Archive

Posts Tagged ‘Tribunal’

 

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Summary

On the board forums,Ghostcrawler and Sotere discussed in length the current balance issues with League – mobility creep, an overtuned jungle and a lack of champion diversity. Over on Reddit, Lyte commented on the new Tribunal and what features will carry on from the old one. Lastly, we have a confirmation that Team Builder will be available for Ranked Games, a minor buff to Urgot coming soon, a discussion on champions with ‘bad identity’ and an awesome community spotlight showing Katarina’s daggers forged in real life.

 

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How do you want or expect this season to play out

Ghostcrawler New PortraitWe want more champ diversity. A lot of the preseason changes were made with the goal of having games play out differently. Overall we are happy with the changes made to towers, objectives and the jungle, but it hasn’t yet created the space for more champs. (I should add at least within one region – if you look world-wide, diversity is preety good, but that’s largely because different champs are getting played in different parts of the world.) We knew the changes would be disruptive, meaning it might take players a few patches to explore the best strategies to use in the new environment, but things are starting to settle in now and diversity isn’t where we want it to be.

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What do you mean by wanting strategic diversity

Ghostcrawler New PortraitStrategic diversity refers both to champs and to the game itself. If every game is won with a similar comp (even if the champs are different) or every games be becomes a 5 dragon stack, then the risk still exists that the third game you play feels exactly like the previous two. On the topic of champ diversity specifically, it’s not a reasonable expectation or a goal to have every champ played equally. Champs have different play styles and themes and that all factors in. But we can do better than we do today.

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How exactly do you plan on dealing with mobility creep

Ghostcrawler New PortraitMobility is fun and useful or we wouldnt’t keep adding it to kits. The problem is that too often it comes for free just to give a champ a little extra pizzazz. Roles that need a lot of mobility, like assassins, aren’t a huge problem, but roles that already bring a lot to the table, especially mages and ADCs, can be. Even with these it doesn’t need to be an ironclad rule that they can’t dash, but they do need to pay for it elsewhere in their power budget. For these champs, we are less likely to nerf their movement mechanic and more likely to reduce their damage, survivability or control to pay for the mechanic.

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Would you agree the jungle is currently overtuned

Sotere New PortraitWe are constantly following up on the state of the jungle. Turret shields also have changes on the docket for 5.05. Giving players time to figure out changes could be construed a number of ways. Should we not change the jungle, and leave Turret Shields exactly the way they are such that players innovate around those changes?

I frequently think about and ask others in the office: what would happen to the game if we (Riot) took our hands off the wheel for a year? Would it be a better or worse game? Undoubtedly, players would innovate and we’d see some very creative meta manifestations. Overall, though, I’m confident that we do more good than harm with our updates.

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Sotere New PortraitIt is fair criticism that we overly focus on the jungle and not on the champions. I would say (as someone who works more on the jungle/systems side) we believe that the jungle can be a place that caters more favorably to tanks and that is something we have not yet delivered on.

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How do you feel about people saying that towers are too weak

Sotere New PortraitI can understand why people feel this way: we have a lot of tools available in the game to destroy turrets quickly. Full tanks, which are pretty common, can also sit and tank a lot of turret shots. However, I’m fairly confident that turrets are just all around stronger than they were before the season swap. So much so that it might have deleterious effects on the game as a whole. This is actually the most troubling mismatch of perception to power for me in the game at the moment.

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How do you feel champion diversity relates to the LCS

Sotere New PortraitThe LCS (and pro play across the world) impacts player perception and thus play rate pretty dramatically. It is hard to imagine a world where pro play has little diversity but common play does. This makes it tricky, because pros have a lot of legitimate reasons to not add a ton of variety into their play. They often use picks to steal away high priority champions from the enemy team. Teams, imo, also get advantages by practicing with similar squads in repetition, so ‘surprise’ picks are less valuable.

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Are you OK with the same champions being played most of the time

Sotere New PortraitI definitely want to see more diversity. I think even if we get champion diversity to a state where it’s “okay” in our view, we’ll still see some repetition in picks. I think balance issues are the primary culprit, though there have been some cases where professional play stubbornly would not adopt certain champions and held onto others too long.

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Do you think mobility like that of Kalista and Yasuo is good for the game

Sotere New PortraitJust wanted to touch on one point here: while they are ‘free’ in the sense that they don’t cost a resource most of the time, they are much more conditional than Kassadin. He has freedom to move any direction he wants. Yasuo can only dash into enemy targets, Kalista needs something to hit to access most of her extra mobility. To that end, they’re probably more healthy.

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If Kalistas mobility becomes a problem would you nerf her free jump from Q

ISotere New Portrait probably wouldn’t be the one to give insight to CertainlyT for her future balancing. I don’t have particularly great insights into her play. That said, Pierce is one of the things I would be least excited to see changed.

When he was in ideation he got me into a conversation about her. He asked, (paraphrasing of course) “shadow isles evil-ish marksman, what weapon do they use?” I said spear. He said he’d already settled on that but was just making sure it made sense. Then he was like, “when you think of a spear thrower, what excites you about what they do?” My response was that I really liked in movies when the character launches the spear after throwing their whole body (jumping) into it. The extra momentum really sells the use of the weapon for me. I think Pierce sells that fantasy the most for me.

In her development she also would do more damage when moving forward with her passive, which I thought made a lot of thematic sense.

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I miss doing Tribunal work

Lyte Final PortraitEvery once in awhile, I see a thread like this and it’s a :( day.

Tribunal’s been down for 9 months, and we know that’s a long time. However, player behavior in League has been at record bests due to a few different systems that were implemented while Tribunal is being re-worked.

1) The new LeaverBuster has been out for 2 months now, and has pushed leavers/AFKs to a record low in the history of League. I’m hoping to share more data around this when we wrap up analyses.

2) The machine learning system has been extremely aggressive at combating racism, homophobia, sexism and death threats. Right now, these types of behaviors show up in approximately 2% of games globally. An interesting “test” is to think about your last few games, and think about the last time you actually saw someone use the “n” word, or c*nt, or similar obscene phrases.

3) There is a new intentional feeder detection system that has been banning out intentional feeders outright. We have a record low in number of players who are actually intentionally feeding (the old days of 0-20 and 5 Zeals are gone).

But, this is not an excuse for the Tribunal’s delay. It just turns out that re-working the Tribunal required re-working several foundational pieces of League, such as the Report System’s backend, how chat logs are generated on the platform, and how websites/front-ends are created across every server. When players think of “just” re-working the Tribunal, they don’t think about all these other pieces which are each complex systems.

In addition to the above, the new Tribunal will have the ability for players to review positive behaviors and reward players with in-game bonuses, and some algorithmic upgrades to improve efficiency of the system, accuracy in detecting troll voters, and improves overall system accuracy.

I’m happy to answer some questions for a bit tonight, but apologize for the delay in the system coming back.

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Being personally involved in cases feels rewarding

Lyte Final PortraitWe completely agree, there’s huge value in the ability for players to directly contribute to the community standards, whether it’s rewards or punishments.

Part of the re-work is actually re-working the Justice Review (the place players can visit to see their contributions to the community overall). What are some stats that players would like to see on the Justice Review?

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The Justice Rating made me feel bettering the community was worth it

Lyte Final PortraitThanks for the feedback. You’ll be happy to hear that we agree with a lot of it, and # of cases judged correctly, total number of cases, and toxic days prevented are staying.

In addition, we’re adding number of positive players you influenced (after all, it’s pretty awesome to know you made someone’s day!). We’re currently back and forth about what to do with the Justice Rating and Longest Streaks and whether we just need to change the definition of those things to motivate players to always make the best decision instead of what they think will increase these numbers.

The Tribunal’s tuning was always on the conservative side; toxic players might not agree and once in awhile you used to see these players complain on Reddit, but the system was always tuned such that we’d rather err on the cautious side and make sure no innocent players received a penalty instead of trying to target all known negative behaviors. Perhaps in the future we can allow top Tribunal voters (in terms of accuracy + engagement) be able to flag cases for our Player Support if the verdicts were wrong. We’ll see.

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Leaverbuster doesnt work leavers should be handled by the Tribunal

Lyte Final PortraitWe agree, there will always be some amount of emergency AFKs/Leavers.

However, before LeaverBuster, there were a lot of intentional leavers as well; surprisingly, a lot of players came from FPS/MMOs/etc where leaving really had no penalty, so they just Alt-F4’d or left in League thinking there were no penalties for MOBAs either.

We had to tackle that problem first, then it becomes a question of what should we do when there is the rare 4v5 match. We have some solutions in mind already, but want to see how LeaverBuster shakes out, and what the remaining issues are with leavers/AFKs.

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Upcoming minor buff to Urgot

Meddler Final PortraitWe’re going to try a small mana ratio on his shield in testing soon. That was something that showed some promise when tried briefly last time we were testing possible changes for Urgot. Didn’t proceed with it at the time due to a desire to focus on other things first and see what impact those had. The last set of changes certainly didn’t overbuff him though, so we’re going to look at it again.

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Do you think a champion can have a bad identity that can only be reworked

Meddler Final PortraitI’d argue it’s definitely possible to have a champion with a core identity that isn’t worth keeping. This will be a bit hyperbolic, but imagine a champion that was built around the core idea of ‘complete randomness’, expressed through things like a passive that reads ‘When attacking champions you have a 50% change to kill yourself per auto attack and a 50% chance to kill your target’. There’s a really distinct identity there, but it’s not one that’s going to result in good gameplay.

That’s a pretty extreme example though of course, and one that assumes something went really, really wrong during a champ’s development. Being more realistic, what we tend to see are problems with how an identity is executed on, more than problems with core identity. Old Soraka was a strong example of this. Soraka’s identity has always been as the healerest healer in LoL (even if she hasn’t necessarily always putting out the most actual healing). Her old, old kit however, that allowed her to spend mana to heal an ally and then top up her own mana for free, resulted in some lanes where nothing really happened. In some match ups Soraka’s lane couldn’t kill you, but damage dealt to her or her ADC didn’t stick, resulting in low action farm fests. Our conclusion there, eventually, was that ‘dedicated healer’ was a solid identity it was appropriate to include, but that it needed to be done in a way that didn’t nullify past action as strongly. As a result Soraka’s recent rework allowed her to put out significantly more healing per second, but at the expense of her own health, avoiding stagnant lanes. Same foundational concept, pretty different execution on it basically.

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 Why are Veigars changes locked for Patch 5 4

Meddler Final PortraitIn case it’s unclear the changes aren’t necessarily ‘permanent’ but they are what’s going into patch 5.4. Locked in this context means we’ve reached the patch deadline and can no longer make changes to content going out in it. We’re confident enough in this direction for Veigar that we think it’s appropriate to put the changes out, assess how he performs and then adjust as appropriate in following patches.

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Team Builder coming to Ranked Games

Lyte Final PortraitWe’re working on a Team Builder version of Ranked that is just selecting positions. That system in particular should help address problems like the one you noted.

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Follow Up

Can you explain how the system will work for Ranked

Lyte Final PortraitWe are locking down the final designs of Ranked Team Builder, so it’s still too early to talk about it!

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DJ Sona QA on February 24

DJ Sona’s tech crew steps out from behind the curtain for a question and answer session at 12:00 PSTon February 24. If you’re looking to go backstage with DJ Sona and the rest of the skins team, swing by with your questions!

If you missed DJ Sona’s opening set, get all the details on League’s premier disc jockey here.

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How to make Katarinas Daggers

Here’s some amazing blacksmith skills brought to the world of League:

 

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Reworks Urf and Dragons Banner

 

 Season 5 is fast approaching and we’ve been given some clues as to what we can expect. I’ve organized the major events in this article; note that while these are all confirmed, there’s no timeframe, so they might not happen in 2015.

 

 

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  Poppy is first on the gameplay update list and likely the high priority for the rework team right now. Morello has personally stated that Poppy is in a dire spot and needs a complete overhaul, one that would keep her theme of a hammer-wielding Yordle.

 Poppy is an example of Riot’s old design philosophies; making Champions that fit one purpose on the map and have clearly defined weaknesses. That was the intent. However, Poppy isn’t exactly handing out counterplay tips. Her main cons – an abysmally small mana pool and lack of wave-clear – don’t give enemies an opportunity to abuse; they just keep Poppy toned down so she doesn’t dominate. She’s more of an obstacle to play around rather than a Champion with interactive mechanics.

 The main offenders are her passive and ultimate. Blocking chunks of damage innately and constantly is just raw statistical power. The enemy gets hardly any feedback, visual or number-wise, when spells hit Poppy for halved damage. It’s not really a passive you can play around in a teamfight or even in lane, unless you’ve true damage or low-cooldown spells. Worse, still, this passive defines Poppy as a bruiser, meaning her appeal lies in bad design. Not the easiest Champion to rework.

Poppy Concept

 Diplomatic Immunity reminds me a bit of Magic The Gathering’s Black Lotus, in that almost every Champion can replace their ultimate with Poppy’s. It’s the best carry spell by miles, because it eliminates the threats that prevent a carry from carrying. In a game that’s focused around teamplay and Champion interactions, Poppy’s ultimate is deliberately made for zero interaction. And it’s another defining strength of Poppy’s; Diplomatic Immunity has existed for so long only because Poppy isn’t popular enough for it to be a considerable problem.

 At her core, Poppy is a fearless front-liner who smashes targets with a big hammer. That’s a cool concept, but it can definitely use less ridiculous mechanics to function. I’ll aim to cover her in a future Rework Forge article with ideas that might preserve her theme.

 

 

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 2014 passed without an ultimate skin and I think it was a good decision. Why? Two things were clear; one, DJ Sona was meant to be the year’s ultimate skin and two, the community’s feedback on the concept was mostly negative. Riot could had gone forward and made the skin in 2014 and it would likely had sold very well, but they listened to what players thought.

 With DJ Sona possibly being remade into a legendary skin, we don’t yet know who will get the ultimate skin. Rioters have teased info before, like that the chosen Champion has few skins and some have narrowed down choices to Lux or Xerath.  Regardless, we won’t know for sure until the skin is patched onto the PBE. Maybe we’ll get Dragonmaster Swain after all.

 

 

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Tristana is one of 16 Champions who were released during League’s Alpha in 2009. Her visuals are as outdated as they can be, so her being on the update list is great news.

Tristana RenderTristana’s kit may be 5-years-old, but it still holds up quite well in the meta, as we saw this year when itemization favored hyper-carries. Still, there are aging mechanics littered throughout. The obvious one is that Explosive Shot [ E ] is not a toggled spell. Since it can’t be disabled, it forces Tristana players to manage their last hits so one kill doesn’t ruin another. It also means a Trist player who has a point in E can’t freeze lanes. It’s certainly unique; no other Champion forces a player to think about last hitting ahead-of-time like that.

But this added difficulty isn’t essential for Tristana’s kit. It’s just there because you can’t have both a toggle and an active bound to a single key. It’s restricting game design, something Riot have gone past in recent years. If Tristana were released today, her E would, for example, make every X shot explode for bonus damage. It would certainly be streamlined to where players aren’t stuck with a passive they might not want.

