League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




20 May

Comment

Originally posted by loyalshnuffy

Some of their communications seem a bit off. The bit I dislike most is having to go to twitter to find out any new info through the rioters etc that seem to leak things or discuss important things on their personal pages. Seems like they could post smaller and more frequently on their actual website instead

let me know an example of who does this - i know i've tweeted stuff like "article coming soon" but i do not enjoy when folks on the team announce new information via their personal socials; we've made a conscious effort to try and make sure it only comes from the main accounts

Comment

agreed! we want to do this. just finding development resources above other (arguably more important) projects


18 May

Comment

Originally posted by KaptainSoda

guys they are adding new rune!! if you notice irelia is using it. to the new players who don't know bone plating it works after taking a damage from an enemy champ for 1.5 secs, the next 3 spells or attacks you recieve from the same enemy champ deal 30-60 (based on lvl) less damage. you can see on the sneak peek it procs the moment miss fortune attack irelia.

= btw it has 45 secs cool down (pc version) before you can use it again, since they will add it in wild rift maybe they will reduce the cooldown like between 20 - 30 secs.

we can't sneak anything past you, can we


04 May

Comment

Originally posted by RiotFeralPony

What's likely happening here is your sensitivity may be too high where your accidentally aiming instead of tapping during a hectic fight. If you go to your settings (in the game or practice tool). There is a tab on the middle right that has a slider where you can increase this Dead Zone which will likely reduce your problem.

Portrait Locking is the other feature I'd look at as well, especially if you're maining Markmen or auto attack heavy champs.

Comment

What's likely happening here is your sensitivity may be too high where your accidentally aiming instead of tapping during a hectic fight. If you go to your settings (in the game or practice tool). There is a tab on the middle right that has a slider where you can increase this Dead Zone which will likely reduce your problem.


03 May

Comment

Originally posted by snuff337

More often than not, we miss. And you don’t remember or even notice those ones. But the times we do hit, those seem to sting a lot.

It's like chucking the basketball at the net from half court at the buzzer.

100% this :D


29 Apr

Comment

Thanks for the post I’ll see if we can fix this. We’ve been sus about out targeting regarding auto resets for a while. This is a prime example.


26 Apr

Comment

Originally posted by Ch4de_

Make your deadzone bigger. Helps with a lot of things, you dont accidentally target stuff in teamfights etc

This is the correct answer. We don't want to completely remove the ability for a player to flash, but we do want to allow players to make the button less sensitive if they want to.

Comment

He'll be updated on WR as well, however there will be a bit of a delay likely after PC launches. There will be a short time as a result where the champions are different.


16 Apr

Comment

Originally posted by bluepbluep

Ive play few moba on mobile but almost all of them doesn't have rewind button on their replay system i wonder why

The suggestion 2 and 3 is already implemented in other games and working just fine. It would be great if wildrift consider this suggestions

It's because of how the tech on replays generally works for most games. Most games do not simply record the video and let you fully engage in it. What they do instead is recreate the game from the start and replay all of the inputs from the players and system - with you acting as functionally a new 'live' spectator. It's actually being created from scratch each time. This makes rewind functionality incredibly difficult, hence why most of games don't have it despite being something makes sense and folks want.


15 Apr

Comment

Originally posted by Decimusczf

There Is setting in option where you can tweak IT... I think Its called like Dash on enemy or something

That's for tap behavior for offensive spells such as Tryn's spinning slash or Tristana's Rocket Jump. It doesn't change the behavior discussed here, what it does instead is if there is an enemy on screen do I dash...

  • Towards my facing direction?
  • Towards my enemy?

Different players have pretty different expectations for that should behave the downsides to getting it wrong are... usually death :D so it's available as an option.

Comment

This is something that's always going to be contentious, and was something we debated heavily internally. When we assess the pros and cons of a system like this it's important to look at what happens when it goes wrong, what are the worst case scenarios.

Escape: You dash a very tiny distance and get wrecked, when you meant to go far. This is also done in a panic scenario when you _need_ to be as frame fast as possible.

Engage: If you dash a short distance your entire approach fails. In this scenario usually when engaging you have more preparation time to aim the spell the full distance, but it's still a painful experience.

Jungle: If you dash _futher_ than you want in the jungle it can be frustrating, and in the worst case you can mess up your route by going over a wall. However, jungle clearing is lower stress and time dependant. Additionally the worst case scenarios tend to only happen once as you can pretty easily adjust your positioning to avoid the pr...

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Comment

Thank you for the kind feedback and please do take a break or even stop entirely if you need to! As much as we'd love to have you in the game I know that it can't always work out, the real world and people's personal situations are really complicated. Please take care of yourself first and foremost.
And congrats on Gold! I'm really happy you got to hit such a meaningful milestone before leaving!


13 Apr

Comment

Originally posted by WowYouTriedIt

November 7th write it down I’ll hold you to it

:shifty eyes:

Comment

Originally posted by Adept-Knowledge2020

Sorry buddy, I'm the around game boss not the game/champs boss :(

Comment

Originally posted by WowYouTriedIt

Yalll you f**kinnnn with me, broooo it ain’t even my birthday yet

Just wait to see what we have planned for your birthday!

Comment

Originally posted by RubyTrigger

Your game fckn rocks, I can't emphasize how sensitive you guys are when it comes to developing your game, thank you it makes us happy!

Thanks buddy, means a lot!

Comment

Originally posted by Belkinwrites

It's true! I'm very thankful to the hard work this team did on role queue. Though, would we seeing ban phase introduced once we have enough champs?

Also, I gotta say the queue times seems to have gotten shorter since the addition of role queue. Is there some magic you guys pulled to make this happen?

Yes! Bans are on the way and like you've pointed out, it's tightly coupled to number of champs.

Comment

Originally posted by Belkinwrites

Bruh I did NOT expect it to be this soon, though!

I know, I'm super happy we could launch this outside of the regular patch cycle. The team did a great job.

Comment

Originally posted by BiomedicBoy

What about normal draft mode :(. Some like to play normals without having the need to face double adc or junglers.

I don't think we want to commit to anything like that yet. The big issue with opening an additional normal queue is that we segment the player base, which has some impact on matchmaking health, which we currently prioritize higher.