League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




21 Aug

Comment

Originally posted by darren_flux

How does "best fit" is even assessed? Genuinely curious.

That is why I mean by "case by case", the secret thing that they don't tell you about game dev is that it is all about trade-offs and resources. It takes a lot of work (not just from me, remember everything needs to go through QA too) to make any sort of change ESPECIALLY if art is involved. So it really comes down to how valuable we feel a particular change will be vs the cost of making that change. Both games are different and have different problems we are trying to solve so "best fit" really comes down to a few things, and often that is what problems we are trying to solve.

In the Sona example, we are not seeing a problem with Sona being a powerful solo lane champion, so it would be a rather high-cost change with no clear goal in mind.

So generally an update needs to be solving some sort of problem, and the scale of that problem. Sometimes we will have a change in mind that is low cost but has a lot of potential upsides (Ahri update), and we are able to do it.

... Read more
Comment

Originally posted by ArdentPixel

Even if Teemo's Blinding Dart has a 60% scaling, it pales in comparison with the kits of Brand and Ekko. Brand's highest ratio may be 55%, but he also has a max hp% damage burn, and he also deals burst max hp% damage when he hits enemies with his abilities thrice. Not to mention his abilities have a unique effect on enemies affected by his burn passive. Brand's ability with the highest ratio, Pillar of Flame, may only have 55% scaling but it deals 30% more damage to enemies affected by his passive.

Ekko's Timewinder has 30% scaling on first hit and 60% on the second hit. It may have a low base damage, but it provides 2 stacks of Ekko's passive if he manages to hit it twice. It also slows enemies on hit which is helpful for catching up to his target and quickly activating his passive for a burst damage and extra movement speed.

Even if Brand and Ekko have abilities with lower scaling compared to Teemo, their abilities actually synchronizes with their kit and could do...

Read more

Right, the important thing to remember here is that any ratio only matters in relation to a champion's kit. Brand, for example, doesn't have a dash and Ekko doesn't get to lay long-lasting traps. Again I'm not saying the ratios couldn't be buffed, just that saying a champion has lower ratios than another, very different champion, doesn't hold much weight. I haven't played much of Teemo myself (outside of ARAM) but yes if his damage is low there aren't a lot of places for us to buff, and his first ability's ratio is something we could target.

Comment

Originally posted by No-Particular-3619

His blind has pretty low scaling (60%) and gragas literally just got a buff that gave him higher scaling (Think the highest is now 80%) despite having a insta kill combo, teemo doesn't have this... His q needs 80% scaling or higher, and if he only has 1 damage ability, we need his passive to also have better scaling or just give him better AA range cause bruisers can close the gap with his current one... blind isn't an issue when it's duration is up to 2 seconds, also doesn't work on up swings unlike pc lol so using it prematurely also takes from his utility...

So 60% isn't as low as you think, looking at Brand his highest single ratio is 55%, Ekko's Timewinder is also 55%. However, I haven't been on the balance team for a while and am a bit out of the loop on where things are at, if I know there is a bug with his ultimate not that the team wants to fix and past that I have no doubt that we will make any balance changes as needed.

Having only a single damaging ability (not counting passive) isn't great both for balance and satisfaction. One thing to keep in mind is that while he does have a lower basic attack range than on PC he also has a dash. It is worth keeping in mind that no ability is in a vacuum, so something being different/lower than PC doesn't really mean much with how different their kits are at this point. This doesn't mean we can't/wont buff him (again I'm not on balance) I'm more so just bringing up than being different from PC doesn't hold a lot of weight.

I'm not sure what you mean by "up swing" can yo...

Read more
Comment

Originally posted by No-Particular-3619

Then how do you feel about teemo at the moment? That champ is scaling horribly and struggles to go into baron lane, low hp, low AA range compare to PC and ult is underwhelming in most cases, masters is stupid impossible to play him cause even the champs he counters can turn around and delete him

I haven't looked at Teemo's data in a while, but his big issue is satisfaction. I remember before his ultimate change he was FAR more powerful than people gave him credit for, that was the whole reason for us making the change in the first place. I assume it is a similar situation here, though like I said I haven't actually looked. Any DoT focused champion tends to be lower satisfaction unless they have a very feelable payoff for their DoT (Brand passive).