There are technical issues to Tristana that the gameplay update will likely address. Her Rocket Jump is only visually a jump; it behaves like a dash, meaning it won’t go over Caitlyn’s traps, a Blitzcrank hook, a Bear Stance Udyr or any triggered stun. Speaking of stuns, those only affect Tristana after she’s landed, so if you Bandage Toss her as Amumu, you’ll stop at the point where you’ve landed the stun and not where Tristana will land at. Mechanically, the spell is inconsistent and just confusing for players who assume Rocket Jump interacts in certain ways, but it doesn’t.

Lastly, AP Trist. Although it’s most often a build for pub games, it will likely be gutted with the update. Riot have been adamant about multiple builds and Champions who are played in “unintended” ways usually get the short end of the stick when the patch hits. An AP build makes Tristana’s playstyle completely opposite to that of AD Trist which, in itself, is worth keeping.  But, given Riot’s history with alternative builds (Tryndamere, Rengar, Alistar, Lulu, Soraka, Katarina, and, most recently, AP Rek’Sai) they likely won’t be balancing Tristana for both options.

 

 

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 U.R.F was a massive hit with the playerbase in April of 2014. It was the most popular featured mode and the most requested one. Its roots are in DotA’s WTF mode and it’s great fun, but was taken away just a short month after its release.

 To say U.R.F was imbalanced would be an understatement. For example, Sona had a 77% winrate on U.R.F. Alistar could play tennis with your mangled corpse, Yorick was a god, most AD bruisers who are otherwise gated by CDs were ridiculous and you could watch the entire Lord of the Rings trilogy while being chain-snared by Morgana.

 Looking back at it, we all agree U.R.F was great, but we can’t deny it was a love-hate relationship. Balance is part of the equation when playing a competitive game for fun and players naturally tunnel on what’ll let them win easier, since winning is fun for most.  Featured modes are imbalanced, which is why they’re rotated out. If we want U.R.F to stay, we should view it in long terms; unfair picks would burn us out on an otherwise great addition to League.

 When Riot pulled the plug on U.R.F, they did so to fix the issues the mode had. We’ll most likely see it return in 2015, if not as a permanent mode, then at least as a better, more refined version of the old crowd favorite.

 

 

New Tribunal Banner

 

It’s been 8 months since the Tribunal was brought down for an overhaul. In that time, we got Chat Restrictions, bans from Ranked, 2-week bans and bans for intentional feeding to handle the toxicity (of our city). Though reports are still handled by real people, the lack of players reviewing cases has slowed down punishment to a crawl. You could be a dick to someone and not learn of said dick behavior until a few weeks later.

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 The Tribunal will, above all, distribute punishments and rewards faster. It will only take a few days following a closed case for action to be taken. To contrast, punishments at the moment are handed out in “waves”, meaning negative players are clumped together and restricted at the same time. The “pardon period” will also be made a lot shorter – a punished player will only get one warning and two chances before they lose their account.

 The new Tribunal will also be reviewing positive players for rewards in addition to its older features. This change may give players a tangible reason to act decent and that puts a welcome spin on how community behavior is handled. Every year the best Tribunal contributors will receive in-game rewards for their work.

 

 This mix of punishments and rewards will, hopefully, cover all types of players. Those who want skins may, for example, receive an exclusive skin for positive behavior. Respectively, negative players may be denied the Season’s Victorious skin. Players who value in-game status may earn or lose loading screen borders, etc.  To sum up, neutral and positive players will have in-game goals to strive for and remain neutral or positive and negative players will have punishments to keep them in line.

 Justice Reviews will be easier to manage. These are, in essence, “scoreboards” for Tribunal users to track their contribution to solving cases. They’re a good incentive for the “jury” to remain active, so making them more accessible means more people will stick around to keep the Tribunal functional.

 What’s missing from the list of features is, still, pre- and post-game chat logs. I personally think most toxicity takes place in Champion Select and if that area of player communication isn’t monitored, then the Tribunal loses a lot of its evidence for a case. I hope Tribunal users will be given access to these.

 The new Tribunal is taking similar time to develop as an average game by EA. And, while relying on slow systems for months-on-end is a tad aggravating, we’ll be getting mostly every feature requested. Let’s hope we can instantly ban people whose chat logs include “X or feed”.

 

 

Fiora Rework Banner

 

Fiora’s rework was an update teased too early, akin to Yorick’s rework. We know she’ll be getting a complete overhaul, but she isn’t a priority for the moment so shooting for 2015 is perhaps wishful thinking.

It’s evident why Fiora needs changes; a condensed explanation would be that she’s meant to be a Melee DPS, when she’s really a glorified assassin. Outplaying Fiora is rarely an option, since she’s effectively a lump of stats and targeted dashes. Similarly, she can’t outplay enemies herself. Put the two together and you get a one-trick pony whose success depends mostly on the match-up and rarely on mechanics or strategy.

Personally, I don’t think Fiora is a balance issue, but I consider her a failed concept. She’s the Grand Duelist, but only on paper. A duelist would time her attacks and wait for a crack in the enemy’s guard, but Fiora mostly relies on her three steroids to win fights. Her rapier could be Xin Zhao’s spear and little would change.

FioraUltSample (1)

Game Designer Guinsoo has shared ideas for Fiora in the past and they’re in a similar ballpark – more mobility and opportunity to outplay, at the cost of burst damage. Her role would change from a top laner to a mid laner or a jungler; the latter is interesting, since Melee ADCs have never really been competitive junglers.

 The rework team seems to be leaning towards excessive mobility to make Fiora viable. Given the over-abundance of mobility that’s currently in the game, it may be the only solution to make a Melee ADC competitive. But will that mobility take from the Champion’s power budget or will it just be tacked on?

 The main problem with Fiora will be the problem of Melee ADs in League. The archetype is usually too risky to warrant picking over Ranged ADs and bruisers. It makes Fiora’s rework that much more important for the game, since it can be an example of how melee carries should be designed in the future.

 

 

Warwick Rework banner


Warwick’s rework was teased several months ago on Reddit by Champion designer ZenonTheStoic. We already saw a preview of how unfun Warwick can be if left to his own devices in Patch 4.20. He’s a simple character with simple counterplay and that’s good to have for new players, but it’s hard to make the formula competitive and fair. The suggested rework has a lot of skillshots and requires proper positioning, which would make Warwick much easier to balance, since enemies can interact with him beyond buying QSS.

 

Eternal_ThirstEternal Thirst Passive ]

  • . AAs deal 2% of their target’s max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you’re faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).

 

Hungering_StrikeHungering Strikes [ Q ]

  • Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it’s super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you’d get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp–a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.)

This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)

 

Hunter's_CallHowl [ W ]

  • (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.

 

Blood_ScentBlood Scent / Hamstring [ E ]

  • Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn’t all kick in at once but becomes stronger as revealed target gets lower.)
  • Active: Hamstring. This is the “boomerang move”. You’re standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you’ll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.

 

Infinite_DuressFinite Duress [ R ]

  • Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.

 

 There’s no set date for when we’ll see Warwick’s rework and no evidence that the suggested rework is anything but an experiment. He isn’t on the gameplay update list (yet), but he’s being worked on and we’ll likely see him revamped this year.

 An interesting observation is that Warwick hasn’t received a texture rebalance. Given that his model and animations are outdated, it suggests a visual update is on its way to complement his gameplay rework. And it may happen way sooner than we expect.

 

 

Ao Shin Banner

 

Ao Shin was a hot topic in 2013 when he was teased, but since then there hasn’t been news on the Champion. The gist of the design is an Eastern-themed storm dragon that can both support allies and be a teamfight threat. He’s meant to fill concepts that aren’t already occupied by Shyvana (half-dragon) and Janna (storm sorceress). Being an interpretation of a Chinese dragon, he won’t be breathing fire; his powers will be based around controlling elements.

Ao-Shin-Sketches

From the teaser:

 “Ao Shin embodies this elemental duality, capable of raining good fortune on his allies and, in the very next breath, bringing stormy, thunderous ruin upon his foes.”

 Gameplay-wise, the direction seems to be a hybrid between a support character and an AoE mage. This may mean Ao Shin will have dual-effect spells that change depending on who they target, like Lulu. Also, given that most new Champions don’t use mana, he might have a completely new resource to fuel his hybrid kit.

 The teaser mentions that Ao Shin will come when Ionia is faced with its biggest crisis, so his release will likely be tied to a major lore event. Again, we may not see him this year, but if we do, we’ll get plenty of forewarning. For now, we’ve Champion Designer Meddler‘s explanation why we won’t be seeing Ao Shin for a while:

 

When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick.

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

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Replays & East Coast Servers

Both will be available as DLC for Half Life 3.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

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Summary Final Banner

 

Recent News Banner

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All PBE Updates for Patch 4 22 Cycle

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New Tribunal Banner

 

 

If the Tribunal is down, how are reports stored

Lyte Final PortraitReports are still being used by a variety of systems that aren’t tied to the Tribunal.

Some examples include:

  • Chat Restrictions, which are given to players who show moderate verbal toxicity.
  • Intentional Feeder Bans, which are given to players who currently show intentional feeding patterns in their games.
  • Ranked Restrictions, which are given to players who show toxicity in Ranked Modes and restricts them from playing Ranked until they improve their behaviors.
  • Escalated Bans, which are 14-day bans given to players who show extreme verbal toxicity.

There’s a team at Riot working hard on the Tribunal, and we realize it’s been down for 6 months now. One of the biggest problems of the system was the speed of its feedback loops, as it would often take longer than a week for a player to receive their punishment. As we’ve mentioned before, the faster the feedback, the better the results. A second problem was that many territories in the world never got a Tribunal at all due to hardware/infrastructure issues.

We intend to have more news about the Tribunal in 2015, and are planning some initial tests of the new system. For example, we’re seeing how current reports affect the new system, and we’ll be looking for some players to help us test the system on the PBE in 2015.

Some of the new features in the system include:

  • the ability to review positive players in the Tribunal and grant them some rewards
  • new ways for players to see their contributions to the community in the Justice Reviews
  • a visual update to the entire system, including the Case Review and Reform Cards
  • a new tier system for punishments so that players only get 1 warning and 2 chances before they completely lose their account
  • optimized algorithms that hopefully allow us to ensure that players get punished or rewarded within a few days of their Tribunal case (we still need to tune this)
  • the ability for awesome contributors in the Tribunal to earn some in-game rewards each year

There’s some other additions to the Tribunal, but these are some of the cooler things I’m looking forward to as a League player myself. Anyways, we’ll talk more about some of our plans on how we’ll re-introduce the Tribunal back into League in 2015. We apologize for the delay; unfortunately, scaling the Tribunal globally to millions of players proved to be more difficult than we initially expected… but when you’re making something that millions of people will use, nothing is ever easy.

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Wookieecookie Final PortraitGood question!

We still store reports on our servers and they are helpful for a number of different things.

You might have noticed but while the Tribunal is down we have a few features to monitor behavior. These include Chat Restriction, new Leaverbuster, PBJ Ban Audits, intentional feeding audits, and hack/scripting bans.

Reports are not the core of these features but they help us a lot. They especially help me or someone else on my team when we’re investigating a player.

We’re not looking at one or two reports and drawing conclusions, we know that such a small sample size is not really indicative of how a person may act in game. We’re always looking for trends and patterns.

That’s why I really REALLY encourage you to leave a report on any player you feel deserves it. But, most importantly; leave a comment explaining why!

A report with a comment is much more helpful and valuable to us than a blank report.

One rule of thumb I have when I report players is that if I can’t be bothered to leave an explanation why, then they probably were not worth reporting in the first place. :D

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Do you assume that all blank reports are pointless

Wookieecookie Final PortraitOh, don’t get me wrong! We still do use reports without comments. It’s just more helpful for us when there is a note explaining why.

Don’t feel like you have to write an essay either! Being brief and descriptive is all you’ll need. (Although if you have more to say, that’s fine too!)

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Does that mean that the Honor ribbons are going away

Lyte Final PortraitWe actually have a follow-up design to Honor that will make it compatible with the new Tribunal.

It won’t come out at the same time, but Honor is something we’re working on in 2015.

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Will the new Tribunal accept reports from Custom Games

Lyte Final PortraitAt this time, the launch of the new Tribunal does not include support for Custom Games; however, what queues are “active” or not are a simple toggle in the new system.

As with any new system we want to manage the launch very carefully and not simply open the floodgates of every queue on the system. If all matchmade queues are doing well after the Tribunal launch and we want to expand into Custom Games, we can.

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How will positive players be rewarded by the Tribunal

Lyte Final PortraitWhen players log into the new Tribunal they will be presented with a random case that could be Negative, Neutral or Positive. Because there’s 3 options and random “test” cases, it’s very difficult for players to simply spam “Punish” in the new system because they’ll quickly get flagged for being highly inaccurate, and also this new setup encourages players to dive deeper into cases and read the details instead of potentially seeing something like 90% of cases be punishable.

If you get presented a Positive case, and you vote Positive, the player in the case will get a small in-game prize that is still TBD but should be a nice little pat on the back for the player. Players that are rated positive in the Tribunal often will also be eligible for more frequent rewards like the double IP Boost we tested a few weeks ago.

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Why did you shut down the old Tribunal while working on the new one

Lyte Final PortraitUnfortunately, maintaining a “live” system is a decent amount of work for a team so if we kept the old system up and running it would have potentially taken much longer to get the new system up. It is also much harder to run some analytics and research tests when 2 systems are concurrently “live.” For example, it was much easier to run Escalated Ban and Ranked Restriction tests without an old Tribunal also reviewing cases and judging the same behaviors these other systems were monitoring and punishing for. Now that we understand how Escalated Bans and Ranked Restrictions work without any other systems interfering, we can incorporate them much easier into the new Tribunal.

Not to get into the nitty gritty, but for example if we’re upgrading tech stacks or hardware throughout League of Legends, this team would have to keep up with these changes on the old system while also building a new one for the future so it’s also a lot of redundant work.

Although it was a painful choice, and one that we can debate for the ages, we made the choice to shut the old Tribunal down to focus all team resources on the new one.

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Reports stored arent read by real people

Lyte Final PortraitThis is false for several reasons.

One, the Report System takes into account every player’s report accuracy. If your reports are accurate, your reports will mean more and the systems will actually take your votes into account.

If your reports are inaccurate, if you spam reports, or if you simply do silly things like get a premade group of 4 to report someone for no reason, your reports will lose value over time.

If reports just resulted in punishment no matter what, trust me, you’d hear about millions of false positives on the forums, not just a few players complaining about their bans every so often.

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Why is Lee Sin being ignored as an issue

Scruffy Final PortraitNothing to see here folks… move along…

Only Kidding! I don’t think we have anything against talking about Lee Sin, we just don’t comment on every thread that pops up on the boards.

