League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




06 Sep

Comment

Originally posted by Teayen_Savage_Gaming

2 kills for a W!? I love that! I mentioned this earlier in a comment, since I believe first blood can be rather cheesy at times.

Thanks for the transparency! ๐Ÿฅณโค๏ธ

Edit: and the swift replies! Haha Edit2: Oh oh, last question! At what Champ level do players start off?

Off hand I don't remember, it is either 1 or 3.

Another fun fact for those thinking this is the perfect Hullbreaker mode. We are making a change to Hullbreaking on Howling Abyss (ARAM and 1v1), we are removing its passive and it now instead grants Armor and MR to replace the split push focused ability.

Comment

Originally posted by Teayen_Savage_Gaming

Ahh, I see. Then I assume it's gotta be Kills/Towers then, no?

Are recalls allowed, too?

2 kills or first tower, yes you can recall. We even built an amazing new champion select alternative type thing that I could not be more impressed with.

Before champion selection even starts you ban some champions then pick your champion, skin, and loadout before finding a match. This means that you can be ready to go and effectively skip all that to get straight into the action.

Comment

Originally posted by Teayen_Savage_Gaming

This makes perfect sense. Wild Rift waves are 2/3rd of LoLPC waves. If they wanna be mathematical, it'd be 67 minions exact, but I'd say 50 sounds about right.

We choose not to have the minion win condition here. It leads to interactive stalling wins that no one was happy with. Minions are also not tracked on the score board and it felt like a bad idea to force players to learn some new rule and to track a new part of the Scoreboard/UI. The intent here is to have quick games to practice champions and prove your 1v1 skills.

Instead the 100 minion win condition is replaced with a flaming circle at, I think I remember, 8:30 minutes. That pushes people to interact, though the circle's size still leaves a bit of room so you aren't just hugging each other.


05 Sep

Comment

Originally posted by UNOvven

/u/R0gueFool

Sorry to do it in this roundabout way, but Reddits block system is stupid and easily abusable, so we have to do it this way. Here is what my reply was to your post here

Well, then that might be out of date, because last we got an explanation, that was why. Anyway, let me address your points.

Im more familiar using the terminology of input vs output randomness that Ghostcrawler used way back when elemental drakes were introduced. Where he explained that input randomness, like elemental drakes, was very healthy and something riot wants in their game, whereas output randomness like crit (though he didnt use crit as an example) was very unhealthy for the game and something riot didnt want in the game. Again, except for crit for some reason.

1. Here I already have a huge issue. Because the premise, that being "t...

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Sorry for the delayed response, it's been an eventful weekend.

Ya Input/Output randomness is the same thing, just under different names (the games industry is bad at using consistent terms). In general Input randomness is going to be easier for players to receive and in a blanket statement like he was making there I would 100% agree that Input randomness is the preferred type. But like in most things a blanket statement tends to miss important details. It has been a long time since I saw that article, though I know what one you are referring to, I also wasn't at Riot at the time so take this all with a heap of salt, but I think I remember him saying that Riot didn't want to add more output randomness to the game, not that the plan was to strip it out or that any output randomness is inherently bad for a competitive game. I don't know LoLPC's current views/plans but I don't believe they see crits as a problem and given the ~6ish year since that article viewpoints can evolve/...

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