In Teemo's case having the poison on his passive, thus making room for him having a dash, is a meaningful buff. But it does mean that power needs to come from someone where else. We would like to increase his feelabilty, but it is a tricky problem for sure.


20 Aug

Comment

Originally posted by CostNo4005

Question if wild rift gets a older champ or one in need of a kit overhaul are you allowed to rework them completely or only a bit until lol pc does?

We are separate games and will do larger reworks as needed. However it is unlikely we bring over a champion in need of a large scale rework unless we have ideas on how we might want to update them, then we might take them on. Or maybe bring a champion over with smaller changes if we think they don't need large scale work. Though we are interested in these updates both large and small.

Comment

We take reworks and updates on a case by case basis, LoLPCs champion changes won't always be the best fit for Wild Rift, and change for changes sake isn't what we are looking for. We will still be doing our own updates as needed, and are 100% open to mirroring PC's changes when they make sense for Wild Rift, but we have no expectations we will mirror everything.

In Sona's case it isn't something we are looking to do right now. Her changes on PC were done to push her out of the solo lane and to focus on her being a support. Wild Rift Sona doesn't have that issue so there isn't much need for the changes.


19 Aug

Comment

Originally posted by TheFinalBoss90

He is? Since when? Last time I looked he was one of the most played champions among challenger rank players in NA, this may have changed but I highly doubt it.

But yeah, he didn't receive a buff or nerf when the skin came out.

Popular isn't the same as strong. Lee Sin has always been popular, and flashy but he has never been as strong as people give him credit for in Wild Rift.


18 Aug

Comment

Originally posted by TheFinalBoss90

If you include pc this has been consistent for 10 years They might not "work together" but it is a big coincidence that whenever a big change occurs to a champion they get a new skin.

I strongly suggest going back and looking over the history you are talking about, Godfist Lee Sin just came out and we have no plans to buff him despite us openly saying he is weak at all elos.

Comment

Originally posted by arturorios1996

I mean isnt that the point? A game you can always come back from specially if you are 2 drakes behind shouldn’t be winnable all the time.

We want it to still be powerful, and it should be, we just overshot the mark a bit for its release.


09 Aug

Comment

Originally posted by unsettlingideologies

I'm about to feel like the geriatric millennial that I am, but I have literally no idea how to clip a portion of gameplay. 😅

I'm not even 100% sure this change is what I'm noticing. But I have been feeling lately like I was wasting my abilities more frequently than I had been. And hitting the wrong targets. And the info from this post and your comments is giving me some context that might describe why.

It's not that easy to enable or find, but both major platforms have this built in! You can also use our in-game highlights feature, which will let you tag a video clip in-game before and after your trigger a highlight (similar to how consoles do it). There is some performance/battery cost though

https://support.apple.com/en-us/HT207935

or

...

Read more
Comment

Originally posted by unsettlingideologies

That is a totally reasonable design approach. Maybe I'm misunderstanding. You mentioned doing what I proposed. Was I not describing the same situation the op was describing? This is a new change to the locking system, correct?

Edited to add: I'm being completely sincere here, and I suddenly worried it might not be taken that way. I really don't know if maybe i was describing aomething different than op. Again, I'm new. I may have misunderstood op's point.

It's a bit more complicated in the Zed case, because the OP is talking a lot about the target being in range of the Zed shadow. So within valid cast range to affect the locked target.

Also without getting into too much detail, if the target is "pretty close" to the range of your ability we won't pick a new target. We intend for it to be more like "oh my locked target was obviously out of range and I clearly intended to cast this ability to clear minions next to me, but did not unlock my target". If you can send me clips where this is feeling bad, we're happy to review them. We are constantly looking to iterate and improve our controls to feel good.

Comment

Originally posted by unsettlingideologies

Speaking for myself, I'd often rather have an ability not cast (and not go on cool down) than pivot and target a random minion. For that matter, in a team fight, folks are often moving in and out of my range. If I portrait lock a character, and they dash out of range just before I cast an ability, I probably don't want it to choose a new target for me. Maybe that is just me. I'm very new still.

We've kind of done that intentionally. We want judging range and deciding when to cast (even in the chaos of a teamfight) to be a skill that players develop. If we did what you proposed, you could just lock a target and smash the button until they entered range which we thought made it a bit too easy to accomplish.