On subject, there is a lot to talk about with Lee Sin as a champion. Just to name a few things:

  • He’s fun as hell with a high skill cap and lots of depth to his play (love this)
  • He is pretty unfocused, and this is more of a symptom of the older champ development style that he was created in (see irelia etc). The question of “what makes lee sin special as a champ?” isn’t easy to answer – is it mobility, tankiness, damage, who knows. He definitely needs a bit more focus, and that probably involves both toning down some of his unnecessary strengths and pumping up the things that are what make him really unique.
  • At any given time he may be a little strong or a little weak like any other champion. Number tuning happens a lot and our Live Balance team works full time to do this kind of work. If we aren’t addressing champs that are out of balance as quickly as we should, it’s fair to call us out.
  • Last thing, and this is more about just our resources and time – we can definitely make him a better champ, but there are 122 other champions in the game and IMO some need updating more than he does. (fully stacked urgot tear).

EDIT: A lot of you think that he is a very high priority problem right now holding back a lot of other junglers. We will take a serious look at where he is at currently in terms of pushing out other jungler’s viability.

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Every dominant Champion safe for Lee has been nerfed

Scruffy Final PortraitLee Sin has been nerfed many times in the past and if he continues to dominate he will be again. Sorry if that wasn’t clear above.

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So youll keep Lee Sin strong because hes popular

Scruffy Final PortraitI was more talking about a rework being lower priority. Buffs and nerfs are always things that should happen to keep the game balanced. We don’t want Lee or any other champion to be the clearly best jungler. There are 123 champs in the game for a reason, the diversity is a big reason why playing LoL is interesting.

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Lee Sin should be a top priority not after Sion or Soraka

Scruffy Final PortraitYou have a good point, we shouldn’t only focus on the bottom of the barrel champs as you say. Sometimes fixing an overly dominant pick can open up doors for a lot of other champs. I’ll do some more analysis and talk to the balance team about his current state to make sure we are doing all that we should for the character. I have a feeling that he was not the top of their priority list in the most recent patch (cough warwick).

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PBE Renekton Banner

[ Note ] You can find the full changelist on Renekton here.

 

 

SmashGizmo Final PortraitHey guys, SmashGizmo here to give some context on the Renekton changes that just hit PBE today. Essentially, we’re looking to do two things here:

Give Renekton a lot more Fury when he’s fighting champions and a little less Fury when he’s not interacting with champions.

 

Reign of Anger [ Passive ]

  • FURY DECAY RATE:: 2/second >>> 4/second

Cull the Meek [ Q ]

  • FURY GENERATION ON NON-CHAMPION HIT:: 5/target >>> 2.5/target
  • FURY GENERATION ON CHAMPION HIT:: 5/target >>> 10/target

Ruthless Predator [ W ]

NEW – FURY GENERATION BONUS VS CHAMPIONS:: 10 Fury

Dice [ Second Part of E ]

  • NEW – FURY GENERATION ON NON-CHAMPION HIT:: 2.5/target
  • NEW – FURY GENERATION ON CHAMPION HIT:: 10/target

We really wanted to give Renekton some new ways to spike his Fury generation in teamfights without making his laning power go crazy, so we’ve put conditional Fury generation on all of his non-empowered abilities that is stronger vs. Champions than vs. minions. We also increased the decay rate on Fury so that Renekton doesn’t sit on full Fury without staying in combat.

Also, a small note here, Renekton has never generated Fury when using empowered abilities, so while the tooltips are being more explicit about this interaction, the mechanics haven’t been changed with regards to empowered abilities.

Smooth out Renekton’s healing from Cull the Meek so that it is still relevant later in the game.

Cull the Meek [ Q ]

  • HEALING VS MINIONS (Non Fury Enhanced):: 5% damage >>> 3/4.5/6/7.5/9 (+0.04 Bonus AD)
  • HEALING VS MINIONS (Fury Enhanced):: 10% damage >>> 9/13.5/18/22.5/27 (+0.12 Bonus AD)
  • HEALING VS CHAMPIONS (Non Fury Enhanced):: 20% damage >>> 9/13.5/18/22.5/27 (+0.12 Bonus AD)
  • HEALING VS CHAMPIONS (Fury Enhanced):: 40% damage >>> 27/40.5/54/67.5/81 (+0.36 Bonus AD)

I apologize for how mathy this ends up being, but the tl;dr here is that healing vs. minions is unchanged and the healing vs. champions is better vs. targets with higher armor. Basically, we wanted Renekton to still have the choice to heal himself with Empowered Q after opponents built armor, since the ability’s main function breaks down in the middle of teamfights on live right now. The current tuning on this healing is that he’s going from 20%/40% post-mitigation healing to 15%/30% pre-mitigation healing, which is almost always a buff for him (except at very very low armor values).

All in all, we’re just hoping to get Renekton into a better spot where his late game is not so impotent, while still leaving him with the strong early power curve we’ve come to know him for.

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Will Pulsefire Ezreal receive a visual update

IronStylus Final PortraitChances are we wouldn’t touch him unless we were doing an update across the board, not limited to just a TU. We do have concepts for his other skins but PFE is a major hurdle in the way of such an update. Not so much in the texture repaint, but everything from ability hookups to file structures to a lot of other technical stuff.

The character is 4 models with a pile of other assets. Though we’re itching to get at Ez also, we are indeed weary about affecting PFE. It’s a difficult call and if we were going to update him, we’d want to go pretty all in.

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What happened to the Yorick Rework

Scruffy Final PortraitYorick is a champ that really does need work, I agree.

To answer your question, unfortunately Xelnath is working on other things so the Yorick project is on hold. I know that we will come back to it some day and the work Xelnath did gives us a good head start. But he is currently not in the pipe.

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Meddler Final PortraitAs we’ve discussed in the past, and as Scruffy mentions in that thread you’ve linked, we agree Yorick’s got some problems that need fixing. We’ve never said we didn’t have any plans to do so however. He’s not currently scheduled in our update lineup, that’s because we can’t work on everything at once, not a lack of desire to make him better.


On the gameplay side at least (I can’t speak for certain about art or creative design) Yorick’s going to be a really large project. Maybe not quite as big as Sion, but at a guess pretty close and right now Poppy’s our biggest focus on the gameplay update front (few details athttp://na.leagueoflegends.com/en/news/champions-skins/champion-update/dev-blog-champion-updates). I get that it’s frustrating to see other champions prioritized above those you feel have a greater need, I do want to stress though that ‘not currently being worked on’ is not the same as ‘no plans to fix’.

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Is the Urgot rework next, or Poppys

Meddler Final PortraitLast I heard we hadn’t committed to a timeframe on Urgot (he’s another high value, but really large, job). Unless something goes wrong Poppy’s going to be the next really large gameplay rework. You’ll almost certainly see small and medium sized gameplay updates before her though.

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The community should make a wishlist for the store

SaberPrivateer Final PortraitWe’ve heard this quite a bit from players. It would make gifting a lot more meaningful if you can surprise a friend with exactly what they want. As opposed to having to message, “hey…umm…lets assume you were gonna get a gift, what would you want?” This is something we want to build but to set expectations, we won’t be getting to it anytime soon.

As for the shopping cart, a big trade-off is all the extra steps and clutter to account for the interface. We’ve made a decision to focus on efficient one-off purchases. A typical use case for this is hitting 4800 IP and running to the store to get that champ you’ve been saving up for!

I’d like to know more about what is going through your mind when you feel the need for a shopping cart? What is the thought process and other benefits?

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

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Summary

Stashu shared a new changelist for Cassiopeia with updates to her passive, Q and E, with most notably her Twin Fangs increasing the poison damage targets take. Also, Lyte took on Reddit to discuss excessive chat restrictions and what causes them, as well as sharing how Leaver Buster will catch AFK-ers in the future and how the Tribunal aims to reward positive players.

 

Recent News

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All PBE Updates from Patch 4.20 Cycle:

[ 07/11 ] Nerfs to Gnar, Katarina and Rammus, Buffs to Sona, Texture Rebalances for Riven and Jax, Preseason Tweaks, New Summoner Icons

[ 05/11 ] Kalista, Battlecast Alpha Skarner (Legendary), Battlecast Kog’Maw, Pickpocket Twitch, Captain Volibear, Safecracker Evelynn, Constable Trundle, Balance Changes, Texture Rebalances and More

 

 

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STASHU New PortraitHey guys, there’s been a lot of great discussion in My Thread and Canastus’s Thread . Keyword here being discussion — more than ever before, all of us felt that the others were listening, and I was really happy about that. Sadly, I didn’t sticky my own thread originally -.-, but luckily Canastus’s thread has been hot enough to stay on the front page. But yeah, I’ll be stickying this one >.>

Anyway! Over the course of this update, I’ve learned a ton, and I’d like to talk briefly about all of that and how it will inform me moving forward.

  • First and foremost, communication surrounding Cassiopeia’s update was just poor all around. It was late, rather weak, and felt pretty closed. Naturally, it’s unrealistic for me to respond to every post or to take everyone’s advice, but when I come across as just ignoring community feedback or completely misunderstanding general consensus, I’m clearly doing something wrong. I think we finally started to get to a good state of communication in the latter half of Canastus’s thread, and I’ll be sure to try to maintain this as we move forward. Thanks to everyone who’s stuck around through the communication nightmare and helped us get to this point.

  • In working towards out goals, we marginalized a lot of core Cassiopeia players’ favorites things about the champion. The problems we wanted to solve were/still are real problems, but the solutions we ultimately settled on had really heavy costs. The recent changes have been aimed at getting back a lot of the core Cassiopeia feeling while finding alternate solutions to the stated problems or refining/sharpening the ones we went with. We’re confident that we’re making big strides here, but there’s still a lot of room to improve to this end, and that’s really how I want to focus future discussions.

And that’s the main stuff. With that in mind, let’s look at the full list of PBE changes, with some updates that’ll hit soon:

 

Aspect of the Serpent New IconAspect of the Serpent [ Passive ]

  • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
  • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
    • Stack breakpoints adjusted to 100 / 250 / 500. Overall, these are hit sooner than the old 75/200/400 based on the new mechanics, but are definitely still up for discussion.

 

Noxious Blast New IconNoxious Blast [ Q ]

  • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s).
  • Now that the delay is actually reliable, 0.35s wastoo reliable (undodgeable). Slightly increasing this to 0.4.
  • Movement speed buff changed to a flat 25% (from 10 / 15 / 20 / 25 / 30%).
  • Noxious blast damage to 70 / 105 / 140 / 175 / 210 (from 75 / 115 / 155 / 195 / 235).
  • Mana cost changed to 45 / 50 / 55 / 60 / 65 (from 40 / 45 / 50 / 55 / 60 ).
    • The above mana/damage changes are to account for the spell just being much better overall, thanks to reliability increases and increased damage from E. We want the buffs to outweigh these slight nerfs for an overall boost in Q bower, but not as severely as they were.

 

Miasma New IconMiasma [ E ]

  • No change.

 

Twin Fang New IconTwin Fang [ E ]

  • Mana cost changed to 35 / 45 / 55 / 65 / 75 (from 30 / 45 / 60 / 75 / 90)Earlier, we removed the mana refund mechanic. This proved to be a poor decision, so we’re gonna put that back :)
    • Costs were just a bit high mid game before, but probably a little bit low for a 1 point spell. Will be monitoring this.
  • Now adds a debuff on the target which amplifies further poison damage by 25% for 5 seconds, stacks up to 2 times (50%).
  • Question: About the current CD, 0.5 s reset on cast might too low, as it makes Cass’s kite pattern very choppy. I’d love to hear what people would think about skimming off CD power here to smooth this out, and loading it into the DoT amp aspect, or something else. Thanks!

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

  • No change.

 

All of this is super Beta, but I think we’re getting a lot of good traction on some of these changes. So yeah, let’s keep the discussion going. Thanks all!

[The pbe changes won’t all be in tomorrow, but you can expect them within a few days. Sorry! Also, signing off for a bit, be back tomorrow]

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Her passive requires players to jump through too manyhoops just for bonuses that replace the nerfs to her kit

STASHU New PortraitBut but but the new passive change takes so many of the hoops away D:

Though, I do hear you (and everybody else who says this). I like what the CDR does for Q, W, and R, but obviously it doesn’t do much for E, except make the miss case less punishing (which is valuable, somewhat). We’re definitely still ideating on what could be more cool, and there have been some fun ideas floating around these threads. At the least, though, the CDR is functioning as we want it to.

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The damage nerf is just another example of you tacking on

a mechanic and then gutting a base stat to justify it

STASHU New PortraitYeah I see your point. This is definitely not the intent, if your worries prove to be the case, we’ll act accordingly. That said, from what I’ve seen of these changes, they really have just buffed the effectiveness of Q. Still preliminary data, and if that’s not the case, we’ll figure it out, but theory crafting all the ways in which this change will impact her DPS will only get us so far. If possible, try it out and let me know what you think :D

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Player Behavior Lyte Banner

The discussion spurred on Reddit after a player complained he’d received an extra 700 chat restrictions after he’d completed 500 chat restricted games.

 

 

I got even more chat restrictions after I’d finished my chat restricted games

Lyte Final PortraitUsually there’s a couple scenarios when a player goes through a chat restriction:

1) If the chat restrictions increase afterwards, it means the player was verbally abusive or toxic during their chat restrictions.

2) If the chat restrictions decrease afterwards, it means the player was on the path to reform, but hadn’t shown enough consistency for us to completely remove the restriction.

3) If the chat restrictions stop, it means the player showed enough neutral or positive behaviors that all penalties are removed.

Right now, it’s also possible to receive 500+ chat restrictions, which is basically the system’s way of saying “We don’t think you are on a path to reform and have received numerous chances,” and this is effectively a permanent chat restriction. This is a temporary solution until the Tribunal returns, and chat restrictions again just become a penalty type in the Tribunal.

There’s also a known issue where sometimes a player gets a chat restriction for gameplay toxicity, when they should have gotten a ban. This is rare but can happen, and is also fixed when the Tribunal returns.

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Why is it even possible to receive 500+ Chat Restricions

Lyte Final PortraitFor about 75% of players, they get 1 chat restriction and never get a 2nd.

For those with 500+ chat restrictions, it’s just a temporary band-aid until the new Tribunal system comes out. Players who have 500+ chat restrictions most likely aren’t interested in reform, so “capping” their potential toxicity is better game bans which force them to make new accounts and have unfiltered toxicity against new players.

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Do you expect the Tribunal to be back next Season

Lyte Final PortraitYes, there’s now a few teams working on player behavior related features instead of one. It took some time spinning up new teams and new Rioters, but we’re rolling now.

In fact, we have a new LeaverBuster system that aggressively identifies leavers/afks and is significantly more strict on leaving/afking in Ranked that we’ll talk about soon. I know some team members were looking for some PBE volunteers for testing out the new system, so PBE players should keep their eyes peeled.

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What changes can we expect for the Tribunal

Lyte Final PortraitOverall, the system is much more efficient than before. Each vote gives us more “value,” and we can determine a verdict on cases with fewer votes.

One of the big features I’m super excited about is the ability for players to review positive cases as well. Players who show positive behaviors will have cases built in the Tribunal and if the community believes they are positive, they’ll get a little prize.

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Follow Up

Can you elaborate on these “prizes” for positive players

Lyte Final PortraitTL DR: We’re going to try a mix of different rewards and punishments in the upcoming year. It’ll be important to get feedback from players about what rewards they care about the most, and why they care about it.


