League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




02 Oct

Comment

Originally posted by Rhesonance

That implies Nunu should get kill gold and assist gold when he kills someone??

He donates the extra gold to charity.

Comment

Id say that ideally the kill goes to your jungler or carry, but if your options are taking the kill vs a high risk of your opponent getting away/getting a kill, the support should risk taking the kill.


01 Oct

Comment

Originally posted by Klemkray

I'm happy to keep having this discussion but I need you to acknowledge that we do look at a lot of things when deciding balance changes, and everything can be broken down into "rates" rates are an aggregate and move past an individual's experience. And I don't think you want us balancing the game that way, or we would have never nerfed Akali, who I personally felt was rather weak from the number of times I laned against her. Luckily we try not to allow our subjective experiences to be the primary guide and instead use all these things that I mentioned above.

Different elo groupswinratespick ratesban ratewinrate by game lengthplayer perceptionsome amount of pro playitem/rune choicescompeting championsmastery curves

All of these influence who gets balance changes, and what those changes are. This is the foundation for this discussion and if we can't accept that this is what the team uses than everything else falls apart.

Yes I acknow...

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if we look at her potential and what good players do with her or get good with her

Your right she is a champion with a high skill floor/ceiling. And my experience isn't what we want to balance off of, that's the reason that we put more weight on aggregate data. Glancing at that data I would say she is currently one of the weakest champions in the game right now but is very tricky to find a way to get her into a healthy spot without being a frustrating nightmare.

I mean you had casuals on Reddit complain 24/7 about her kat,fizz,zed(btw those champs are still good but I don’t think their OP .. lol starting to see a trend here.

A few things here, I think it's hard to call anyone posting on this subreddit casual. Players might be different skill levels for sure, but the fact that they are taking the extra time, outside of the game, to talk about the game is a very not casual behavior. You typically only se...

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Comment

Originally posted by Mr_Opel

yeah, I just personally have been feeling that winrate has been over-emphasized as of late. Correct me if I'm wrong - winrate is the primary reason champions like Rammus, Sona, Amumu, Mundo, and other simple champions are being nerfed? Because none of those champions have great play-rates and are almost never banned, and are rarely perceived as OP champions.

Idk, I think the easy-to-play champions are being excessively hit because of how their ease of play innately boosts their winrate, and champions like Lee-Sin, who is genuinely broken:

https://old.reddit.com/r/wildrift/comments/psndul/top_leaderboards_na_most_played_champs/

keeps avoiding nerfs because his difficulty (and to an extent, popularity) skews how strong he truly is.

I also think recently buffed champions should have more time in the limelight, especially if they're not being complain...

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Yes those champions were all winrate related, being some of the highest winrate champions at High-Elite levels of play. And there is a fair argument to be made that a champion's pickrate should be a larger factor. Its all a balancing act, and but (to be clear this numbers are extreme and made up) if a champion had a 70% winrate with a low, but still meaningfully representative, pick rate do you think its worth nerfing the champion? I guess what I'm interested in hearing your opinion of is what you think these bounds should be?

Easy to play hasn't been the focus with any of those nerfs though, or really any nerfs, we can factor that out by looking at a champions mastery curve (looking at data from players with over X games played on the champion), and the fact that we focus on high-elite levels of play for balance changes.

Looking at the data you linked I can see what Lee Sin is such a focus. But what I see is that the 4 of the top 5 picks are junglers. 6-7 (depend...

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Comment

Originally posted by GoDSmokeWeedToo

I think Yi needs a Nerf don't you think so too!!!?

u/R0guefool

u/draggles

Personally, nope. Yi is one of the best at getting Penta kills though.


30 Sep

Comment

Originally posted by Klemkray

I appreciate the reply goat since I’m very passionate about this since I play the game 24/7 and understand how the game and its characters operate by themselves and in a team environment. 1. Regarding jhin- you say his rates are good which first of all is understandable since you can win with any champ in this game in most Elos below diamond. Rates don’t tell the whole story. I’m guessing his play rate is low in high elo since I don’t see him. Isn’t that a helpful indication that he starts to fall off the higher you go. I can tell you this jhin, miss fortune, and Ashe are the weakest adcs in the game compared to kasia,ez, corki, Lucian who dominate. Theres no if and or butts around it. No matter if the rates are the same for those champs doesn’t something need to be done to bring them up a little? I believe we can’t just always look at rates and say ok jhin has the same rates as corki it’s balanced ! Because we all know jhin can’t hang he needs something to help him more. Good pl...

