League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




17 Mar

Comment

Originally posted by arkain123

How does hextech interact with ongoing slows like ziggs bomb field? Do I get 15% less cooldown on my stasis for every champion I hit?

It doesn't apply to slows, but if you get a 5 person knock-up on Ziggs Satchel Charge it will apply the refund effect 5 times.


16 Mar

Comment

Originally posted by gangwithani

I was wondering as slows stack in wild rift, what is the formula for additional slows as there is 0 info about it elsewhere and additional slows give diminishing returns, and also is the lowest movespeed cap 134?

Here is how slows are calculated.

  • Raw Movement Speed = (Base Movement Speed + Flat Movement Bonus) x (1+ Aggregation of Haste Percentage) x (1 - Aggregation of Slow Percentage)
  • Aggregation of Haste Percentage

    • Hastes stack fully
  • Aggregation of Slow Percentage

    • Slows stack with 30% efficiency past the strongest
      • Ex: 10% Slow + 30% Slow + 20% Slow results in
      • 30% + 3% + 6% = 39%
  • If multiple slows are at same strength, all except the first one stack at 30% efficiency

    • Ex: 30% Slow + 30% Slow
Comment

Originally posted by Yazzypoo101

I wish I had an apt response for this, but I don’t. I just know it “feels” bad. Don’t get me wrong, it lets me abuse melee assassins that become awfully tanky whilst dishing out plenty of damage. I just don’t know if that’s the goal.

The goal is to try and keep these champions in a relatively balanced state, but even with these changes, Rengar is a bit weaker than we would like. I do agree that making him tankier and dealing increased damage isn't ideal, but the alternative would be for him to be VERY weak, with our current tools.


15 Mar

Comment

Originally posted by Yazzypoo101

I play A LOT of Aram. Let me tell you, the damage reductions and buffs make some stuff feel awful. If you’re a champ at 85-95 percent dmg, and attack a unit with a 10-20 percent dmg reduction, even your crits often feel weak. I wish they’d implement a different balancing system, other than “you do more dmg or take less dmg, or both”

It is something we have talked about, and do want to expand our balance tools for maps and modes. Things like damage to/from turrets/minions are likely ones, though it comes down to prioritization.


14 Mar

Comment

Originally posted by frank_asisi

but yuumi W is also affected by imparied movement but you still can use W when slowed

It sounds like there might be some confusion. Yuumi's W gets put on a 5s CD if she is immobilized (Hard CC), but like you said, she can still use it after being slowed.

If slows are blocking that, or if a slow is causing problems in another area then it might be a bug that I am not aware of.

Comment

Originally posted by instinct_hulk

It would be really helpful if we get rune stats after games in the future tnq

It is something we would like to have too, but it would require a lot of extra work for not a lot of value right now. Down the line, it would be good to have, but it would require new hookups, and UI for something that most would likely not look at, so our focus has been on other areas atm.

Comment

Yes, slowing an enemy's movement counts as impairing it, and does trigger the weakness rune.

Comment

Originally posted by nickersb24

Ok thanks - but that ur criteria set to look at the problem based on the insec ability… like I get how iconic that was when it was brought to competitive League - but I’m sure it wasn’t part of the ability’s original design.

Look at Jax as a counter example - where the team was happy to just remove the ability to q to wards (ward hopping).

So by comparison, a fleeing Lee Sin can q to enemy target and dash, then a totally un- targetable dash with w, then flash - no other champ can compare to this level of mobility and is unprecedented in the game - all because the dev team wanted to keep the ability to insec?

I would say he can still insec but needs more prep, like a pre-placed ward or at the least allow it to target enemies as well as allies - but to go the whole hog instead and give him an un-targeted dash to me seems like over kill.

Truly tho, I’d rather see all champs buffed to his level than nerfing him. The difference between the community’s pe...

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Jax's leap doesn't lead to a combo that is iconic for the champion. It is used for an escape or an engage, for an already powerful champion. Where as Lee Sin's is part of a combo, that if not present, would feel like he isn't himself.

You are right, we could make ward hoping the expected patter for Lee Sin to do his combo. I never said it wasn't possible, I said the controls would be bad, and clunky. Some people could do it for sure, but it doesn't mean it would be clean.