Incoming rant about “positive reinforcement” :)

The interesting thing about prizes and “positive reinforcement” is that it’s often misunderstood by people.

For example, I’ll often hear “why are we focused on punishment? Let’s just do positive reinforcement instead!” This is a flawed argument because the overall approach to player behavior in games isn’t about punishment OR reward. It’s both.

There are many, many types of players in League. Most players are neutral to positive, and a few players are toxic. However, every type of player is motivated by different things. Some players love skins. Some player love rank (social status). Some players love competition. Some players love teamwork. Different players have different motivations, and respond to different punishments and rewards.

There are some players out there that are toxic and ONLY care about competition. So, if we gave out skins to behave, these players wouldn’t care and Ranked behaviors might be exactly the same. However, the same players love social status, so if we remove their ability to earn loading borders and social status-bumping icons they now care and change their behaviors.

To truly improve player behavior across League of Legends, we need to incorporate a mix of approaches. We need rewards and positive reinforcement here and there to nudge neutral players to strive to be more positive, and to give positive players recognition for their contributions. But, we also need punishment for players unwilling to change, or who don’t care about “rewards.”

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Why arent players without received punishments rewardedwith skins like Judgement Kayle anymore

Lyte Final PortraitThere’s no excuse, we have some plans that you’ll hear about later in the year.

We’ve always believed that “good” players in League should get some recognition for their contributions to the community.

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Have you guys thought about limiting the numbers of bansplayers get per week

Lyte Final PortraitI think you meant limiting reports per week/month?

Some other games do this, but it puts players in a really awkward spot where they have to juggle reports. For example, “That was an awful experience… but do I use my report now? What if a player in the next game does something terrible too?” Now the player has no reports and no methods to combat the situation which is a terrible experience and makes players feel helpless.

What we’ve done instead is implement really sophisticated systems to “validate” reports. So, if a player is reporting frivolously, their reports simply lose “value” over time. Many of the players who troll report simply have their reports ignored by all behavioral systems. This solves the problem of troll reporting without removing the ability for the average player to combat toxicity.

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How does the new Leaver Buster system account for DCs

Lyte Final PortraitUnfortunately, a DC still means a poor experience for 4 to 9 other players in the game. So, although a DC might not be intentional, the system will still penalize you.

Fortunately, the system won’t be handing out game bans for DCs anymore and there is a different penalty.

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Follow Up

So if Im playing for fun and get DC

Lyte Final PortraitThe problem is, you “just trying to have fun” while having DC/game crashing issues means in nearly every game, you are forcing a 4v5 on 9 other players.

We should try everything we can to fix your problem, or else you will end up with penalties on your account. It’s not fair to you because it’s not your fault, but not doing anything to your account is not fair to the 9 other players being forced to play a 4v5.

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What if my client crashes Will I still get penalized

Lyte Final PortraitThe new LeaverBuster system has some lenience built in. So, if there’s truly an emergency, leaving once in awhile is not going to result in a harsh penalty.

However, DCs do still result in a miserable experience for 4-9 other players in the game. If a player has a bug/crash problem, they should fix it before queuing up for more games; otherwise, they will still get a penalty.

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Can troll reports extend the chat restriction period

Lyte Final PortraitFrivolous reports have actually never impacted chat restrictions. Frivolous reports have no “value” in the system.

If you are continuously getting chat restrictions, someone at Riot has reviewed the account at some point, or multiple systems have verified the restriction.

[ Link to Post ]

 

 

How will toxic behavior be handled by the new Tribunal

Lyte Final PortraitThe key to penalties is understanding that different players respond to different things. We need to find out what “matters” to a player to truly do something to stop the behavior.

So, Ranked Restrictions is super interesting because a lot of Ranked players want to play Ranked and earn rewards. If they lose that ability when they are toxic, they’ll opt to stop being toxic to keep doing what they love.

Refusal to cooperate with teammates is a tough one because it’s so subjective. If a player doesn’t listen to you or agree with you, is that a refusal to cooperate? For subjective behaviors like these we need to develop more advanced methods to improve our accuracy identifying the behaviors. We’re actually testing a system right now that tries to identify intentional leavers… and it’s catching quite a few players every week.

[ Link to Post ]

 

 

Any other player behavior-related features coming soon

Lyte Final PortraitWe’re wrapping up some polish with the new Suggested Players feature and what we call Team Builder Normals.

Our focus right now is on stuff like Tribunal, LeaverBuster, Honor, and exploring what a Ranked Team Builder could be.

[ Link to Post ]

 

 

Will the Tribunal cover reports made in its absence

Lyte Final PortraitThere are 2 systems in the background running while Tribunal is down, so every report is processed and punishments are handed out. This is why you generally see massive waves of game bans and chat restrictions go out on a daily basis.

Players who claim “shit won’t happen” are just bluffing to try to get players to stop reporting.

[ Link to Post ]

 



Single Posts

For the full discussion on updates to MMR Boosting policies, check below:

MMR-Boosting-Banner1

 

 

Can you make it clear what owning an account means

Rhojin New PortraitWhat I mean by account owner is the person who originally created the account. Sorry if I caused any confusion.

[ Link to Post ]

 

 

 

If were playing a 5v5 Ranked gamesomeone else play without being considered a

Rhojin New PortraitThis would be something that we consider to be MMR Boosting. While they are just logging on to finish a game because a team member disconnected, they are still a third party playing on an account that they did not create.

[ Link to Post ]

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Red Post Collection May 29 Banner


Official Announcements: One for All is Back with a Twist

Red Post Collection

Fan Art Showcase: All the Quinn Art in One Thread

Single Posts


Recent News:

 

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PBE-27-May-Banner

 

 

One For All is back with a twist Banner

One-For-All returns to live servers, but now the rules are slightly different.

 

Last time you tangoed with One for All, you could nuke the enemy team with five Final Sparks or chain together a series of Unstoppable Forces. Some teams even achieved immortality with back-to-back-to-back-to-back-to-back Chronoshifts.

Now it’s time for One For All: Mirror Mode! We’ve moved the action to the Howling Abyss and changed the rules so players on both teams clash with the same champ. Soon you’ll really play pinball with Monsoons, dodgeball with Dark Spheres or hide-and-seek with ten times the Noxious Traps.

For this iteration of One For All, champ select is determined by the combined nominations of both teams. A vote tracker shows the nominated champions – if one champ achieves a strict majority, they’re chosen. If not, we base the choice on a weighted random from all the nominated champs, so if four people vote for Amumu, three people pick Blitzcrank and the last three all pick different champs; there’s a 40% chance everyone plays Amumu, a 30% chance everyone plays Blitz and a 10% chance for each of the remaining champs!

After playing your first game, you’ll permanently unlock the One For All icon (it’ll take a few days to hit your account). Additionally, we’ve added a feature to One For All: Mirror Mode that allows you to purchase a Battle Boost for your team during champ select. If you purchase one (150 RP), you’ll temporarily unlock all the chosen champ’s currently available skins for yourself and your allies. Everyone on your team also gets a one game 100 IP boost!

This game mode was inspired by feedback from you guys, so let us know what you think! One For All: Mirror Mode will be live from May 29 through June 8 and we’ll be hanging out on the Community Beta looking for your thoughts and awesome ideas!




DevBlog the design values of League Banner


Morello recently posted an exploration of the defining game design that’s gone into League of Legends. 



morello Button Rioter Morello: It’s long been our belief that to make a long-lasting game, we can’t set our sights on a single target. Being able to constantly work on League of Legends means we’ll never stop evolving and (hopefully) improving the landscape of the game. Hand in hand with that philosophy is also our desire to improve how we communicate – to have a real, meaningful dialogue with all of you guys so we can stay connected to the community while also holding ourselves accountable for the changes we make.

On that note, communication is what this dev blog is about – if League is going to continue to evolve, then why shouldn’t the way we talk about the game? Specifically, how can we continue to have real, meaningful conversations?

This got us thinking that we should really sit down to establish a foundation for our talks: our values. At the center of every discussion, shared values – or knowing where we differ – arenecessary for the conversation to have meaning. Also, and more importantly, we can have conversations about where we’re successful and where we need more work. With these values out in the open, our hope is that if you don’t agree with a change, you at least understand where we’re coming from.

Ultimately, if our goal is to make a competitive, hardcore game that’ll last for decades (and it is!), then these are the values that will get us there.


Mastery


League of Legends is about the pursuit of mastery and challenge. A player can grow in skill, teamwork, decision making and adaptability, but being the best means learning all paths, not just picking one. We’ll always find new ways to reward and support a player’s developing mastery of the game.

Whether a player aspires to be a motivating in-game leader, a mechanically gifted marksman, or a trendsetting strategist who shapes the landscape; they’re pursuing mastery. Skilled players can carry the game on a few core aspects, but masters understand and work on all of them. Whether a player’s starting their 10th or 1000th game, there should always be new and exciting challenges to pursue.


Meaningful Choice


A meaningful choice requires tradeoffs. If it’s a no-brainer, it’s not interesting. If nobody understands the consequences of their decision, it’s not engaging. If there’s a better choice rather than a differentchoice, players become followers rather than pioneers. We support new strategies by ensuring that tradeoffs exist for the game as a whole.

Instead of offering a best path forward, we want to offer different paths forward that have real tradeoffs. Players should see changes that reflect this philosophy when we introduce strategic tradeoffs for emergent strategies, not because they’re new and unique, but usually because they’re dominating the scene.


Counterplay


Rich and exciting fights need to be two-sided, not one-sided. In order to dominate your opponent, you need to consistently outplay them, not just pull off that one perfect kill. League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight. We strive to ensure a player’s decisions, actions, and reactions matter.

While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it’s what you can do after that adds depth and complexity. We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.


Teamplay


No victory is won alone. Players need to rely on teammates to augment their strengths and cover their weaknesses. Supports can’t make plays without a team to follow up, and marksmen can’t dish out the damage without protection.

Rather than designing champions who do everything, we create distinct roles to enhance teamplay. Marksmen deal tons of damage, but they’ll likely deal tons more with a tank up front and a support by their side. Teamplay is also an avenue for self-expression. Whether a player wants an assassin that waits for the perfect engage or a tank that fights when he pleases, we want to present a wide selection of champions that can deliver on a variety of distinct roles.


Clarity


Players should fight their opponents, not the game. We strive to present information in a clear and precise way so that League can be about dominating opponents with skill and teamwork – not through bookkeeping hidden information.

Clarity means we want distinct, transparent mechanics in everything we design. When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible. This doesn’t mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can.


Evolution


A constantly evolving game is a healthy game. We will continually update League of Legends with new champions and mechanics. As long as we work through the lens of our design values, we believe we can create a more satisfying and compelling experience.

Players and designers are both a part of the League of Legends experience and evolution doesn’t come through inaction. Our commitment to evolution means we can keep League healthy and dynamic over a number of years. Mistakes will be made along the way, but with player feedback and consistent iteration, we can create a constantly improving, ever-evolving game.



With our values right here in the open, we can have open conversations about how we approach design in League of Legends. Better still, we can be held accountable when we make changes that aren’t in line. If you have any questions, feel free to leave them in the comments, but stay tuned for in-depth articles from senior League of Legends game designers on each core value. We’ll be updating this post as they go live!


 

Q: Why can’t we delete Teemo?



ghostcrawler Button Rioter GhostcrawlerOops. That was supposed to be the seventh design value.

 

 



Q: Why is Clarity so bad?


morello Button Rioter Morellohaha. Well, it is a good callout in how that choice isn’t very meaningful :)

 

 



Q: When will Mages be buffed?


morello Button Rioter MorelloWe’ve got Ghostcrawler – mages should be overpowered soon! ;)

Ducks




Q: Why was Feral Flare released on live servers in such a problematic state?


morello Button Rioter Morello: We agree – we messed up on Feral Flare, and that’s why I think it needs a lot more work. The great part about talking about these publicly is that you guys are better armed to talk about where we’re making mistakes.



 

Follow-up:


morello Button Rioter Morello: We messed up on Feral Flare – it wasn’t necessarily A mistake. Some of this is the “farm until big” play being SO extreme, but much of it is in the raw power. The tradeoffs weren’t there.

It was successful in opening up the jungle to other junglers – but there are also much deeper problems there in how that happens and what the enemy’s options are. I DO like that the strategy is different.

Wanna talk about egg on my face – let’s discuss how our direction on the jungle in the last 3 years has had the opposite effect.


 

Q: Will anything be done to prevent AFK-ers in Ranked?


morello Button Rioter MorelloThis is a complex issue, I feel your pain (I just had 3 AFKs in my own placement matches). Making a system that can tolerate or avoid this, without removing the meaning of rank (via a “gameable” system) is something we’re very interested in, though Lyte can speak much more intelligently on this than I.



Busted! If you rearrange the letters in “Singed” you get “Design”


Xelnath Button Rioter Xelnath: They’ve figured out that Designs and Singed are the same thing? Quickly, launch the orbital laser cannons!

 

 



Q: Are comebacks hard to design in League?


morello Button Rioter Morello: I think the balance between consequences and making this so you can comeback is hard to do, but something we’ll always be looking to smooth out. We don’t want the game to be “you can always win!<3″, but we do need to make it not about a single moment until later in the game.

These values are really a compass for where we’re going, not where we are today – many of our designs fail this rubric.


 

Q: Is LeBlanc problematic right now?


morello Button Rioter Morello: LeBlanc is tough – she takes skill mechanically, but if that player is skilled, there’s nothing you can do. What do we do?

By these values, we would change LeBlanc to add interaction/counterplay.

 



Q: Is Caitlyn too stagnant to meet your design goals? Why is she so hard to counter?


morello Button Rioter Morello: Agreed – it’s easy to see why Caitlyn performs well so consistently. Her range and safety eliminate any other tradeoffs pretty well. This makes her more self-sufficient and reliable, which then pushes out other picks who may have more appropriate strengths and weaknesses (say, Ashe).

In many cases, balance will look fine, but the ability to make choices that are variety, interesting and exciting can be really undermined by these all-purpose designs. Many of our gameplay reworks need to focus on this.


 

Suggestion: Make small hot-fixes for Champions who are problematic to counterplay and study the metrics in-between


ghostcrawler Button Rioter Ghostcrawler: Those are good points, and we do intend to follow up this general feature with dev blogs going into more detail on each value.

We don’t think randomness necessarily violates the clarity value. Randomness is just one of those challenges you need to overcome and can help ensure that players are actually reacting to current situations at that moment. When randomness gets out of control is when it gets to the point of randomly winning or losing, which was the problem we were trying to fix with fear.

In terms of counterplay, having a single powerful ability or even a combo that is tough to counter isn’t necessarily a violation of that value. As the opponent, you can time your own abilities to try and go in when your opponent’s cooldown is down for example. It’s when you feel like you literally have no options that counterplay is really being violated.

The specific tactic you suggest of making frequent small changes is a viable one and we have done that on occasion. There is also value to ripping the band-aid off quickly or making larger changes to make sure we’re actually moving the needle. It’s tactically simpler sometimes to overshoot the target and then correct back than it is to incrementally buff or nerf something that is going to end up taking dozens of increments to reach its target (if that makes sense).