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I'm happy to keep having this discussion but I need you to acknowledge that we do look at a lot of things when deciding balance changes, and everything can be broken down into "rates" rates are an aggregate and move past an individual's experience. And I don't think you want us balancing the game that way, or we would have never nerfed Akali, who I personally felt was rather weak from the number of times I laned against her. Luckily we try not to allow our subjective experiences to be the primary guide and instead use all these things that I mentioned above.

Different elo groupswinratespick ratesban ratewinrate by game lengthplayer perceptionsome amount of pro playitem/rune choicescompeting championsmastery curves

All of these influence who gets balance changes, and what those changes are. This is the foundation for this discussion and if we can't accept that this is what the team uses than everything else falls apart.

Isn...

Read more
Comment

Originally posted by Sea-Tap-8562

Basically it will match plat and below together and above that together.

You'll only get gold tiers and below if the population is really low or not enough of your tier are playing pvp.

Where is this idea coming from? This is not the case, normal PVP uses an MMR system and will match you with people around your MMR. This system is also separate from your ranked MMR.

Comment

Originally posted by Rygar-the-great

Normals and ranked MMR are separate.

This

Comment

Originally posted by Klemkray

What’s up with jhin not being buffed ? He’s not even used in pro play, high elo and when he is is used in low elo he is dogmeat compared to the top 3 adcs. Curious do you guys look at tier Lists and take those into account? I can name 20 champs that I haven’t even seen in months in ranked because they are so weak. And why can’t we nerf and buff more champs every patch compared to the usual 5 imo. The game is better when meta is always evolving. It’s been stale since the new items. And don’t just look at rates all the time. I’ve played over 4K games balancing isn’t bad but you need to look into these champs because they are super good if you watch pro play renekton, riven, ziggs, nami, lee sin, twisted just to name a few because those champs r nowhere near balanced but since ppl suck with them in low elo nothing is gonna be done?

We do pay attention to tier lists, as I said in the above post we pay attention to community perception and do take it into account both targets for, and the severity of, balance changes. We also take into account balance changes for different elo ranges and target changes in such a way to better hit the targeted elo bracket. So a champion dominating in lower elos will get nerfs targeting that bracket just like a weak one at elite levels of play will receive changes targeting elite elo buffs.

I am interested to hear why it's always "because X champion is bad in low elo" in Jhin's case he has been slightly strong outside of elite play...where he is doing just fine and it doesn't make sense to buff a champion when that is the case.

There are some that are very popular in pro play, and we do keep an eye on it, but it hasn't been our primary focus where many of these champions don't perform at a pick/ban level, let alone strong, outside of that level of play.

Comment

Originally posted by BaronVKarma

The devs had already said they will never implement Berserk Greaves or Sorcerer Shoes because it would pigeonhole every mage and marksman to taking those boots. To promote build diversity, the stats are already given to all characters.

Adding teleport as a spell wouldn’t work with the faster paced games and would also lessen skill expression. Wild rift minion waves are much easier to manage and because of that most baron laner a can comfortably survive lane with minimal trade offs and would have no drawbacks to taking teleport.

Tier lists are terrible and encourage players to use one character all the time because they’re “S-tier” whilst ignoring the opponent’s composition. Not worth complaining about since every decent media creator for wild rift should offer more than tier lists.

And what do you mean by “drake hp and kill gold changes needed”? Be specific

I believe the team initially didn't make teleport a summoner spell because in WR it's more of a reactive choice against (or in support of) splitpushing or rotations.

