League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




06 Jun

Comment

A while ago we planned to buff Diana's jungle (passive deal 110% damage to jungle monsters, it was going to be 125%) but it turns out she was already just fine as a jungler. We left it at 110% to help signal she is fine as a jungler and give her that little extra boost, but the truth is she doesn't need it, she is already fine.

Fizz and Morgana are similar in that they are also fine junglers that many players overlook.

Comment

There are currently no plans for a Wild Rift durability patch. Wild Rift champions were already more durable than LoLPC in health, armor, and MR. It's likely a while before we start reaching similar concerns.


05 Jun

Comment

Originally posted by TheGivingTree7

Normalized is a great goal, I hope all the champions get there.

Neither high elo or low elo should be catered to, balance.

To be clear we never expect all champions or even Eve to be flat across elo. Some are better at low elos some at higher. This comes from the champions kit and how different players take advantage of their strengths and weaknesses.

It isn't about catering to different elo groups so much as it is building champions who are different. If the champion is highly strategic or requires complex inputs/combos, or provides utility they are likely a higher elo champion. But that doesn't mean we shouldn't make champions with those traits.


04 Jun

Comment

Originally posted by Oxabolt

I take back what i say then. Thanks for the insight on this, no idea why i didnt think about it from that prespective. Always just assumed she would be strong in low elo cuz others dont know how to handle the invis but never tought of the player

Ya it's an understandable take away. And the addition of pink wards don't actually nerf her as much as people think. They had really no effect on her, and for some players I suspect they actually got over confident and actually hurt themselves =p.

Basically she is a tricky champion to play well, because her camo is highly strategic, and you don't see many strategic plays in lower levels of play. But higher skilled players know how to abuse her to the point where she is one of the weakest champions in low elo and one of the strongest in high elo. This isn't ideal, and we would want her to be a bit more normalized, but the nature of her kit will always push some large skill differences.

Comment

Originally posted by gabrielegance

Poor Braum. He's my first Support and now he's slowly getting pushed out of the meta bc rito reslly likes nerfing FoL

It is unfortunate that FoL is really the only Keystone for him. Ideally we would open him up to more Keystones, but that is a bit tricky. Luckily if nerfing FoL hurts him too bad we can give him some compensation in the following patch.

Comment

Originally posted by Oxabolt

Evelynn nerf feels warranted tbh, she can still oneshot once fed. Does her job as an assasain.

Obviously she is going to be bad in high elo, but its not like assasins are strong against cooridinated teams except for a few exceptions(zed but even he gets countered by stasis).

Not every champ champ can be viable at every level of play. And even if that was possible, it would be impossible to achieve over the span of even a year through buffs and nerfs

Eve is a bit of a special case, many players think she is a low elo stomper. But low elo Eve players don't know how to take advantage of her stealth, she is actually crazy powerful (hence the nerfs) in higher elo. I would need to double check but I believe she has the largest variation in power between low and skillful play.

Comment

Originally posted by sipsop123

if you made the threshold strict ranked would be cleaned up of leavers over night. as it stands people are disconnected or leaving for several minute stretches and there is no penalty marker applied, so your thresholds are either way to loose--like 5+ minutes too loose--or they are not working as intended.

Better to start with a system more strict and loosen as necessary. Pretty clear to see if someone is disconnected for 2 mins--there is really no room to complain if they get flagged as a leaver in ranked at that point--too many people have no issue keeping an internet connection and having the time to play a full match.

I agree our thresholds can be tightened. It's not quite that simple because we don't always know when someone is disconnected. If we go too low we start tagging people who are camping brush several times in a game to wait for a gank opportunity or just waiting for item gold in the base. It also takes some time to reconnect to a game if you've crashed or something. So we try to be forgiving when someone is making their best effort to return, especially because it may not be their fault they were disconnected. Obviously there's a middle ground between our current state and something too short which we will be trying to hit.


03 Jun

Comment

The penalty is applied at the end of the game (usually you see a leaver tag on them in the scoreboard or ranked compensation messaging). However our AFK detection is pretty conservative to minimize false positives. Over time we are going to lower thresholds as we gain more confidence and tune our detection methods. We don't talk about the specifics of thresholds and exact methods because we don't want to help people to evade detection.


02 Jun


01 Jun


31 May


30 May


29 May