Most of you got this intuitively, but it is worth restating that these values are aspirational — they are what we want the game to be. There are plenty of examples where we currently aren’t living up to the ideal, and those are things we want to fix over time.


 

Suggestion: Implement a Council of Players, similar like the one in EVE Online


ghostcrawler Button Rioter Ghostcrawler: I am personally very passionate about any mechanism that improves player and Rioter communication. While I am familiar with the CSM, I’m not immersed enough in EVE itself to know how players evaluate its success.



 

Q: Do point-and-click abilities lack counterplay?


Button Rioter DanielZKlein: Good question!

There are ways of putting counterplay into point and click abilities, though, to steal a Morello expression, in my opinion point and click (or more technically correct unit targeted abilities) are “guilty until proven innocent”. One way to add counterplay is range. Annie Q is okay because of its relatively low range. Another way of doing it is by having your cake and eating it too–aka Lucian Q, which is a unit targeted ability that borrows dodging counterplay from skillshots (but fails at execution; this could be a devblog all by itself).


 

Reminder: Design Philosophy vs Design Reality


Button Rioter DanielZKlein: Remember that this blog post describes our values and goals. We’re not saying “EVERYTHING CURRENTLY IN THE GAME PERFECTLY AND FLAWLESSLY ADHERES TO THESE STANDARDS”, we’re saying “this is the game we’re trying to make. All our design is striving to bring the game closer to this platonic ideal.” Do call us out whenever we do not live up to these values, but please don’t expect every single instance of where we fail to live up to these values to be fixed overnight. There are so, so many.

That said, I’m so happy this is out there now. It’ll make talking to you guys about design much easier and much more fruitful. Thanks to Morello and Pwyff for putting this together!

 



Does Chat Restricting Work Banner


The debate for whether chat restricting is proper punishment continues. Lyte and Wookiiecookie are once again on the forums to explain to players why they’re muted and how this system reforms toxic elements in the community.


Relevant Red Post Collections


Ymir-Chat-Restriction-Banner

Lyte-Chat-Restrictions-Banner

Lyte-WookieeCookie-Chat-Restriction-Bans-Banner



Q: What’s wrong with showing Tribunal chat in public?


WookieeCookie Button Rioter WookieecCookie: Since the reform card system is currently disabled (until the tribunal is back) it’s not exceptionally easy to get chat and provide it in a format that is acceptable for the public. We generally don’t manually release lines of chat as it takes some extra time to edit out information we don’t want to share. Since an excerpt of chat was already shared, I felt it appropriate to give extra context.



Q: Don’t we need something other than Tribunal reports so players know why they’re punished?


WookieeCookie Button Rioter WookieecCookie: We agree! Unfortunately the reform card is tied to the Tribunal System. Since we took the tribunal down for extended maintenance we had to disable reform cards as well. It would take too much work for us to transfer the reform card feature to the chat restriction experiment. That’s time we’d much rather spend on improving the Tribunal and getting it back online.

In the meantime, if players genuinely are concerned or frustrated about their chat restrictions they can write to Player Support to talk to my team about it.



Q: How does chat restricting work?


WookieeCookie Button Rioter WookieecCookie: You start the game off with 4 or 5 lines of chat. As you continue to play the game you will unlock a few additional lines of chat. This way, a player can still have the ability to communicate throughout the game but they will have to think strategically about what chat is important vs what is unnecessary banter.

You can check out our full knowledge base article on it here: https://support.leagueoflegends.com/…cted-Chat-Mode



Q: What about people who intentionally troll & feed? Why aren’t they punished?


WookieeCookie Button Rioter WookieecCookie: Players who feed, rage and troll are not immune to our punishment system. They are treated the same way as people that verbally abuse others. If they don’t respond to our chat restrictions then it’s very likely they’ll end up with other punishments like the loss of ranked rewards or in-game suspensions.



Q: Isn’t a Bachelor’s in Computer Science more impressive than a Ph.D in Psychology?


Lyte Button Rioter Lyte: Maybe. It depends what you’re looking for. In Neuroscience or Cognitive Neuroscience (the field I’m from), some of the top scientists in the field are former Computer Scientists or Physicists. In Economy, some of the top economists in the field are former Psychologists or Neuroscientists.

Psychology (whether it’s Social, Cognitive, etc) often collaborates hand-in-hand with Computer Scientists to help them out and vice versa.



Q: Why am I chat restricted when I don’t trash talk?


Lyte Button Rioter Lyte: Let’s be more constructive. Your chat restrictions were deserved. We generally prefer not to copy and paste chat logs, but just looking at a sampling of chat logs reveals negative behavior where you just piss off a lot of players. You will earn more chat restrictions or a permanent ban if you continue to behave this way, and even if you don’t agree that your behaviors are bad, many of your own peers don’t believe you should even be able to play League of Legends. In fact, in many games, even the enemy team is telling you to stop raging at your teammates because they are doing OK and just having a bad game.



“BECAUSE”
“YOU DON’T PEEL”
“OR MAYBE”
“YOUR NOOB WHOLE GAME”
“THIS RIVEN SUCKS”
“THIS RIVEN IS SO BAD. ASHE DOESN’T PEEL. ONLY KAT FEELS MY PAIN.”
“ASHE SUCKS. I CAN’T DO ANYTHING WHEN ADC IS A COWARD.”
“IT’S LIKE GIVING A CHILD THE EXCALIBUR.”
“OMGZ, ITS THE EXCALIBURS… TOO BAD I DON’T HAVE THE BALLS TO USE IT.”
“I HAS **** BEADS”
“ASHE DOES’T EVEN HAVE A KILL. HUEHUEHUE.”
“NOT A GG”
“BAD TEAM”

“because I don’t care, lol”
“just a bunch of children that blame others for their own discrepancies”
“i destroyed your nid, and outplayed you. lolol. Get off your high horse, kid”
“yet you couldn’t beat me 1v1″
“lol, stupid team”



Many players would agree that spamming negative comments in caps all game isn’t a positive experience, and when you intentionally start messing with your team because they are “kids” and you “don’t care,” it’s definitely not a positive experience either.

The chat restriction system isn’t perfect. There are going to be a few false positives, and we will do everything we can to minimize them and correct them, but you aren’t a false positive.



Follow-up Q: Aren’t you being too strict at punishing players who are not racist or overly offensive?


Lyte Button Rioter Lyte: It’s not “us.” It’s not Riot versus the players, or Riot versus certain language. The community participates in defining what’s cool and what’s not in League of Legends. Numerous players in the community felt that this language was unnecessary, and we support the community 100%. Remember, this player wasn’t just getting a little feisty–this was a large chunk of his games, every time. This also wasn’t the worst examples… just a random sample since I only had a few minutes available.



Q: Is it true only people who haven’t been punished by the Tribunal get to vote in it?


Lyte Button Rioter Lyte: No.

That’s just flat out wrong. It’s nearly always been a random sample of League of Legends players. I know you might find it hard to believe, but most players are pretty awesome and don’t believe it’s just about “not being racist.” It’s about being human beings and just having fun and enjoying the game.

Do you really just go yell at random people in public? Maybe you do, but most people don’t think it’s cool.

 


Q: Isn’t chat restricting in a competitive game where interaction is needed a bad way to punish players?


Lyte Button Rioter Lyte: I hear this complaint a lot, but there are fines for many kinds of behaviors in most professional sports. We’re not limiting chat for everyone and not allowing any interactions–something like 95% of players have complete freedom to chat and interact in any manner they like.

We’re just limiting chat for those who the community agrees don’t have enough respect to use chat responsibly and with respect for others.

 


Q: Doesn’t chat restriction lead to players reporting the muted person for “refusing to communicate”?


Lyte Button Rioter Lyte: A lot of players just use pings to communicate in-game, and they are almost never reported for Refusing to Communicate. In fact, a lot of players are concerned about that report type when it’s rarely used in the situations players are concerned about.

For example, we’ve never seen a chat restricted player get an additional punishment because of Refusing to Communicate. It’s usually because they continue to be negative, verbally abuse others even with their restricted chat, etc.



Q: Does the 95% reforming statistic include inactive accounts?


Lyte Button Rioter Lyte: It doesn’t.






Q: If this system is so effective, then why am I matched up with toxic players so often?


Lyte Button Rioter Lyte: I think this may be related to a cognitive bias. A lot of players report experiences like this, but forget that it’s maybe just 1 or 2 players in the game–not everyone in every game.

If you look at the number of players you interact with (up to 9 strangers per game) and the number of players that are actually negative… it’s a low percentage. This means that a high number of games might be frustrating experiences, but it’s due to a very low percentage of players.



Twisted Treeline after Patch 4 point 8 Banner

Do you play 3v3 in League? Me neither, but this might interest you.



Scarizard Button Rioter Scarizard: 

WARNING THIS POST IS PROLLY GON’ BE REAL LONG

Hey, thanks for making this thread. There’s a lot of good discussion here, and feedback such as this is what’s going to help us make the map better in the long run.

For those of you who don’t know me, i’ve been working on Live Balance and assisting in Reworks/Champions for almost 2 years. Pretty recently i’ve joined Nome and the legendary ManWolfAxeBoss to aid their efforts of making our Alt Maps better for everyone. Most recently we shipped Soul Anchor to Dominion (mega-props to Manwolf for this one) as well as balance changes to items (sweeper, BFT and Twin Shadows) and systems changes like the ones to Inhibitors, Monster Level Scaling as well as the ones you’re talking about here.

Let me make clear that while the work we do is informed (we keep up with the opinions/posts of high tier players like this one, as well as having access to a ton of data) i’ll admit it’s iterative. There will be side-effects of changes that we either didn’t intend or don’t wholly support, and my goal is to react swiftly on a patch-by-patch basis to help resolve some of the issues you’re feeling. We’re players of League (and lovers of Dominion -and- TT alike) and aim to increase the quality of life for these communities as best we can. So let’s work together and make a better experience for everyone 

THAT SAID! Let’s get into meat of y’all’s feelin’s and break down what’s up. 

I’ve detailed and broken into points your concerns in this thread, and i’ll respond to them as best i can. If you feel i’ve left any out drop me a comment and i’ll try and get to it.

Concerns 
- ‘Smite being optional’ is desirable – these changes ruin that.
- The necessity of Jungle Items limits my diversity of items that i can build on junglers.
- The jungle pool has become less diverse with these changes.
- Y no Madreds???
- Turtling is too effective with AP/Waveclear champions (Ziggs being a big one named here)
- Ichors OP 
- Games are taking longer (or at the very least feeling longer)
- 3v3 becoming a mini-5v5

Smite isn’t optional

First up on our list gives me a chance to detail our current thinking about jungling on Twisted Treeline. At this time, we do not believe that jungling should be mandatory the same way that it is on SR. Since the map’s release, comps with ‘support’ lanes vs ones that had junglers were a unique and defining characteristic of teams’ playstyles. We want to keep this and feel like it’s a point of mastery and learning for TT players. That said, if you do want to jungle on TT there are certain conventions we expect you to follow. 

On both maps, Junglers perform a very important role – controlling game flow through uncertainty and strategy. Their power on these maps have been linked to and controlled by the use of Smite and build paths giving us predictable power curves/spikes throughout the game. We intend to enforce this on TT as well. There may need to be a ton of balance changes to support this stance – Smite might need more damage, a lesser CD, a cooler effect, who knows? Jungle items might need to be reworked entirely to fit the needs and flow of this map. If it comes to that, we’ll compensate where necessary.

Jungle Items limit build diversity // Jungle champions are too limited 

This one i feel less sure on. Let me up front agree with you that yes, build diversity for junglers is limited. I do not agree that this is new, however. Ravenous Hydra was (and likely still is) bought on every common jungler as their first and sometimes only damage item. It didn’t just limit the jungle items outright – how good you were with Hydra defined how good a jungler your champion could be, with an exception being made for Evelynn. We see making Spirit Items better as an opportunity to introduce diversity to jungle picks and builds by allowing different characters to be played.

That’s probably not true right now. It’s likely that Lee Sin, Kha’Zix, and all the other top tier junglers still just build Hydra and dominate everyone. Instead of just taking out Hydra with the nerf shotgun however, i’d like your thoughts on what spirit items could accomplish to enable diverse junglers (Super Golem Spirit letting Maokai, Nautilus. Amumu more niche? Super Wraith Spirit letting certain AP’s into the fray?)

Y No Madreds?

We’ll be adding this. Now that we’re embracing machete/spirit stone, we’ll likely be putting this into Grez’s lantern or something else. Unsure how it will manifest, though i like the idea of tweaking the costs such that you could start with either Spirit Stone or Madred’s Razor’s from start of game. Would like thoughts here!

Turtling is too effective with AP Champions/Waveclear

While i think this is a problem, i’d argue this is mostly a champion specific issue. Ziggs does this on every map he’s played in – but ours having two lanes makes his ‘clear endlessly in one lane and ult another’ even more obnoxious. Ichor’s duration and effect also make stalling champions pretty rough.

It’s unclear how we’ll respond to this right now – i’d like to hear your ideas on how you’d like to see it solved, but my gut says that waveclear is just too powerful on this map. Your champion can probably hit a point where they -can- one shot minions, but maybe it needs to start later? A lot of possible solutions to this. As an aside, the tower defense changes were actually made in an attempt to address this meta before it took hold – Champions like Ziggs, Cassi, Vel’Koz and Syndra (and many others) who can waveclear to siege a tower with little to no effort would poke the towers down super quickly – so this change was made to try and give people defending AP sieges a little more time/bulk to deal with it. Naturally this means defending AP/Waveclear is also pretty hard to deal with. 

Regardless, this is something we’re keeping our eye on with great interest/caution.

Ichors OP 

I agree here. This isn’t ‘BOTH ICHORS NERFED NEXT PATCH GG RIOT’, but i think Blue Buff on an elixir and Tower Damage on an elixir may just be too strong. It could also be the duration/cost, but i’m inclined to think that any gold threshold that says ‘you stall the game out longer for x minutes’ is probably overdoing it. Will put a lot of thought into what elixirs -should- be, but as with every other bullet-point (you guessed it) i want to hear what y’all think.

The last two concerns have a lot to do with the overall identity of the map (What should TT be?) and as such, i’d rather respond to them separately and give them the discussion they deserve instead of trying to boil my thinking down to a paragraph or two.

Not the longest post ever, but not the shortest. This is not me simply telling you how things are going to be, but meant to be a first transmission that can lead to y’all communicating with us on the issues you’re most passionate about.

Fire away! ALSO IF YOU MANAGED TO READ ALL OF THIS YOU ARE A HERO [i probably overused commas to hell]



All the Quinn Art Banner

This thread is like Christmas in May. Enjoy! 


Do you love League art? Check out all these awesome collections:


Fan Art Enijoi

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Color Blindness


MattEnth Button Rioter MattEnth: I’m not colorblind, but I did help out with color blind mode over 2 years ago. Some random stuff I learned during its development.