Comment

i find jungle to be the most rewarding role just because of how much influence i feel i have over the game.

related: did you ever just set up games like fifa or tekken and watch two (teams of) bots play to see who wins? that's kind of how i feel about my lanes when i'm jungling, but i can step in like a god and fix things. plus, objective fights are all on me, and if i'm playing like lee or khazix, i have to focus on getting rid of carries. i am NOT a jungle main in league PC but i feel great playing it in WR


29 Sep

Comment

For me, it really depends on the champion. But I tend to take Ghost on champions that need to move around a lot during a fight and Snowball for those that struggle to get into a fight. Singed is a good example here, where you can use Ghost to get past the other team or use it to run around during the fight, but who doesn't need snowball to start it.

Comment

Originally posted by dreams26

Well its kinda strange to not be able to do a 1v1 as an assassin, but if thats the concept you are going for ok..

Also i dont see her really as popular since she never gets picked in platinum 1, in fact i always get jungle(Even though its my third role) and i can pick eve costantly without having to worry that enemy team will get her, so i dont see where the popularity is coming from. Maybe higher elo?

She is slightly more popular in Elite play than in other elo ranges, but they are all still high. As for your individual games, the jungle has never been a popular role (though it is HIGHLY impactful especially if you want to climb).

But every game still has 2 junglers. So if you are filling one of those slots then in your individual games you account for a ~50% chance of if Eve will show up or not. So you aren't going to be seeing other players pick her that often.

As for games where you are not the jungler it can come down to several factors such as:

  • The rest of the team comp.
    • Maybe your jungler doesn't feel Eve works for the comp and picks someone else.
  • A diverse jungle champion pool.
    • Plenty of champions to pick from, and while she has a high pick rate it doesn't mean she is picked 50%+.
  • You are keeping an eye out for her.
  • Random chance
    • I might not see X champion...
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Comment

Originally posted by Rourke4

Shut the f**k up pisslow. You'll jump to other games as soon as Wild Rift starts to actually die.

People care about this game more than the devs ever will while unwashed casuals like you, who most game companies pander to, will lap up other new games like the mindless consoomer you are. League is built by the diehard community no matter how toxic it may be.

We do care about our hardcore players, we care about our casual players, we care about our players. Someone being a casual player or not doesn't matter we care about players who care about games, and someone spending time going online to discuss their favorite games is hardly something I would consider casual.

Toxic gatekeeping individuals is not good for the game or the rest of its diehard community. I also don't think it's good for the fans of the Die Hard films. I'm not sure about the overlap between both communities, but I'm sure they are both great.

Comment

Originally posted by dreams26

u/R0guefool could something about eve's first skill be changed? I would like it to be similar on pc where she has to aim the first one then use the other 3 spikes that buff themselves, so she can have a bit more damage in early.

I would like if something for her was done since she is never picked and when i play her i cant really do much to enemy jungler unless i have a really good gold lead, plus doing dragons with her has gotten really hard, meanwhile others can even do baron solo.

Do something for evelynn that isnt a nerf please.

I think its unlikely that she'll be seeing any Q buffs any time soon. She is a popular champion that is preforming just fine, who becomes very frustrating champion very quickly. I'd go so far as to say she is boarderline OP in an elite player's hands. I think the biggest issue with her is that she has one of the widest spreads between unskilled play (balanced-ever so slightly weak) and highly skilled play (strong).

She is intended to be a strong ganker who shows up to surprise her opponents when they least expect it and make the numbers work better in her favor. While lower skilled players tend to focus more on farming their jungle and try to get themselves ahead Eve is all about making plays happen along side your allies and she is unlikely to have strong 1v1 potential unless she is ahead.

Comment

Originally posted by DCFDTL

I agree with you actually (one of my mains is Singed), it's true that OTP Singed/ASol and maybe Teemo plays the game very differently and it's still effective af

Although I think you guys might have hammered Liandry far too badly, I'm not joking when I say that I literally don't see that item anymore. Unironically all 3 champions usually buys Liandry

I even swapped to buy Rylai/Morello instead of Rylai/Liandry simply because of how bad and a waste of gold it was

I think you guys are starting to hit the same problems that the League balancing team has been bumping into and still unable to solve:

How to balance OTP winrate vs general pop winrate, unpopular champions like Swain etc etc only have a "fair" winrates because of the One-tricks in the server, but in general that champ is almost kinda garbage (outside his niche APC role at the bot lane)

If it takes an honest to god One-trick to make a certain champion work, then maybe that champion nee...