Comment

I've had the chance to play against really high skill players in the past through internal testing. It's a real eye opener how good you can get at the game. I'm glad it sounds like it felt motivating to you. In those situations I found it was beneficial to really feel viscerally the level of skill you could aspire to.

Also, sometimes you get those games where the team just vibes and you all coordinate instinctively on the right plays (like everyone just hiveminds and groups at dragon instead of herald). I find those game really precious and they feel more fulfilling than when you get a player who just pops off and carries the team by 1v5ing the enemy team. Those start to happen more as you get higher in skill, but I think it's also more frustrating when it doesn't happen.

Comment

Thanks for posting this detailed video, I surfaced it to the controls team. The intent behind this change was to not have abilities fail to case or cast at obviously out of range locked targets. It sounds like the core problem here is we do not take zed shadow ranges into account. If we corrected that would it resolve the bad controls feel here? Or are there more factors involved?


07 Aug

Comment

Originally posted by ashvsmay00

With all new runes and items for damge dealers, tanks already have a bad time. Tanks can't even last more than 3s in a team fight now. Why did you even nerf their item? Maybe you and WR devs think making tank players suffers and everyone else happy is a major win?

Many of us actually love tanks. I've said several times that tanks are actually very strong, even more so after this patch, but are not as satisfying as playing a carry to many players. So a change that increases their satisfaction without buffing them is a MAJOR win. There is still work to be done to increase satisfaction for tanks, but it is tricky given how powerful they already are and how much players care about kills.

Comment

Originally posted by slimbf

There's some irony in the whole situation. As you've stated, the item is weaker than it was previously (in regards to damage mitigation, not utility). So in an effort to make the enchant more "accessible" to the casual player you've effectively reduced the effectiveness of a tank item on tanks and allowed it to be used to boost the utility of non-tanks to make them more tanky. I hope that was the intended consequence of the rework.

So this wasn't so much about making it more "accessible to the casual player" it is really about increasing satisfaction, and clarity what it is doing for you. Yes that does affect casual play but satisfaction is important at all levels.

We did intend to nerf the item, I did say it was OP. If we can do something that increases satisfaction while nerfing something that was OP that feels like a major win.


06 Aug

Comment

It is really an issue that it is more visible now that it is a shield instead of just increasing health. It is VERY easy to overestimate things based on how noticable they are. Even though the item is weaker than before it feels much better seeing the shield (it was very OP before). This is similar to the fact that many people underrate tanks because their impact isn't as obvious, or swear a champion is OP because they get kills.

Gargoyle is still good, it's just that it was OP and hidden before, now it isn't so hidden. But ya I don't think I would recommend it on carries, -40% damage can be rough to deal with.

Comment

Originally posted by SolubilityRules

u/Darkbreaker

Get in here

Posting here for Darkbreaker. Not gonna address whether this kind of chat is "toxic". That's pretty loaded term that means different things to different people.

Instead I want to address mindset here. I get the frustration that people feel when someone on your team isn't playing well, or doing things that look obviously suboptimal to you. Especially when you're in ultra try hard mode in Legendary Queue. We all want to win when we play. So I understand why people say negative stuff in chat and I'm certainly guilty of expressing my frustration in game. You gotta ask yourself though... are you really trying to win? Are you really tryharding in all aspects? Because if you are, you should look really carefully at what you say to your teammates. Saying stuff like "u too dumb to use ult?" does not actually result in people playing better. You might be right that they should have used ult, but you're not effective at getting that person to use it more effectively in the future and ...

Read more

05 Aug

Comment

They are both rather competitive for her. There seems to be a bit of perception around Kraken Slayer being weak, but whenever we have looked at its power it lands similar, or even slightly ahead of Lethal Tempo for most marksmen. I think it'll really come down to if you expect to be at full LT stacks for a long time, or if you are going for shorter trades.


04 Aug

Comment

Originally posted by Sgrinfio

It's not supposed to be the elite, it's supposed to be fair for everyone who wants to play solo. If they are that bad, beat them and climb.

That's exactly right. The Diamond 4 requirement is more to ensure a decent level of experience first, not to only allow elites.