  • A common misconception is that color blindness usually means that you “can’t see color,” or that everything is monochromatic and black/white/gray. This is extremely rare.
  • The most common use of “color blind” really refers to red/green color blindness. It has some genetic links and mostly affects men due to them only having one X chromosome. Women would need to have the same genetic defect across both chromosomes to become red/green colorblind – men lack that redundancy. In contract, blue/yellow colorblindness is equally likely for both sexes (though extremely rare).
  • Color “blindness” isn’t as much of a binary as you might think – it’s much more of a spectrum from completely “blind” to just color deficient. If you’re in this category, odds are you can see and identify red, but have to focus much more than someone without any color deficiencies.
  • One in every 12 men have some level of red/green color deficiency. Statistically speaking, that means you’re probably running into someone who has deuteranomaly every few games (we haven’t actually studied this, but just extrapolating from the entire male population). On a stream of hundreds of thousands, tens of thousands are probably colorblind (which is why we switched to blue/red instead of blue/purple as the default in eSports spectator).
  • Photoshop has a pretty great color blind filter. For me, it’s View–>Proof Setup–>Color Blindness. You can use this to see any image as a color blind person would see it. Gimp also has the filter, and there are a few free online ones too (just Google “Deuteranopia filter”).



List of improvements for Summoner’s Rift


Button Rioter MasterVidallis: The map needs a graphic rework pretty badly. The general design is fine for the most part, it’s really just about the textures and the shapes of the decorative models. Here are some ideas from an very active player who also happens to be a professional designer:

A lot of the issues has to do with just low resolution textures and low polygon models for the both the map itself and the items on it. That they both need to be increased significantly goes without saying, and with today’s computers even at the low end, there is no need for such a low graphic map. But onwards to some specific aesthetic suggestions.

1- The cartoony styles works for the game and is it’s identity, so I’m not saying the jungle needs to be realistic, but I do wish it looked and felt like a jungle as we all call it that. Pine trees don’t belong in the jungle, it’s a jungle not a forest, neither does that really pastel color pallet. I would love to see some more tropical jungle looking trees, some more fierce and colorful flowers, something like this is what I imagine for the vegetation stylehttp://www.worldfortravel.com/wp-con…zon-Jungle.jpg.

2- The towers need a lot of love, they’re magical so more magic effects like designs that light up when it’s attacking and a more epic magical explosion when it goes down (just bigger, probably light purple particle effects on a wider radius sort of thing, would be awesome. They should also fall apart gradually and show damage as they are attacked. I think rather than human shaped they should be creature themed, one for each side, a lion for one side and dragon for another would be really cool. This would give each side of the map more visual identity and people would soon call it “dragon” side and “lion” side.

3- I think the river, being so shallow would be much cooler if redone as a swamp, which would also be more suited for the jungle. So things like little frogs and a murky greenish color for the water texture would be awesome.

4- The baron area should feel epic when you walk into it, rather than just sticking out of the ground it should look like it burrowed itself up through a cave stone floor and the area should feel like a cave with magical symbols shining on the walls. There should be skeletons by the entrance and an ominous light effect coming from the area as you walk by the river.

5- The nexus is this massive source of power and should be redone entirely with some lively animation so it looks more like a living energy source irradiating from the crystal, probably various circular motion light effects that look almost liquid spinning around a large round crystal, players should feel like they’re attacking the crystal itself when hitting the nexus not a stone base. The crystal should glow red when being attacked and start pulsating faster and faster as it gets lower, as if it knows (it knows!).

6- The bushes should look taller and like bushes, not low poly tall grass, seehttp://lucieonthelam.files.wordpress…/dsc01437m.jpg on the right side. Their shadows should also be more intense so they look like they’re completely dark inside.

7- The summoner’s platform looks really bland considering it resurrects players and deals a lot of damage. It should look entirely and change color when enemies step on it.

These are general as I could write pages on pages to get to the details, but hopefully it gives you some ideas.



Fan Art in Full 3D of Diana


  • by Summoner Endesong, link to thread


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Fan Art of Diana Full 3D


 

If you have any questions, feel free to ask me at @NoL_Chefo.


 

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Note: No TL:DR today (sorry), I’m wrapping up a fun article that would be the start of a series on this website. Stay tuned!

 

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The conversation regarding the recent chat restriction wave continues!

 

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Q: Without numbers backing up your findings, how can we believe player behavior is an actual study?

 

Lyte Button Rioter Lyte: You know, it’s a bit unfair to call out researchers at Riot in this fashion. Most players haven’t worked with data of this scale, nor the problems that come up when dealing with online player behavior; in fact, most scientists haven’t worked in this space before either.

For example, you talk about sample sizes, p-values and hypotheses. You really think revealing those values are the problem and if we did, we’d convince players that we conduct strong, robust science here? Do you understand why calculating p-values might not be the best approach when your sample sizes are over 1 trillion? You get a “significant” effect with almost every pair-wise comparison. That’s meaningless. So how do you analyze an experiment with millions of interactions? What kinds of multiple-comparison techniques are appropriate? Do we need to develop new ones because this scale of data has never been analyzed before? Are effect sizes of 1% meaningful when you have 1 billion samples of data? Maybe, maybe not. If you knew that 1% of games were worse because of a feature or experiment, and look at the millions of games played every hour… that’s a pretty big practical impact isn’t it? These are tough questions, and there are rarely easy or straight-forward answers. The researchers at Riot are some of the best in their respective fields whether it’s neuroscience, aeronautics, bioinformatics or economics. They’ve published papers in Nature and the top journals in their fields. They’ve worked with former Nobel Prize laureates and their proteges. We still spend some time reaching out to top institutions like Harvard, MIT, Stanford, York, USC and more to collaborate on studies, and review papers for journals.

We ask researchers at Riot to have even higher standards than academia. Why? Because we value players and their experiences. In academics, some scientists are OK with 95% confidence intervals or 99% confidence intervals–do you laugh at their suggestion that they are 99% confident about a result? Yet here, whether we choose 95% or 99% confidence intervals is a big deal. One mistake here could impact a player forever if they lose Ranked Rewards or lose their accounts and we treat that responsibility extremely seriously. There was one time where an analysis could have provided a negative experience for 6 players. Just 6. However, 6 is 6 too much and we went back into the analysis to clean it up. Do we make mistakes? Of course. Mistakes are always going to happen. But, to give researchers at Riot **** for not being “scientists” and not strongly adhering to scientific standards is bull****.

Is the problem really the science? Or, is it that some players are angry they got a punishment, and maybe deserved it? A negative player can disagree with what we believe is “OK” in League of Legends, but it’s never been just Riot’s opinion of what’s OK or not OK–it’s been the community’s decision and we back the community 100%. A negative player can disagree with the community’s subjective perspective on what’s OK or not OK, but that doesn’t make the science bad. If the problem is actually the science, let’s talk about it.

 

 

Q: Isn’t the issue here that players don’t understand why they’re being Chat restricted?

 

Lyte Button Rioter Lyte: Completely agree that players currently are not getting the “Reform Card” equivalent to see what exactly they said to earn a restrictive chat game; however, this is because we’re currently running temporary experiments versus launching a permanent feature.

In the old days, we used game bans often. We had data before Reform Cards, after Reform Cards, before Justice Reviews, after Justice Reviews, etc. However, we didn’t really have as much data about restricted chat bans alone. How effective are restrictive chat bans without a reform card of sorts? How effective are they for handling issues that may not be related to communication? These are the types of questions that (hopefully!) are answered in these experiments so we know what features to incorporate into the new Tribunal.

 

 

Q: Why aren’t you publishing your team’s studies as proof the numbers are accurate?

 

Lyte Button Rioter Lyte: Do players want us to focus on publishing papers, or making new features? If the resource of time wasn’t a concern, then of course we’d just do everything. To add to this, we could publish papers and we’d still have to deal with skeptics–scientists deal with that every single day.

We’ve already revealed more data and methodology than most studios–check out GDC talks and talks at MIT, Harvard, York, USC, etc. Players have long been able to download and run their own analyses on Tribunal data too (when it was up)–not surprisingly, they often had the same results we talked about regarding its accuracy.

 

 

Q: Is it true some players deserving punishment don’t currently have Tribunal cases?

 

Lyte Button Rioter Lyte: I could probably write entire blogs about this topic, and maybe we’ll touch on some in the future. Basically, there were multiple factors related to what you were seeing:

1) The Tribunal was conservative in many cases, so people who may have deserved punishment earlier were often playing games far longer than they should until Tribunal gathered more evidence.

2) The Tribunal didn’t benefit from a lot of the research we developed while we were building Team Builder. One consequence is that a Tribunal case takes a lot longer to ‘close’ then it should. For example, let’s say a Tribunal case typically requires 1000 votes. We now have a lot of data that we can look at patterns of votes to determine when a case should be closed early with really high accuracy, so we could close cases in as little as 20 votes and expedite the penalty (or reward, in the future).

3) The Tribunal didn’t upgrade its tech overtime and wasn’t very scale-able. This is why players often saw the system go up and down, trying to build cases and close cases as fast as it could but the scale League operates at is just unprecedented.

 

 

Q: Why was I banned after being Chat Restricted?

 

WookieeCookie Button Rioter WookieeCookie: On Friday we decided to review the data we collected after placing chat restrictions on accounts with high levels of recorded toxicity. We were pretty pleased with the results, a large majority of players actually showed signs of less harassment and toxic behavior. Unfortunately a small % of accounts actually increased in recorded levels of poor behavior. For these players we decided to place a 3 Day Suspension on their account.

As a lot of you are probably aware, the Tribunal is currently in extended recess while the Player Behavior and Justice dev team works on some upgraded features for it. During this time we’re not going to sit idle while some players try to exploit others in game. Even without the Tribunal we have numerous tools at our disposal to find and take action on high offenders.

In this particular case, we sent e-mails to those affected. I am bee bee sea you might want to check that the e-mail on your account is up to date, as this is the primary way you’ll receive messages on the status of your account from us.

To help you out here, I decided to take another look at your account. In your case, during the period of chat restrictions your account continued to receive reports in over 40% of the games you played.


During your chat restricted period you had a habit of passively aggresively treating your team mates poorly. Either by feeding the enemy, rambo’ing on your own, or just waiting around not contributing until your team surrendered. Even with chat restrictions you did manage to say quite a few terrible things that I wouldn’t repeat here. But I’m pretty sure that Lee Sin jungle in one of your games didn’t appreciate being called that terrible racial slur just because he wasn’t performing well.

Everyone has bad games, it’s how we deal with them that we excel and grow as players at League of Legends. Calling someone names doesn’t help them get better and it certainly doesn’t help you win.

 

 

Q: Is the system completely automated now?

 

WookieeCookie Button Rioter WookieeCookie: The system is not automated at all currently. This wave of bans, and the wave of chat restrictions prior have been the result of close collaboration between a number of teams including Player Behavior and Justice, Business Intelligence, Player Support, and our regional offices. Human interaction has been a core component of each step the entire way through.

 

 

Conclusory findings for Chat Restricted players

 

WookieeCookie Button Rioter WookieeCookie: The observed behavior of those which were banned was that they used what little chat they had in game to harass and berate others. In other cases they decided to feed or play against their own team in order to “prove a point”.

But what I find most interesting is that of the players we chat restricted last week (and there were a lot!)we only had to place manual suspensions on less than .05% of the players. By and large, the vast majority of players had no problem adjusting their behavior in game with limited chat.

 

 

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Q: Is Banner of Command viable?

 

Riot Peaches Button Rioter Riot Peaches: Banner of Command is extremely powerful for supports, imo. I like to use it to promote top or bottom and then tell the entire team to group in the opposite lane. It is almost guaranteed to force a lane to push to tower, which will probably cause a 4v5 or result in a free objective. You also get free gold for every enemy minion slain by the promoted minion. The stats are awesome on caster supports, especially on Zyra since it buffs her plants, and it’s cheap enough to build after core (which I consider Frost Queens (2200), Sightstone(800), Tabi(1000), and Crucible(1600) — so BoC is done at 8k give or take consumable cost, which is about 25 mins in on an average game). However, if I’m trying to rush it I’ll convert my Codex into BoC before finishing Frost Queen’s which gives me Banner 1335 gold earlier. 

I build it if bot has a huge early lead and I want to prevent their other laners from grouping to shut us down in teamfights, or if we are losing badly and desperately need some lane presence. If it’s an evenish game I’d probably just build more defense (locket/randuins). 

I don’t see it anywhere in your recent history so I suggest building it next time you’re a caster support. Don’t knock it til you try it!

 

 

Mystery Gifting re-enabled on EUW

 

Riot tmx Button Rioter Riot tmx: We have verified that the migration was completed and Mystery Gifting was re-enabled. Have fun.

 

 

 


Q: Why is the jungle so hard to balance properly?

 

Phreak Button Rioter Phreak: The goal has always been to have a mix. In the first few seasons, it was basically impossible to carry from the jungle because there wasn’t any gold in it. We upped the gold, a little too much, and the junglers who carried became massively overpowered, so we have to tune it back down. We’re happy that guys like Wukong and Kha’Zix can jungle now, but we want Nautilus to be able to be picked, too.

As an example, saying, “Yeah, you know we’d really like Rumble to get played” then giving him 5,000 damage on Flamespitter, nerfing it next patch, and players going, “WTF I thought you wanted to buff Rumble, Riot!” And the answer is yes we do, but we don’t want it broken in the other direction.

 


Follow-up Q: Why wasn’t the jungle fixed during testing and instead has to see nerfs on live servers?


Phreak Button Rioter Phreak: Quite simply, it’s because this game is complex.

We do everything we can in internal testing, but a few dozen bros compared to millions of players playing millions of games is just massively different.

Why didn’t people realize Twitch was really good all along? Why did it take four months for mid lane Lulu to catch on? Why did people think Zed was underpowered on release?

People don’t figure stuff out right away. Us included.

 

 

Q: Will Nidalee’s Javelin toss be completely nerfed?

 

RiotRepertoir Button Rioter RiotRepertoir: It will probably just see straight up nerfs. It’s important to the spell’s identity that the spell varies quite meaningfully in damage from point blank to max range, so the more that is true, the better players will feel about those long range snipes. The problem with increasing the base damage on Javelin Toss is that it deals immense damage at level 9 when maxed first.

 

 

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Some artists are just too incredible to skip. I’d like to revive the fan art showcases in news posts and this is an awesome opportunity for it.

 

Like the Series? Check out some of the previous showcases:

 

Fan Art Enijoi

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Artist: VegaColors

 

Dog Walker Thresh

Dog Walker Thresh

Soul Reaver Aatrox

Soul Reaver Aatrox

Harlequin Jinx

Harlequin Jinx

Rogue Quinn

Rogue Quinn

 

 

If you have any questions, feel free to ask me at @NoL_Chefo.

 

 

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Enjoy a 2-for-1 deal for two weeks during the Rune Page Sale!

 

Here at Riot Games we know the value of a good book – especially if that book happens to be loaded with powerful arcane runes. So to help you get the most out of your seals, marks, glyphs and quintessences, we’re holding a sale on Rune Pages.

Between May 23rdand June 6th at 11:59 PM PST you’ll receive two rune pages for the price of one on purchases made with either RP or IP.

You’ll find the 2 for 1 Rune Pages item in the Bundles tab of the League of Legends store, so don’t miss this chance to bolster your book while they’re on sale.

