most supports can shut her down in lane. I only compared it to Seraphine because she feels like what Sona should be in wildrift due to its fast paced nature. I think applying Sona's passive on her ult would make her viable vs most other enchanter who can provide a ton of utility than what Sona right now can offer or some kind of rework. Rammus got a dash on his ult and he is a good pick in master-chall tier, I would argue one of the best jungles because of his ganks.

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You are right that Rammus is a powerful and under appreciated pick by most players. However you are wrong in saying the Sona isn't viable, even when directly compared to Seraphine (using the definition we stated earlier) Sona is a fine, and actually a stronger pick than Seraphine. Sona is THE late game support and pays for that with weaknesses in the early game.

Even talking about newer vs older champion kits, both Riven and Darius are rather old kits (from PCs release dates), but even then Darius is the newer kit.

It is understandable that you are saying dashes can be frustrating but Sona is actually rather uneffected by them. Her abilities are targeted, and her ultimate is very quick with a large AoE.

Comment

Originally posted by Nakamura_Aki

Yes I see your point, and I am one of those who play less popular champions and I don't see them as weak rather outdated and unable to keepup with the more modern champ design. Why play sona when there's seraphine who can do most of the same thing but better. Thus leading to them getting insane scaling or stats per level buff in order to compensate and when they become viable they get higher pick rates win rates then get nerfed back to C tier.

P.s Im not trying to argue, this is rather a long rant and thank you for taking the time to notice this post. If this reply sounds a bit offensive then I am sorry in advance because I do not know how to word properly since english is not my first language

No worries at all, I'm always happy to see engaging discussions on here.

What do you mean by "keep up"? When I read this I assume you mean they struggle to stay relevant in the game when other champions are added. That is a concern when we create new champions for sure. We don't want to release a champion who is just a better version of another (in multiple aspects, but here I'll focus on power, theme, and role/identity).

There will always be some overlaps, and those can be good, think of the champions with very little overlap (Teemo, Singed, Asol) and you see some of the most misunderstood and least popular champions. What we want to avoid is too much overlap.

In the case of Sona and Seraphine, there is a lot of overlap at a surface level. But Seraphine is primary a mid laner, requiring levels and exp to do her job. While Sona brings powerful (and hard to appreciate auras and team buffs. Their Ultimates and Ws (2s) are similar for sure, but even with tha...

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Comment

Originally posted by Nakamura_Aki

There really is no perfectly balanced game, but atleast in some games most of the champs are viable even in the highest of ranks. I'm just kinda tired of seeing irelia riven yasuo zed tbh. Can't play asol, nasus or garen anymore without having to worry about those four

But do you think these champions are more popular because players enjoy them?

Let's say every champions was perfectly balanced at all elos (in this case I'll define perfectly balanced as having an equal chance of winning in their intended 1-2 positions. IE a 50% winrate). Do you think people have preferred playstyles, or champions that are more appealing to a wider audience?

If yes then those popular champions would show up more frequently than the, equally balanced, but less popular champions.

Then when players don't see the less popular champions as often they assume they are weak. Thus these champion's pickrates go down further. This won't hit 0, every champion has players that enjoy them, but it is a cycle. We see this with many unpopular champions, even with they are objectively strong.