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I personally haven't been keeping an eye on Liandry's data with these champions so I can only speak to so much.

That said it is totally possible, and likely, that the item is still very strong but that it isn't showing up as frequently because it was crazy OP before and being purchased far too often, but still preforming just fine in its intended situation. These champions are also less popular so it makes sense that their core item, while still strong, isn't showing up as frequently.

The item is intended to be something you buy for elongated fights and for dealing with tanks. If players are playing fewer tanks than the number of games where this item is the correct choice is also reduced.

Personally speaking Liandry's feels fine on these champions to me, (but we don't balance off of my games =P).

I think you are coming to some large assumptions about how both teams handle OTPs and general winrate. Both teams have access to winrate data for someone...

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Comment

Originally posted by Jason1143

I assume you have more internal documentation, can you please make sure to put more specifics in the patchnotes? Like senna has more than just the default minion kill to get souls, and the others are arguably more important, but the patchnotes don't mention them at all, leaving the players in the dark. Did her other soul drop rates change?

These changes only effect her should drop rate when she kills the minion.

Comment

Originally posted by DCFDTL

Regardless I still think that Singed and ASol needs a little love to maybe MAYBE boost up their popularity slightly and especially after how hard Liandry was hit, seriously though I literally don't feel the damage or SEE it anymore

The problem is that these champions aren't just in a balanced state and some small buff will boost perception. Its that they are very strong, but the perception is that they are weak. A small buff isn't going to change that perception without jumping them to crazy unacceptable 60-70%+ winrates. Its an issue of there play styles being so different. Its no coincidence that ASol, Singed, and Teemo have some of the most unique playstyles, this makes them harder to learn (you don't have a familiar touchstone champions that onboard you to them), and that they are perceived as weak.

Comment

Originally posted by PublicRotation

I see. Do you guys see yourselves focusing a bit more on the pro-scene of Wild Rift once the game is bigger and the pro-scene becomes more popular?

Also, if it's not too much to ask, could you point out one champion change in the previous patches that was more directed to the pro scene rather than the non pro scene?

Thanks for the responses like always! You guys should consider doing an AMA here. I think there are a lot more people like me that are interested in what goes on behind the scenes for balance changes and it'd let us know more about the team.

I could see us spending more time on pro-focused changes, but it really comes down to what players want. There is always going to be some give and take with where we spend our focus, we see this all the time when you see comments like "Why did/didn't you buff/nerf X champion they are clearly OP/weak!?!?!?!?!" Some patches will have a larger focus on pro play, and that can grow if thats what players want to see, but I also suspect players want changes that that more accurately represent their games.

The tank Gragas nerfs a few patches back were some pro focused nerfs, I feel we missed the mark on these because he is still a frequent pick/ban but its tricky because for the general player base (all elos) he is a fine, but not OP pick. So any nerfs we do for pro risk an adverse effect outside of organized play.

Comment

Originally posted by John__Gotti

you often mention Singed and A Sol's unique play style. And also their good performance on all elo.

  1. Why doesn't the pro scene exploit the massive control and crazy gang potential of ASol? Why isn't Singed's very nasty and variable mechanics also used? At tournaments, they really love this kind of champions, but these two are bypassed.

  2. The mainers of these champions are mostly OTPs. Could good stats be influenced by the MMR system, which makes matches slightly easier if there is a mismatch between rank and mmr? in this case, the statistics will be overestimated than it would be if the peak frequency was normal.

I haven't spoken with any of the pro players to hear their reasoning, so this is my interpretation.

  1. Even in elite levels of play (highest non-tournament elo bands) the game is played differently than tournament level play. You have less organization and coordination, this is part of why I say we balance the game for all elo ranges (often our changes do target elite levels of play), but that we haven't historically had a large focus on pro level balance changes. For example

Pros still have comfort picks like anyone else and are historically slow to change to new champions. In LoLPC you will often see champions go under the radar in pro play simply because they are unfamiliar with the champion and the cost/risk of swapping can be very high when you have thousands of games on a champion you are familiar with and money/your career is on the line.

Just like any other player they have their own perception of what is strong. And that might be right...

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