Please note: this is a pre-announced promotion, meaning that we won’t be offering partial refunds on rune pages bought between now and the sale. Please mark your calendars!

 

 


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 Following the recent wave of chat restrictions, Lyte steps on the forums to explain this new automated system, its accuracy and benefits over banning players.

 

 

Q: Can you allow safe chatting for muted players, like “Let’s go fight the Dragon/Baron!”, so they aren’t completely incapable of communicating with teammates?

 

Lyte Button Rioter Lyte: This is certainly a possibility, and something we’ve discussed; however, we have a lot of initial experiments in mind that we want to test out first and see what works best. If we end up needing a way for negative players to communicate with their team that isn’t sufficient with the current chat restriction design, we can figure out a better solution.


I think many players forget that this isn’t a full mute. A lot of studies went into restricted chat design to determine what is the right amount of chat ‘resources’ to give a player, and if players used their chat resources only for team play, they actually can manage pretty well. The current design forces negative players to consider whether they value teamplay (and winning!) more than being verbally abusive.. and we find that most players opt to use their chat resources for positive communication and end up winning more games than they did before.

 

 

Q: Isn’t chat restricting an inaccurate punishment system?

 

Lyte Button Rioter Lyte: Happy to discuss the accuracy because after reviewing a large sampling of the initial chat restrictions, the accuracy is greater than 99.9%–meaning, we didn’t need to overturn or remove any chat restrictions.

 

 

 

Q: Are “wtf are you doing” and “noob” really grounds for punishing a player?

 

Lyte Button Rioter Lyte: There were other examples that I just didn’t feel like displaying. Calling someone noob or spamming report or throwing “wtf u doing” everywhere might not deserve a ban, but that’s why the player received a few games of restricted chat and can still enjoy the game. If a person was throwing death threats out, the penalty would be different.

 

 

 

Q: Are we able to see if we’re on restricted chat?

 

Lyte Button Rioter Lyte: Yes, you’ll get an in-game notification and see a progress update after each game.

 

 

 

 

Q: Is there a way to see where I stand as a player on the bar of toxicity?

 

Lyte Button Rioter Lyte: No, unfortunately progress like this makes it very easy for players to “skirt the line,” and be negative until the point they are close to the line then drop their act until they are further from the line.

 

 

 

 

Q: Do you monitor Champ Select chat?

 

Lyte Button Rioter Lyte: Yes, Champion Select chat is monitored and there’s definitely a correlation between level of communication in Champ Select and in-game performance of a team.

 

 

 

 

Q: How did you reach a 99.99% number in terms of restriction accuracy?

 

Lyte Button Rioter Lyte: Happy to go into detail about the numerous sampling methods that are used to determine the accuracy of a system. We often use methods that are far more stringent than scientists use in academia because every action we take impacts a player’s experience.

For the early experiments (even way back when Tribunal first started), we reviewed and used multi-party reviews for 100% of cases. We even had numerous test-runs where multiple people had to review cases independently, then debate the cases where there were disagreements.

Why assume that we ‘only reviewed a few cases?’

 

 

Q: Is it true the system is almost 100% accurate?

 

Lyte Button Rioter Lyte: There’s a lot of reasons why something might be close to 100% accurate. I didn’t say 100% because it’s impossible for a system to have no errors unless we hand-checked every single case.

However, let’s say that the system only hands out penalties to 100 people at a time, and 99 of those cases are reviewed by at least 1 Player Support staff each time. In that case, if there are no false positives, we can say that the system was almost 100% accurate… or 99.9% accurate.

Or, let’s say that we’re using a language analysis model that is highly sophisticated and analyzes millions of chat logs and determines the worst 1% of players that exhibited the most verbal abuse. If we then handed out chat game restrictions to the worst half (so the worst 0.5%) of the players, we can safely say that we probably did not have many false positives. 

There’s many, many ways you can have a system that’s close to 100% accuracy. It all depends on the methodology and the context.

 

 

Q: Are Rioters also liable to banning if their in-game behavior is inappropriate?

 

Lyte Button Rioter Lyte: Rioters are judged at an even higher standard, so if you see negative behavior in-game please report it. There’s been a few times we’ve had to penalize a Rioter but thankfully it’s been extremely rare.

 

 

 

Q: If you are so confident in the accuracy of chat bans, shouldn’t you then be banning players?

 

Lyte Button Rioter Lyte: I think you’re suggesting that if we were confident with our systems, we’d just ban players instead?

We actually use restricted chat bans because they are more effective than game bans. We find that game bans nudge a lot of players to create smurf accounts and simply shift their negative behaviors to low levels and overall, that’s a worst experience for the community.

During restricted chat design testing, we tested several variants to ensure that the typical player had enough chat resources to communicate effectively with their team. The current setup (with smart pings) is decent for team communication for most players, although we acknowledge that junglers have a bit more difficulty in the current setup. 

What’s interesting to note is that many restricted chat players are actually winning more games than they were before being in restricted chat; so, I’m not as convinced as you are that the mode is hurting the rest of the team as much as you might believe.

 

 

Q: Is this automated system the “new Tribunal”?

 

Lyte Button Rioter Lyte: New Tribunal is a ways out, we’re working on some experiments (like the ones mentioned here) in the mean time to test several ideas that may end up being incorporated into the new system.

 

 

 

Q: What exact penalties would a Rioter incur? 

 

Lyte Button Rioter Lyte: The penalties are more severe and there have been real-world consequences, but this isn’t the place to discuss these issues.

 

 

 

 

Q: When I was using the Tribunal before it was taken down, I was getting fewer and fewer cases where I could justify pardoning the accused. Was this the result of continued refinement of the algorithms that are now taking its place?

 

Lyte Button Rioter Lyte: Yes, and this is part of a design issue we’d like to address. If we kept improving the algorithms and who we funnel into the system, it became harder and harder for players to be diligent and review every choice meaningfully because they knew intuitively that most cases should be punished.

In the future, because you can review positive, neutral and negative behaviors, it’ll always force players to review carefully because who knows, they could be rewarding someone and making someone’s day.

 

 

Q: How would the new Tribunal be communicated with players?

 

Lyte Button Rioter Lyte: It’s a little too early to tell what we should do, but as you know, we love to have these discussions directly with the community so they can give feedback, have discussions of their own, and share the information with others.

So, I don’t know exactly what kind of Q&As or discussions we’ll have, but we’ll do our best to have some when the time comes 

 

 

Q: Have we come to a point where any offensive language is punished?

 

Lyte Button Rioter Lyte: It’s a great question, and one that I think needs more context. As others have mentioned, there’s a difference between “wtf” once in a game, and:

“wtf what are you doing”
“wtf this yasuo noob”
“report him pls”
“****, do you even know how to play”
“what the fuk, uninstall”

Secondly, those examples were just a very small (1%) of the things that were flagged. As much as possible and especially in recent months, we’ve tried not to copy-paste a player’s chat logs or their worst offenses because it creates a witch-hunt mentality. So, when I responded to the player with some general trends, they were an average chat log–players don’t need to see copy-pastes of the player’s entire list of offenses.

To the original point, what do we expect out of players? Well, 95% of players were not affected by Tribunal bans, and about 95% were not affected by chat restriction experiments so far–clearly, most players are perfectly fine in matches and have no problem staying within bounds.

We’re not out to get offensive language, and we don’t expect players to tip-toe around or offensive language. Many players say “****, missed that skill shot!” or “****, close fight, we almost had that!” and no one gets punished for such language. 

Everyone that got hit by restricted chat bans recently clearly crossed the line. Whether it was the repeated nature of the language or the severity of the language, something triggered the system way beyond the norm of what your typical “teen” game should have.

 

 

Q: How are these chat restrictions handed out?

 

Lyte Button Rioter Lyte: We’ll look into revealing some context and information around some of the experiments in the future. We’re trying a lot of different things while Tribunal is being upgraded, and “automated” was probably the wrong word to use.

By “automated,” we simply meant that it is possible for a penalty to be handed out more quickly after a negative action. Sometimes in the Tribunal a negative action would happen and it’d be a month before the player received a notification or feedback about it. 

To give you brief glimpse into what one experiment is testing, first, we have to understand that the Reporting system is different than the Tribunal system. The Reporting system’s sole job is to calculate a player’s report accuracy, and a lot of fancy math has gone into the system to make sure that a report is only taken into account when it is accurate. So, if a player is a consistently negative player themselves, their reports might be worth less because the system may consider them a bad judge of others’ behaviors. If a player troll reports and gets their 3 friends to troll report, the system will completely toss the reports out. All of the experiments that use reports benefit from the above system to make sure that players aren’t able to just abuse someone with random reports. 

Secondly, we have a system that’s been analyzing millions of chat logs, and become quite good at detecting whether a conversation in a game is negative or positive. I presented some of this work at the previous Game Developer’s Conference. It’s an interesting system because the more chat logs you feed the system, the more accurate it becomes at determining whether a player communicates more positively or negatively than the average player in League of Legends. 

As you can imagine, by combining reports, Player Support reviews, the chat log analysis and in-game metrics in different forms, we can do some pretty interesting (and accurate) experiments. In addition, when it comes to the player experience, we’re always quite conservative with penalties. Let’s say (for today’s example) that a player can have a score between 1 and 100, where 100 is super awesome and 1 is super not awesome. Even though we might all agree that players 25 and below deserve a penalty, we’ve set all our experiments to be very conservative initially and penalize players 5 and below (as an example) so that we can slowly gauge the accuracy of the systems before we expand the thresholds.

Anyways, happy to figure out with the team which experiments would be cool to talk to players about in the future but for now, we’re hoping that players are seeing an improved in-game experience.

 

 

Q: Is what you’re hinting at here an AI System?

 

Lyte Button Rioter Lyte: Machine learning, predictive modeling, sentiment analysis, etc.

That’s the most I can reveal without being kidnapped by our researchers.

 

 

 

Q: Will you publish these findings about controlling player behavior?

 

Lyte Button Rioter Lyte: This is something we’re debating a lot internally. We’d love to give back to the academic community and have done some collaborations, but we have to balance spending time contributing back to academics and making sure we’re always focused on making cool stuff for players.

 

 

 

Morello Upcoming Soraka Rework Banner

 

Soraka is slated for a complete rework this year, following her rising issues with solo-lane dominance and support role irrelevance. 

 

 

Q: What do you hope to solve with Soraka’s rework?

 

morellovatar  Button Rioter Morello: Valid feedback – I think the rework needs to solve “how does Soraka become healthy”, which is prioritized for this year unless all Hell breaks loose. These nerfs should be targeted at unfightable mid-lane, and hitting the things that make her particularly oppressive there.

One approach on these “busted” characters is the Kass/Grags approach we like. Nerf in the short term while we get the rework out as soon as it makes sense. Since we’re actively working on a shipping plan for Soraka, this would be part of that.

 

 

Follow-up

 

morellovatar  Button Rioter Morello: I’m excited to get this done. I feel this is getting to Evelynn levels of “oops”. I’ll be relieved to get this done, and intellectually I’m excited to look at the healing paradigm under a fresh lens.

 

 

 

Q: Why wasn’t Soraka left unchanged until her rework, like Kassadin?

 

morellovatar  Button Rioter MorelloBecause this was something we really realized when working on Kassadin of how problematic it tends to be. There’s more here, LeBlanc, Talon, etc, but we’re trying to address them AS they become problems so we don’t have these “wait, wtf, why are you nerfing Talon?” issues.

Since we learn as we work on stuff, we tend to evolve our understanding of root causes on these issues over time – especially as player skill improves, and exposes things that were more manageable before.

As for the damage changes, I’ll have to ask Statikk – I only was really involved in the conversation around E. That might be to lower burst and increase total damage, but I do get that it risks TankRaka being insane.

 

 

Q: So, everything about Soraka should be changed?

 

morellovatar  Button Rioter Morello: In this, we agree :)

 

 

 

 

Q: Could you at least preserve her healer archetype?

 

morellovatar  Button Rioter Morello: We’d like to try to make healing work – this is extraordinarily difficult to make rich or interesting to anyone but Soraka. My stance on this is still really unhopeful, but we’re exploring that first.

I know of non-caster models in which healing can work, but feel that violates Soraka too.

 

 

Q: Did you intend to slowly make Soraka irrelevant in the meta?

 

morellovatar  Button Rioter Morello: It’s kind of hilarious to see what the “intent” argument is. There is a thing to call us out on here, and it’s that we’ve been chicken-shits (me included) about doing this rework because we know it’s not going to be “here’s a Soraka buff!” We’ve remedied that :)

 

 

Suggestion: Make Soraka use her own health to heal allies

 

morellovatar  Button Rioter Morello: “Infuse healer” is one of my favorite models (in GW1, this was the most interesting healer strategically). It creates windows and big moments while still feeling very “healer.”

 

 

 

Single Posts banner


 

 

Q: Is Urgot still on the line for a rework?

 

RiotScruffy  Button Rioter RiotScruffy: Just because Urgot isn’t currently in progress doesn’t mean we’ve forgotten about him. It’s really the hardest thing having so many champs that need love, but we would rather do them one at a time and focus on quality rather than rush them all out too fast.

We will definitely get to him in time, keep reminding us.

 

 

Q: Are 3rd Party Skin website illegal?

 

Button Rioter SquidmoX: Hi everyone – just wanted to chime in here.

I work in Player Support and we see these skin sites all the time. I urge everyone here to be EXTREMELY CAREFUL before interacting with any of these sites.

Very often they are scammer sites and have acquired their skin codes through illegitimate means. We see cases all the time where players give sites like this their money and then never see the skin, or worse, provide their account to the scammers and lose it forever.

Use common sense, and think twice before giving your personal information to someone you don’t know. :D

 

 

Q: Do you plan on bringing limited skins back on sale?

 

Button Rioter SquidmoX: With regards to bringing the old skins out of the vault, this happens periodically. For example, with the recent launch of the SKT skins, we brought back the TPA skins from Season 2. Ditto for Harrowing, we brought out the older skins to join Haunted Zyra.

We want these skins to feel exclusive and limited, that’s why they may only be available for a limited time. They celebrate a specific point and time in League’s history. Snowstorm Sivir or Lunar Goddess Diana wouldn’t feel as special if you could purchase them year round. Sure we may make more money by making them more available, but we aren’t about what makes the most money. We’re about what creates the best experience for the players.

 

 

Q: Will you make the VO for when Karthus ults globally heard?

 

Button Rioter C3Sound: Global dialog is something we don’t do very often, outside of say, Nocturn’s Ult. If he had a one word Iconic line like DARKNESS, then it may be different. However, he has many lines for the ult, and most are much longer than just 1 word. One thing to consider is that by allowing global VO, it would be subjecting other players to hear someone else’s full length VO lines whether they wanted to hear them or not. We definitely hear the feedback, and will give it a round of deliberation! Thanks for the feedback everyone!

 

 

May 23 TLDR Banner


 

1. Lyte has elaborated on the current system to restrict chat over banning players for toxic behavior.

  • The system is close to 100% accurate, meaning almost every case is reviewed and approved by Player Support for punishment.
  • Offensive language in general isn’t restricted and isn’t a cause for banning. Directed hate-speech, however, is.
  • Tribunal 2.0 will be communicated with players, regarding its features & improvements over the existing Tribunal.

