League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




13 Jul


12 Jul


11 Jul

Comment

Originally posted by Zztrox-world-starter

I'm not familiar with Jax but does reduced jungle damage also not work for him?

Jax doesn't deal much damage with abilities, and it all comes from his basic attacks. He would need to DRASTICALLY reduce his basic attack damage to monsters and that would end up feeling much worse.


10 Jul

Comment

Originally posted by RaccoonDu

Would it not be harsh enough of a nerf to drop stacks basically right after a camp instead of a decay? That way the passive still works but makes his clear less healthy

It's something we talked about doing, but it gets really clunky to have a different drop off rates depending on what you attacked. They would also have to drop off incredibly fast, and would more likely than not keep him as a god tier jungler for skilled Jax players while only nerfing him for the rest of the player base (when he needed nerfs at all elos, but especially higher elos).

We do expect this to hurt his first clear a bit, but after getting his ultimate he turns out fine. This is not going to dumpster him as many people fear, and in a world where it hits a bit to hard we can look at giving him some jungle modifiers. But again even a massive drop in winrate (like 5%+) would mean he is still fine or even still strong.

Comment

Originally posted by Zztrox-world-starter

How about making it so Jax needs more hits against monsters to build his stacks? Or just reduce his damage against non-epic monsters.

Getting half the stacks from monsters is how it has been, it ends up not mattering because he can keep his stacks between camps. It also makes the UI tracking look very goofy with how many segments you need.

Comment

Originally posted by Debronee101

I know it sucks, but it kinda is justified. Let's be honest, jungle jax is a safe boring pick. You usually ignore the map and perma farm. Get yourself 3 items and then suddenly you are a hypercarry.

Top lane jax is risky and so demands more presence early game, when he is weak.

This is exactly it. These nerfs have very little to do with Icons but rather Jax's impact (in solo que) as a jungler.

Basically Jax was in a fine spot in Baron lane but crazy good as a jungler, we tried several times to nerf his jungle without impacting his Baron and couldn't find anything that went far enough. Thus we are trying this passive nerf. Ideally we want Jax to function in both positions (but we don't like the afk farming Jax play style) but that has been tricky to maintain, so while we expect this to be a rather large nerf to Jungle Jax, he needed it. This is the best option to maintain his Baron Lane, and bring Jungle to a much more reasonable level.


09 Jul

Comment

Originally posted by gheycub

Thank you for your response! I would presume one team would rarely get all three dragons, I just wanted to give an example. I’m also assuming due to the Ender Dragon spawn time it’s impossible for both teams to get Dragon Slayer. I’m pleased to hear you have no intention of turning Wild Rift into a brawler. I actually enjoyed the fourth version the most because it felt the least stressful, gave me a lot of breathing room to strategize, and included the Dragon Soul, but I presume game length was an issue because they did feel longer in that version. I would really hate to see Wild Rift end up catering to players who want a brawler and would like to see those players easily punished by good strategy.

Are you able to give us an indication as to what the dragon spawn times will be? Is it 5 minutes for initial spawn and then 5 minutes between kills? Also, how long will the Ender Dragon buff last? Will Baron have all the same spawn times and buff duration?

The 4th version, the one you are talking about, had some benefits, but it had some major clarity issues, pushed the map change back further than we would like (it kind of forced the map change after the 2nd Dragon's death), and the scoring system was a bit funky (why is one dragon worth one point and another worth 2?)

As for the 3.3 version

You will never see more than 3 Elemental Dragons in a single match, so only one team can stack them for the Dragon Slayer buff.

Initial Spawn time is at 5 minutes, and I I think it has a 5 minute respawn (though I might be miss remembering details).

Baron and Rift Herald are unchanged.

Comment

Originally posted by gheycub

Neither team would get Dragon Slayer in your example. Your team needs to kill two dragons in order to get the Slayer mechanic. So in your example, which ever team killed the third dragon would be granted Dragon Slayer.

This is correct, it is granted after a team slays their second dragon.

Comment

Originally posted by Intelligent-Curve-19

Yes elder dragon is a permanent effect unlike baron buff. Its very OP and there’s like no way to comeback against it unless the team throws super hard. During icons, whichever team gets elder wins the game.

I think there is some confusion, the current live Elder Dragon's buff is permanent, but in Elemental Rift, the buff will expire if the player dies or if time runs out.

Elder Dragon will respawn as a way to get the buff back or for the other team to claim it if they can hold out.

Comment

Originally posted by bitchidunno

Question: Do dragons repeat spawn?

Like, is it possible to have 1st dragon as Infernal and 2nd dragon as also Infernal?

Also does the Elder Dragon respawn, or is it a one time thing only, and how long does the Elder buff last in this version?

Elemental Dragons do not repeat, you can get all 3 Elemental Dragons in a single game.

Elder Dragon does respawn, I don't remember off hand how long the buff lasts.

Comment

Originally posted by gheycub

First off, I hope I’m understanding this correctly. Let me give an example of how I presume the Dragon Slayer buff will work if I kill three dragons in this order: Infernal (AD and AP increased by 4/8/12%), Mountain (AR and MR increased by 6+3%/12+6%/18+9%), and then Ocean (Regen 3/6/9% health every 5 seconds)…

First we kill an infernal: AD and AP increased by 4% (the map also changes to an Elemental Mountain Rift)

Second we kill a Mountain Dragon: We gain the dragon slayer buff so now we have two dragons which means AD and AP increased by 8% from the infernal dragon AND AR and MR increased by 12+6% (instead of 6+3% because we have Dragon Slayer)

Third we kill an Ocean Dragon: Which means we have three dragons and therefore we gain AD and AP increased by 12%, AR and MR increased by 18+9%, AND regen 9% of missing health every 5 seconds

Is this correct? The two things I want to make sure I’m understanding correctly is how the Dragon Slayer buff w...

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Your first example is correct, if teams are slaying dragons fast enough all 3 Elemental dragons will spawn. The only thing that would stop this from happening is the Elder Dragon spawning and interrupting that, similar to how Baron can stop the second Rift Herald spawn.

I hear you on wanting a less stressful game, and we are hoping that these changes still achieve that too. Stress was is one of the big strikes against the Bo3 version.

A team getting all 3 dragons should be a rare occerance, and is really there to end a game if a team has been dominating the entire time. Elder spawning at 19 minutes is there as the big-ticket objective for ending games acting as a comeback mechanic if a team manages to hold on or the game-ender for a team having trouble closing out the game.

I wouldn't worry too much about Wild Rift becoming a brawler. While many players often pick fights that isn't the only way to win, and as players become better at the game they get a bett...

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