League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




20 Jul


19 Jul

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IMO, it doesn't make that big a difference at 120 fps. 60 fps is probably worth doing over 30. The game does not update it's state at 120 fps for calculating hits and damage. Going to 120fps might draw updates a bit faster and make motion smoother, but it doesn't actually affect when damage happens, etc very much. This is true of most multiplayer games.


18 Jul

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Originally posted by Swimming_Leading674

Ok, how do you DM?

Oh, ok, I sent you one that you can reply to. Should be a mail icon at the top right of the reddit page.


17 Jul

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Originally posted by manurift

All good. It's nice to see you comment on "her final enhancement", does that means she is still on the table for an ultimate rework? ┬┴┬┴┤ ͜ʖ ͡°) ├┬┴┬┴

Also allow me to express how pleased I am with the new event Star Guardian 2022, hopefully the event's team will read it. Feels more interactive than previous events. The whole familiar gimmick and how you get to choose how to accomplish the goal based on your playstyle is great. But the best part is the commics and dialogues that makes it even more immersive. It explains the lore for those new players like me who know nothing. Also lots of rewards!

Really nailed it the devs right there. Hope we get these types of events more often. The Reedemed one is a good one too, tho it seems more like the previous events where you just play the game and come back just to reclaim rewards. The price and the grind is on point. I had my doubts on the grind but it being released on summer is worthy. Just wanted to share a positi...

To be clear I just meant the bonus HP for having 400 stacks, not changes to her ultimate itself. Either way nothing planned for her atm but we would like to do something larger at some point, this passive rework was something we did to account for the Elemental Rift changes and took the opportunity to make sure a bit less feast/famine while we were at it.

I will make sure your post gets seen by our events team. I have to agree with you I'm loving this one, this and the "Who's the Champion?" have been some of my favorites they have done. I'm always super impressed with what they can pull off with the constraints they have.

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Originally posted by manurift

The rework is truly amazing, nice job, now she can jungle.
I do noticed that now you are forced to go bruiser build tho. Like you cannot longer build ap in her cause they're the last abilities that get upgrade.
It would be nice if you get to choose which ability to upgrade.

We talked about being able to choose abilities, but her upgrades don't have the same kind of impact as Kai'sa or Kah'zix's upgrades do. Even if we let players choose what upgrades it wouldn't be much of a choice, there would be a correct answer as these are not playstyle or utility type upgrades, but tend to focus on damage. This also lets us control the pacing so you can't won't just always pick the strongest ones, but instead have to adapt to it.

As for her AP builds, I haven't seen the data but I don't believe this should have much of an impact on what build she can go. Nothing was changed except for her passive so before you had the roll the dice on what upgrades you could get, you know know what/when they are. If you were going AP before then it is totally possible that you didn't get the dragons that you were hoping for, now they might not be right up front but you know you can get them.

We wanted to do something a bit more exciting for her ultimate's enhanc...

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Originally posted by StonkerGraduation

You are right probably, but she is definitely different! Even one of the games when i had 0 dragons, with a full tank build that I use for last 100 matches, she was stronger! She has some stacking buff now that she didnt have before! Not really look at it!

We reworked how she unlocked her passive enhancements, but that shouldn't add much durability to her kit. It sounds like this is a case of PLAYER SKILL!

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You can't prove that I'm jealous about how amazing that is.

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Originally posted by forthwright

You say durable, but it's all in relative terms. Time-to-kill is adjusted for casual mobile gaming tastes, at least that's what it feels like. I can see that team fights were designed to have much shorter durations than even pre-durability update regular LoL, I have no idea what killed me half the time. Rammus is who I main on PC and I literally can't in WR because he also feels like paper relatively.

Yes durability and time to kill is relative, but I'm going to push back on it being shorter than LoLPC (at least pre durability update). This was actually a contentious topic internally when the game first launched, some people felt that our longer TTK would actually hurt us when compared to LoLPC, ultimately we stuck with the levels of durability we had and LoLPC ended up adding the durability patch, that brings them both closer together. Though I am not sure where both games are relative to one another at this point.

Rammus is one I play a lot, and I do agree that in a very late game I feel a bit too squishy, but up until that point Rammus with just Thornmail and Sunfires feels plenty durable and deals good damage back.

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Originally posted by Kyokka

In other words, tank supports in this game will never be meta for solo queue.

That really comes down to what you think of as meta. If meta is what is successful in winning games, climbing the ladder, and having the agency to make plays then tank supports are already meta in solo que. If you are talking about meta as in what is popular then there is still work to be done.

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Originally posted by Kyokka

What about at least adding more mres items in the game? For now, it’s much easier to build a tank agaist a full AD comp than a full AP one. Literally have to build just hp or damage when I run out of resist items. Also, the issue with Zeke’s is that if you use your ult to disengage or to help your ally disengage, this item is a waste of a slot. It’s not really beneficial unless you fight in groups of 3-5 most of the match. Which somehow rarely happens. As for Protector’s Vow, it protects only 2. While Sona heals everyone around her, Lux shields everyone with her.

Right Sona is the archetypical enchanter, and Lux has some enchanter qualities as well they should be enchanting groups. Tanks should not have the same outputs that enchanters have this is important to what makes each class unique.

Tanks are designed to work best in team fights so groups of 3-5 makes sense. But if you are a tank using your ultimate to disengage the group fight then yes Zeke's will not be helpful, though if the other team is forcing you to use your ultimate to disengage then you are already on your back foot and any enchanter style team buffs are not going to be as impactful as your ultimate would have been.

Keep in mind we also just reduced ultimate cooldowns, this is a major buff to tanks, and Zeke's (so doubling down on a buff to tanks).

