League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




22 Apr

Comment

Originally posted by MonoAsMe

IIRC the game was developed with colour blindness in mind so besides you wanting a yellow health bar, its already made in a way that it shouldn't be a problem.

I remember a dev responded to this question a long time ago in one of the threads.

Correct, we tried to make things red-green colorblind friendly from the start so we didn't need a setting. If anyone who is colorblind is running into visibility problems, I would love to hear what specific areas we could improve.


21 Apr


20 Apr

Comment

Low win rates can be deceiving because the system can find your MMR very quickly and it uses MMR in matchmaking. Some players get lucky and the system can't find opponents good enough early on and they end up with a positive win rate until they hit Master. The win rate is positive because their team MMR gap (their team - other team) has averaged positive for most of their matches.

Other players end up unlucky and the system is able to find similar and sometimes harder opponents to them and they end up with much harder matches and a negative team MMR gap on average.

You can have two equally good players with a pretty wide range of win rate (e.g. 45-55%). Because MMR is shown to be more accurate at predicting match outcomes, if you have 2 players with the same MMR and different win rates, it means they just had harder / easier match histories.

We can tell this in the data by:

  1. Find two players with the same MMR but one with a lower win rate and on...
Read more
Comment

Originally posted by gheycub

Thanks for sharing, I found this info very useful. I’m concerned what it might come down to is whether players (like myself) prefer longer matches versus players who prefer shorter matches. If this is the case, it will be very difficult to satisfy everyone unless you can find a happy compromised length.

I'm sure that is a factor, we are not trying to increase or reduce game time with these changes. There might be slight adjustments, if we feel we are getting something great for the increase/decrease. I personally think we could have slightly shorter games, but that is not a goal of these changes.

Comment

Originally posted by myraclejb

Have you tried the “bo5” model with accelerated spawns? Two drakes seems a little to easy to obtain and pushes for really fast games with a potential elder third drake. Maybe a minute earlier for first drake spawn and thirty seconds off current respawn timers. (As compared to live)

It depends on what exactly you mean by "accelerated spawn"? We have tried many different versions internally.

The nature of Bo5 means we would need a short respawn time, we don't want to go shorter than 4m. Even 4m doesn't really give us a good shape, and it really only means Dragon Soul comes online at a reasonable time if one team gets all 1 dragons. That is very realistic, or ideal for anyone so its more realistic to see 3/1 or 3/2 spreads. But then Dragon Soul comes on line FAR to late, and its even worse for the Elder Dragon.

5m initial spawn +~X || take time = 5m + x

4m respawn +~X || take time = 9m + x*2

4m respawn +~X || take time = 13m + x*3 (3/0 Dragon Soul)

4m respawn +~X || take time = 17m + x*4 (3/1 Dragon Soul)

4m respawn +~X || take time = 21m + x*5 (3/2 Dragon Soul)

4m respawn +~X || take time = 25m + x*6 (Elder)

In reality even these numbers aren't realistic. From looking at the average dragon take ti...

Read more
Comment

Originally posted by gheycub

Are bans going to be allowed in this version?

I believe it is still blind pick. But on the upside it doesn't have an OP Master Yi.

Comment

Originally posted by Overbunded

The elemental rift changes are stupif af, After first dragon is way too early, champs like rengar could take a huge advantage way way at the beginning.After 3rd was right maybe after 2nd.

What they meant about after killing 2 dragons u get a piece of a soul? Like half the benefits of a fully completed soul?

I feel like this will encourage people to go FF after the 2nd dragon lost.

That is a risk for sure, this will add more pressure to the second dragon, and we don't want to add too much, but we felt it was helpful to try out this version.

We saw a lot of feedback saying that the "Best of 5" model was too slow, so we wanted to test a "Best of 3" version to see how that shakes out. The Best of 3 Dragon Soul is weaker than you saw in the Best of 5, but we are also testing some versions internally with different models.

Comment

Originally posted by elshabwalaa

Elemental rift changing very interesting, cant wait to try it out, and the patch over all is very good.

As a reminder, we are testing Elemental Rift and looking to gather as much feedback about these changes as we can. These changes come from everyone's feedback on the previous version, so keep the feedback coming!


19 Apr


18 Apr

Comment

you are all very kind. thank you for how eloquent and honest you all are with feedback, but mostly i'll remember all your sick plays. some of you are way too good at this game.

i'll still be playing (and trolling the main WR accounts) in the future, so looking forward to seeing you in emerald DIAMOND NEXT SEASON BABY LET'S GO


17 Apr


16 Apr

Comment

The proposal you have here could be an interesting one, but it is a different item with a very different goal in mind than we had for Hextech Megadrive. Mages already have a few starting items (RoA, Archangels, Luden's, and Soulstealer) and it can be tricky knowing what the right choice is in a given situation (hint: players are sleeping on Soulstealer).

Megadrive has started to see play on Rakan after the bug fix in 3.1, and we have a buff planned for the next patch. We expect the item to have a more narrow user base than some items, but we still like the shape of the item. Generally, new items have a slow adoption, and this is doubly so for more niche items.

We have just been cautious about over buffing it, but plenty of levers already exist that we can tune around if it doesn't hit the support goals long term.

Comment

Originally posted by TerribleTeemoTime

If match making is going to concern itself with player experience at all, can you explain why you would not default to giving a duo queue with adc/support as their top picks the duo lane over all other combinations except for another duo with the same preference?

Why on earth would there not be an extremely high priority on giving a duo queue that prefers the duo lane the duo lane? The only thing that would make sense is if neither of us got the duo lane because another duo also wanted it, but most often we get split up. Sometimes this causes my friends to ragequit the match or even the game entirely.

Most of the time you will get your positions, but there are exceptions that happen due to the random nature of all the factors matchmaking has to balance: wait time, ping, rank, MMR, team balance, and position. Sometimes you get another player in there who just hasn't been able to play their position recently, whereas you have, and it's just their turn so to speak.