If you read my above responses you'll see me saying that Lee Sin isn't OP like many, on this forum, think. It's much more of a frustration problem. So if you are saying we should raise champions so that same frustration then I need to disagree. If you are saying we should bring all champions to his power level then expect nerfs to many champions. We tend to want to keep the champion pool at a relatively stable power level.

Both Lee Sin and Jax can be frustrating in their own ways, but Jax ...

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Comment

Originally posted by AdPsychological2597

Thank you for this rational response. I see a lot of people posting out of frustration and I totally empathize, but I appreciate your analysis and objectivity. Thanks for making a great game which I have enjoyed for many years. I am playing wild rift a lot right now because I don’t have the ability to sit in front of my computer as I once did. I hope you will pass on to that team my highest compliments! I had been hoping for soooo long that a mobile version of LoL would be made and I tried all of the clones on mobile. The clones always disappointed me. So thank you for creating this opportunity to experience all of the frustrations, achievements and accomplishments! Keep it up!

Thanks! I'm glad you are enjoying the game, and it means a lot to hear you share your love of the game. The team puts everything they can into the game because of how much you all, and us, love it.

As a long time moba player myself, Wild Rift is a bit of a dream come true for me too. And hearing people enjoying it makes everything that much better.


13 Mar

Comment

Originally posted by Endo_Dizzy

Thank you for taking time for thoughtful input on this topic. It’s very helpful and insightful to hear from someone on the team.

Happy to! You all make me better at doing my job, and it's a really fun part of it.

Comment

Originally posted by Ori_Grande

Akshan and Lucian is better off building crit than On-Hit, But any builds you suggest on them?

On-hit Akshan is really good, and a lot of fun. I'm not great with his 3, but when you get the hang of it things work really well.

Comment

Originally posted by nickersb24

Nice, but why not make his 2nd ability has to target allies like in SR? The free dash is a bit much imo

This is what I was touching on, when I mentioned the controls. Selecting a single target in Wild Rift isn't an ideal experience, and Lee Sin expects to be able to "Insec" where he dashes behind a target to kick them back into his team.

In LoLPC he needs to target a ward to do this, but in Wild Rift quickly placing a ward in the right spot, then targeting it with 2 is a VERY rough input to do. This is why he doesn't need a dash target in Wild Rift, but this leads to the frustration problem we are talking about.

Comment

Originally posted by Verbosu

Nice explanation, I feel frustated too when playing againts Lee. But one question, Graves has been nerfed a lot on the previous patch, does highly frustrating and statistivally weak also apply to Graves too? I always picking Graves whenever the enemy jungler picks Lee, but since Graves literally does 0 damage in the early game due to recent nerf, I don't see the motivation to pick Graves anymore.

I don't believe that Graves falls into this high frustration vs pool. I haven't seen Graves' recent data, but before the nerfs he was very strong, I believe he is now in a more balanced state.

Comment

Originally posted by KevHemin

I'm going to tell you why, statistics.

They only nerf or buff based on statistics(and maybe competitive). The truth is that Lee Sin has a < 50% win rate, because lot of people picks it but just a few knows how to play with it, the ones who knows how to play with it make it a super broken champion, while the guys who doesn't know how to play it, put the statistics in his favor in order to not be nerfed.

The same applies with other champions like Irelia, Akali, Fiora, Camille, Yasuo, etc. (I am not saying they are broken) just they got low win rate besides a guy who knows how to play them could be having very high win rate with them.

This is somewhat true, we do take player perception into account when deciding changes. But neither player perception or a champion's statistics are the only thing taken into account.

And even with pure statistics amongst high-skilled, frequent Lee Sin players he does not have a high winrate.

He can be frustrating to play against for sure, and there are several champions that we can think of as highly frustrating that are statistically weak. Akali and Lee Sin are the two that most come to mind.

In order for this conversation to move forward it really needs to change from "these champions are OP and need nerfs" (because every objective source says otherwise), and needs to be reframed as "I find X champion is frustrating to play against, I feel like ...".

With this mind set we understand that his 2's untargeted dash is a common point of frustration, but that is highly unlikely to change because of the constraints of the game's controls. Another commo...

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