Edit: forgot to address MR items

MR items are very niche. Armor is always valuable. Armor helps vs Towers, Epic Monsters, and most enemy champions, whereas MR only helps vs certain champions. And ...

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Originally posted by RedKingDre

Ok, fair enough. But I think tanks should also be able to survive longer and soak damage and some CC while their teammates group together to finish the fight. Just some slight buffs to their defence, either innate or from items/runes, nothing significant.

So that comes back to the core issue we keep coming back to. Tanks are already strong, but the satisfaction is lower to most players. This isn't an issue where we have room to give them buffs, they are already winning a majority of their games. So giving them more durability isn't the answer and would come with a trade off. And small durability buffs (with balancing nerfs) aren't going to provide much satisfaction either.

Magnatron is an example of us trying a high satisfaction (dash+CC) tank tool as opposed to the generically powerful Stoneplate Enchant. The hope is that these two can co-exist at similar lower levels, but we Expect Magnatron to be much more flashy with a higher skill ceiling that provides good satisfaction. (Stoneplate being changed to a shield was also primarily done for satisfaction reasons).

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Originally posted by BlitzBlotz

If im scared to get comboed as a tank by an assassin it just doesnt feel right. I never came across a moba where tanks are as squishy as they are in wildrift.

For me its basicaly against the archetype or core concept, what I expect how it feels to play a tank when I can actually be bursted down.

A enemy should hesitate going into a 1v1 against a tank or else he gets whittled down. In wildrift it feels like tanks are, outside of CC, not a thread at all.

This sounds like we might be using "tank" to refer to somewhat different things. I wouldn't say a tank should be much of a threat in a 1v1, that sounds like a bruiser or juggernaut.

When I say tank I am referring to someone who is durable and good at starting fights (Amumu, Malphite, Rammus) these tend to have great target selection or fast ways to quickly engage on a group, we call these Vanguards. Or Wardens who are less focused on starting fights (though they can) and more focused on protecting their team, or an individual (Braum and Galio).

The important thing here is that they are a team focused class and if the assassin is focusing the tank then either A) the tank is out of position or B) The tank is happy because they are tanking so the assassin doesn't focus the carry.

Often I hear people refer to Dr. Mundo or Darius as a tank and while I can see why, they are very durable, they are the ones that should be a threat over time.

I agree that...

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Originally posted by nagabalashka

Tanks (on baron lane, tank supp are fine imo) feels bad for various reasons imo :

In early it's the lack of mr/armor runes and doran shield, you feel weak, minion hurt a lot each time you start a trade, and because every toplaner run ignite, matchup can be real hard to play and you can often just be able to farm undertower, and with the lack of teleport as a summoner when you start falling behind it's really hard to come back. Add to that tank start with Rubi crystal while bruiser/DPS start with long sword and you have a big gap on stat on the lanes.

During the teamfight it's because the game is faster paced, on pc a tank will be naturally tanky and will be so for like 20/25min, on wildrift this window is much shorter, and because you snowball much more/faster on wr versus lol PC you will often fight against a fed enemy a tank that will absolutely melt you.

Overall its because the laning phase doesn't really help to play a tank and the way the game is pa...

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I think the pacing comment is a fair one, but minion aggro and Ruby Crystal favor the tank. Because your defenses will compound and your opponent (with fewer defense) is also taking minion aggro.

I personally would like to make a clearer difference in bruiser and tank starting Armor/MR, but all that would really do right now is buff tanks and this is primarily a satisfaction problem, not one of power.

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Originally posted by Kyokka

How about bringing the cost of Brumble Vest in accordance with the Oblivion Orb cost? Also, tanks are not overlooked. Tank supports are in a tough position compared to any Enchanter. The items are more expensive, plus you are supposed to roam = less passive income. I play 17 supports, solo queue, middle elo. I know what I am talking about. Playing tank is also less rewarding stats-wise. It actually just screws your kda.

So reducing Bramble Vests cost would buff them, but we aren't looking to buff tanks. Really what we would want to do is actually keep them power neutral, or a slight nerf, but increase satisfaction, for tanks. So a buff to Bramble Vest would likely mean we would need to nerf it's stats. This might be worth it given the increased access to Grevious Wounds though.

So when you say they are in a rough spot I think it comes down to play style, yes supports roam a bit, but tank supports are better equipped for that than enchanters. When I'm mid and Leona or Alistair roams to my lane I'm much more concerned than seeing a Janna or Yuumi.

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Originally posted by RedKingDre

u need to focus on who ur engaging

Isn't focusing on 1 particular person the job of assassins, or any melee playing like one?

Assassins are designed to focus a squishy target and kill them, but tanks can still focus. For example Nautilus is great at locking down a single target, but if you want a tank built for starting fights against a group Malphite, Alistair, or Leona are going to be much better.

In my experience the difference between a good and a great tank is knowing when to start a fight and who to focus when you do. Waiting for the right opening after the opponent used an ability, or the carry took one step too far forward is VASTLY better than just being the guy who starts the fight.

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Originally posted by Kyokka

Can we have items for tank supports that increase their allies’ AP resistance and armor please? Enchanters have items that buff their allies’ damage. It would be only fair to have an equivalent for tank supports.

We are unlikely to add an item that gives passive defenses, we already have a very similar item with Protectors Vow, and it is difficult to feel. The issue is that something like this is difficult to appreciate, Armor and MR are about as invisible as a stat can be, Protector's Vow gives a shield so that already makes it much more noticeable, and it still does a poor job.

Tank supports already have Zeke's and Protector's Vow so they have similar tools already. However enchanters and tank supports SHOULD feel different and have different tools at their disposal, giving tanks more starts to take away what makes enchanters special and we end up with little distinction between the two.