League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




29 Jun

Comment

Originally posted by Naro_Lucian

I should clarify. Yes, scaling champs should be fully built by the 22 minute mark, but as stated, the vast majority of games don't even reach the 22 minute mark. I don't have any data so I could be wrong, but it seems like due to the faster paced nature of wild rift compared to pc, end game scaling champions and runes are already under picked/used. The meta damage rune is brutal over gathering storm because early game and snowballing is more reliable then praying to reach the end game that won't always happen. Not to mention wr players quit way to early thinking a game is decided after the first objective. Gathering storm for example, gets really useful after the 25 minute mark but that's a small fraction of games and even less so with self destruct towers.

This change would further discourage players from picking late game scaling character and runes. Burtal will be used even more.

The benefit to me does not outweigh the cons. Games are faster, but a whole style of...

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You are right that there is a difference in the champion select rules, but the actual in-game rules are 100% the same.

The reality is, there isn't any disagreement about there being a limit on how long games should last. The details about what that time is are what is important. I think it is easy to agree that we don't want 1h or 30min games, so it is really about finding what that time is.

I don't think this will have much of an impact on shaping behavior or what champions are picked. Several people are talking about this being used as a stalling strategy, but others are saying it could hurt these stalling champions. We don't expect this to be something that has an impact on most players. A drastically small percentage of games even make it to this point, and those that do tend to be lower elo skewed. Looking at my own match history I don't have a single game where this would come into effect, and I suspect yours doesn't have any games either.

If this e...

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Comment

Originally posted by beclipse

Ok, but what about Veigar? He needs a nerf as soon as possible, his cage power is insane. Also Akali's energy regen was nerfed too much, she needs a buff more than Katarina.

What is your evidence for champions needing buffs and nerfs? It is very possible that these champions do need some adjustments (I haven't looked at their data recently). Historically Akali has been weak, but is highly frustrating for many players.

Comment

Originally posted by Naro_Lucian

Seeing as the two mains reasons for this change are making games shorter and giving a losing team a fighting chance, this should only be implemented in standard games.

Ranked matches are all about skill, so an artificial comeback mechanic defeats the whole point of the ranked system. Baron already serves as a more natural comeback mechanic for a losing team.

As for games being shorter, this again makes sense in a standard game where people are playing casually in a limited time, but has no place in ranked matches. You should be committed to playing the required amount of time needed. Wild Rift is already much shorter than League PC, which makes early game champs, runes, and assassins stronger. Making games even shorter makes scaling champs, items, and runes even worse unless the meta shifts to stalling... which as you stated is not something you want to be the primary means of winning.

You should be at full build before 22 minutes, giving even our hard scaling champions plenty of time before this this even comes into effect.

As for this only being in normal, we don't want to have different rules for ranked/normals, and this comes from player feedback, where the majority of players play primarily, or exclusively ranked games.

We don't expect the meta to sh*t to stalling, however if it does then we can adjust this mechanic nothing is set in stone.

Comment

Originally posted by Elegaynte

Are you guys looking into Kayle? A lot of people have been complaining about how horrible she is, and justifiably so ever since she was nerfed too hard since the beginning of the year but she hasn't been acknowledged ever since and I already know a few Support Riot ticket employees who responded to me agree with my sentiment but nothing has been done about it yet. Lategame mid champions like Viegar get generously buffed but Kayle seems to get left in the dust and ignored. Sadge 😭

Endstep and I were talking about her the other day. The truth of it is that while many players on this subreddit say she is weak, she is actually doing fine. We would like to find a way to increase her satisfaction, but she doesn't actually need a buff.

Reddit can be a bit of an echo chamber, and many players over value the early game, where she is intended to be weak, but she is doing better than many popular champions.

Comment

Originally posted by Expensive-Patient-40

This may make me really sound like an ass as I know that the balance team doesn't do these balance changes because of numbers but in reality they really gotta start understanding that some champs are just better in different elos like Master yi for the low ELO and champs like Katerina and Lee sin for the higher elos they really need to start balancing around the specific elos instead of in general win rates

Done! The team takes multiple things into account when making balance changes, and we don't actually look at the general winrate of a champion, but when looking at winrate data we make a point to only look at their winrate in different elo brackets. This helps us target buffs/nerfs to those elos. For example lower elo games tend to go longer, so buffing a champions 3rd ability rank ups tends to favor lower elo games. Where as higher skilled players are able to close out games sooner and base stats (like base AD or health) tend to be better targets if we need to buff a champion at higher level play.

This isn't a universal rule, and different champions and abilities all have their quirks, but I hope that sheads some light on how we come to the types of changes that we do.

Comment

Hey I wanted to give some context on this feature because there seems to be a bit of understandable confusion around the details.

This is a tertiary way for games to end, we still fully expect players to end the game using Baron, Elder Dragon, Split Pushing, and Team fights, etc, long before anyone's base starts to burn. This is just there to make sure that no game drags on for longer than it needs to.

Goals:

  • Bring overly long games to a close.
    • Very few games ever make it even close to 22 minutes, but we want to make sure that no one feels trapped in a game just because a team won't end. Or exhausted after expecting to play a 15-20 minute game, which ends up taking half an hour.
  • Comeback potential
    • While we want advantaged teams to end games, we also want to create space for comebacks in the situations where you managed to hang on by the skin of your teeth. We don't want or expect this to become a primary win con...
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28 Jun


27 Jun

Comment

Originally posted by manurift

From nextdoormmr own words:

When putting a match together, all the matchmaker does is:
1)Grabs 10 players whose rank and MMR are close enough to each other.
2)Makes sure it can assign each player to a team and role such that the total MMR between the two teams is within an allowed MMR gap and role preferences work.

So you won't get those massive gap difference you're talking about, that's would break the whole ELO system.
When you get into a losing strike, it means you are at your peak performance and the mmr is matching you with similary good enemies, so you have to give the best of you to actually win. That's a good thing, it means the mmr works, you just can't stomp your way to challenger.

Yeah, pretty much this.

The matchmaker does have some flexibility to expand the initial lobby creation MMR gap based on current population, as long as it stays within the allowed rank gap (usually +/- 1 major rank from each party's average rank).


26 Jun