2. Morello has shared his plans for a Soraka rework this year.

  • Soraka is too problematic, currently, and the nerf on her E in Patch 4.8 is a band-aid until her Rework comes.
  • The team would like to preserve her healer archetype, but it’s a difficult mechanic to implement in League.
  • Everything about Soraka will likely be changed.

3. 3rd Party Sites that sell Skins are illegal and will most likely scam a potential user.
 

 

If you have any questions, feel free to ask me at @NoL_Chefo.

 

 

News C2E2

 

 

 

PBE 25 April


 

Previous PBE Updates from Patch 4.7 Cycle:

 

 

New Animations for Flash, Cleanse, Exhaust and Clarity

 

 

Braum New Portrait

 

Q BraumWinter’s Bite [ Q ]

  • Mana cost reduced from 60/65/70/75/80 to 55/60/65/70/75

 

Dragonslayer Braum Passive Icon

 

Check in “Single Posts” for context.

 

Dragonslayer Braum Passive

Dragonslayer Braum Passive

 

 

Lyte AFK Topic

Lyte hopped on a popular thread on Reddit to discuss what’s being done to address unfair scenarios in Ranked.

 

 

Do you think you can better handle player disconnects / AFKs in Ranked?

 

Lyte Button Rioter Lyte: Actually, we agree that we could do more when it comes to better feedback loops (like giving players more information about the results of their reports) or better ways to handle AFKs/DCs.

For example, we’d like to restart games if players fail to connect in the first few minutes, and we’d like to put more aggressive measures into Ranked Modes. But, it takes time to research the underlying problem space and truly understand how to improve it.

We have been working on Team Builder for awhile, and are interested in exploring a version of Team Builder for Ranked Modes–this should address a lot of the frustrations players currently experience with Ranked and do so more effectively than one-off small band-aid features. We want to improve the foundation of the experience, which is way better than giving players better ways to report one another. We want to prevent negative triggers, not just give players ways to react to negativity.

When we start advancing further into the research and prototyping for a version of Team Builder in Ranked, we’ll work on some of the smaller features that are ‘obvious’ along the way. For example, in Team Builder, we actually can do stuff like temporarily ban players from Ranked Modes, or automatically mute players after a streak of negative behaviors.

We took a lot of risks with Team Builder, and we fully plan on taking more risks when exploring the Team Builder for Ranked space. Ranked is my main mode after all, and I’ve accrued over 3000 games in the last few seasons–I’m excited to think about what we can do with this space and I hope players are too.

 

 

How was Team Builder a risky undertaking?

 

Lyte Button Rioter Lyte“Let’s be fair, how is restarting games when a player fails to connect risky? How’s giving players more feedback about their reports risky?

Risk could be assessed in a variety of ways–how much impact a feature will actually have on a problem space (and the cost it took to implement it), the player perception of the feature (i.e = whether they support it or not, or think it’s fair or not), and the long-term engagement of a feature (i.e = is the effect of the feature robust enough to last through years? Or, will players stop using it after a few weeks?)”

 

 

Why is nothing being currently done to address these issues?

 

Lyte Button Rioter LyteWell, I wouldn’t say nothing is done about it. Players who AFK/DC are actually automatically banned for X games, and they lose LP regardless of the team winning or not.

We could increase the punishment for AFK/DCs, but that doesn’t solve the real problem; the real problem is that you, as a player in the game, feel helpless because you are left playing a 4v5 and 4v5s are extremely tough to win. You feel helpless because a player can AFK/DC and basically force you into a high chance of losing LP.

This problem is actually pretty complicated, and isn’t fixed by just letting you leave games with no LP loss. For example, what about premade situations? Can 2 friends queue up, and 1 friend always leave when they have a disadvantage, allowing the 2nd friend to leave with no penalties?

Do you know how many more games would never complete and would ‘reset’ in 5 minutes, if this feature was implemented? Can you imagine the frustration of playing 5-6 games in a row, and 2 hours later getting 0 LP and completing 0 games?

Again, players that AFK/DC often are automatically banned. I agree, we could improve the experience for the remaining 4 players in the game, but that’s not actually a simple problem.

 

 

Will you add picking Champions to Team Builder?

 

Lyte Button Rioter Lyte: We definitely wouldn’t want to incorporate Champion picking as early as standard Team Builder, because team synergy is more important in competitive League; however, there’s still a question of whether enforcing the meta is OK in Ranked Team Builder and whether that makes it extremely difficult for players to evolve the meta over time.

 

 

League in Chicago C2E2


 

This weekend, for the first time ever, we’re packing up and heading to the Chicago Comic & Entertainment Expo (C2E2)! Our expo booth will feature live art demos with Riot artists, a gallery of jaw-dropping community art, and 360 degree video booths where players can digitize their C2E2 experience with Teemo. We’re also sponsoring the Crown Championships of Cosplay and the Cospitality Lounge, where cosplayers can get dressed, touch up, and chill out.

Can’t make it to C2E2 April 25 to 27? Check out our live coverage on Twitter and tumblr.

Miss the League action at PAX East? We’ve got you covered with tons of cosplay, booth, and behind-the-scenes shots on our tumblr.

 

C2E2

C2E2 Poster

 

 

Single Posts banner


 

 

Will Warwick be the next rework?

 

ZenonTheStoic Button Rioter ZenonTheStoic: Warwick’s not next. Sion’s going to be before Warwick. Warwick is a bit smaller in scope. Sion is going to be a massive overhaul of the champion.

 

 

 

Will Sion be fully relaunched?

 

MeddlerButton Rioter Meddler: Yeah, full relaunch is the plan for Sion. Looking at a complete visual overhaul, mainly or entirely changed kit (focusing on the undead juggernaut part of his current kit has) and some thematic tweaks.

 

 

 

Follow-up: How far into Sion’s rework is the team?

 

MeddlerButton Rioter Meddler: In progress (kit and visuals), but not mostly done – while yet. Stuff so far’s looking cool though, both visually and in general.

 

 

 

Why was Dragonslayer Braum’s Passive Icon changed?

 

RiotWrekz Button Rioter RiotWrekz: This is a totally reasonable question.

Braum’s passive requires a lot of ally interaction, probably the most of any ability in our game outside of thresh lantern. Braum getting Concussive Blows on an enemy is a call to action for his allies to focus fire that target, as a result the call needs to be very clear. We evaluated these things and made the decision that changing the iconography on his skin was too different from the base for allies to be expected to follow up in the way that we wanted, so instead took an approach to make changes to the base icons color that make it feel at home on the skin while still maintaining a consistent and readable shape language/symbol.

We totally think that the dragon face icon was cool, but pushing towards our game design goal of clarity we felt in this case making the gameplay oriented decision of providing a consistent symbol was the best choice for all players experiences.

 

 

 

If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

eula vs tos

(Disclaimer: While I am a law student, I am not a lawyer, and this is not legal advice.)

 

When in-game behavior carries consequences in the “real world,” many people start to wonder what limits, if any, companies like Riot have when policing user accounts. Ultimately this boils down to those pesky “Terms of Use/Service” (TOU/TOS) and “End-User License Agreement” (EULA) windows we have to click through every time a new patch is released.  

I see these terms being thrown around in-game and on the forums, and despite my efforts to correct player’s misconceptions on what the TOS and EULA actually do, the misinformation is rampant.  Hopefully this will help clear up some of the confusion!  The article centers on a question relevant to all League of Legends players:

 

What exactly are you agreeing to when you play League of Legends?

 

In this article I will quickly explain how the EULA and TOS are legally enforceable contracts, what the differences between the two are, and finally how they apply to the average player. I cannot stress enough that while I am doing a legal analysis, I cut through a lot of legal mumbo-jumbo and make conclusive statements for the purposes of entertainment. If you need legal advice, please speak with an attorney. 

I. Clickwrap Agreements
Just about every time you install a program, download a patch, or purchase from a website, you have to pass through a threshold of “agreements.” 

accept-button

Many of these agreements are called “shrinkwrap,” “clickwrap,” or “adhesive” agreements – where you don’t see/understand what you’ve agreed to until after you’ve already agreed to it. For example, many online games only allow you to see the TOS after you’ve bought the game, but before you can play it online.  A better example is a website, where you’ve already “agreed” to their TOS just by being on their site. 

Clickwrap agreements tend to have certain characteristics:

    • Clickwrap contracts are usually offered on a “take it or leave it” basis. In many contractual agreements, parties can negotiate over the terms of the contract, but in clickwrap contracts, the user has no bargaining power –they can either agree to all the terms or none.
    • As discussed above, click wrap agreements often apply post-transaction. For example, some companies (such as AutoDesk) typically don’t allow people to resell their software – but a customer might not know that until after they’ve purchased AutoCAD, and are going through the installation.

If your knee-jerk reaction is similar to what mine was, you might be thinking, “is that really a legal contract?”  Because let’s be honest, if you’re like most people, you simply don’t have the time to read every agreement you accept online.  Even if you read most, there will often be terms that won’t make sense until you start using the service/software (e.g., how many people could understand what “riot points” are prior to installing League of Legends?)   This part of why EULA/TOS are often considered to be adhesive contracts – most of us have no idea what it is we’re agreeing to.

So are these even legal?  The short answer is: Usually. There are, however, some limited exceptions:

    • Explicit Agreement: The rule of thumb is that a user must explicitly agree to an agreement before it becomes enforceable. If you don’t make an explicit act showing you are both aware of the terms and you agree to them, they are unlikely to be enforceable as a contract. While this isn’t exactly a problem for Riot (you have to click “I Agree” every time a new patch comes out), it is a notable exception to many software agreements.
    • Outrageous Terms. If there’s something absolutely ridiculous and unexpected hidden in the fine print (for example, the “immortal souls clause” that granted a British game company 7500 “soul-licenses”), that term or the whole agreement may be rendered invalid.
    • Application to minors.  In most situations, if you’re under the age of 18, you lack capacity to enter legally binding agreements.  This may provide an exception to click-wrap agreements in some situations, as the contract may be voidable

The takeaway is this: Clicking the “I agree” to Riot’s Terms of Use and End-User License Agreements probably creates a legally enforceable contract.

II. “EULA” vs. “TOS”

So since we already have no idea what we’re clicking, why are there so many boxes?  Why not just throw it all into one box and get it over with?  Although many portions of the EULA and TOS overlap, there is a fundamental distinction between each type of agreement:

EULA: EULAs govern the use of the software itself.  This is useful to stop unauthorized use of the game, as well as to disclaim liability for what it does to your system.

  • Example: Hosting your own “League of Legends” world championship, with dedicated servers to boot, would likely be a violation of the EULA if you used Riot’s software (and probably some intellectual property violations as well).
  • Example: Riot’s EULA would probably prevent them from being liable if League of Legends overheats your cardboard toaster. Which is really the best outcome for everyone.

EULAs are often extremely broad in what they cover.  Interestingly, Apple’s EULA for iTunes explicitly disallows use of their software for the development of weapons of mass destruction:

Apple v. Estate of Hussein is still pending.

TOS/TOU: The Terms of Service governs the use of a particular service offered. In Riot’s case, some of the services offered are the ability to create an account and a means to use that account via access to their servers. While you are using their service, you are expected to follow their rules – otherwise, they may terminate your access to the service, as per the  agreement. Most players will only be concerned with the TOS.

  • Example: Going idle or AFK in-game often enough can result in temporary or permanent suspension of your ability to access Riot’s servers, because you’ve agreed to allow LeaverBuster to monitor in-game activity.

The main difference between the TOS and the EULA for players is in the types of violations, and what Riot is able to do in terms of punishing players who breach these agreements. For the most part, the TOS will impact a user’s access to the service.  The EULA, on the other hand, will impact a user’s access to the software.

TOS Violations:

Say you’re having a bad game, and decide to spam “**** you all, **** ***-skilled *******s!!!” a few dozen times in all-chat. Assuming this violates the TOS, Riot’s punishments all involve your account’s use of the service (remember, the service is access to their servers) even to the extent of permanent bans. This is where I see a lot of confusion, especially when players argue for methods (such as uninstallation) to combat toxic behavior – they confuse the accounts for the players, and the service for the software.

Players are only able to access the service through an account, and thus, can only violate the TOS through the use of an account (the notable exception to this is browsing their website, but that is beyond the scope of this article).  The way Riot has their TOS set up, the account acts as a real-life shield for players – both for good and for evil. The account provides a layer of privacy protection and facilitates a pseudo-anonymous experience, a great benefit for online interactions. On the downside, it makes it very difficult to penetrate the account and punish players directly – especially when it’s difficult to prove that it was that player breaking the TOS (e.g., you’re in the middle of a match when you have to answer to door (it’s your turn to pay for the pizza), and when you get back to your computer, you find that your roommates have been soliciting some of the female characters in a manner rather inconsistent with that of a gentleman).

Under the TOS agreement, it is unlikely that Riot could force removal/uninstallation of the software. And the way Riot’s current TOS is set up, it would also be difficult  to enforce an IP ban (should Riot wish to implement such a penalty, it may be possible, but the TOS would likely need to be reworded).

EULA Violations:

A forced uninstallation (i.e., an injunction) could only occur through a EULA violation (although this doesn’t stop vigilante players from wishing it to upon less-than-desirable teammates). The terms of the EULA are much less relevant to most players.  However, they do clarify an interesting point: violations of the EULA would probably end up in court (or “mandatory arbitration”). This is where Riot would claim you’ve somehow overstepped the “fair use” of their product, perhaps by selling downloads to unsuspecting users, or attempting to “reverse engineer” their game to create your own, etc.  They’d be suing you for damages, injunctions, and possibly attorney’s fees, depending on the nature and extent of the violation.

To date, I have yet to see any pending complaints by Riot against any of their players.  Suing your customers is not the custom and practice of most business entities, and on top of that, Riot tends to be more forgiving to its player-base than most companies in the industry.  If they have had issues with EULA violations, it’s likely they have been taken care of using cease & desist letters – very common in the realm of IP violations.

TL; DR: The Terms of Service and EULA are legally enforceable contracts.  If a player violates the Terms of Service, their access to the service may be suspended but not necessarily their access to the software – that would require a violation of the EULA.

 

Like the article? Have any comments or suggestions? Post below and follow me on Twitter @VCDragoon

Special thanks to Chefo for working on images and formatting!

tribunal banner

 

RiotRadioBlur shares the process of creating the new item icons and the story behind each one, Lyte goes into a deep discussion about dealing with toxic players without banning them, rewarding positivity, resolving issues with AFK-ers in Ranked and the report system as a whole, word from GrumpyMonkey on Champion redesigns, WCC ticket pre-order announced and the latest Sale and Rotation!


Designing New Icons

World Championship tickets available on August 15th!

Lyte on Shaping a Community

The magic behind Visual Updates

Champion Rotation – Week 27

Champion/Skin Sale: August 6th – 9th

 

Gamasutra (Shaping the Community): GDC: Riot Experimentally Investigates Online Toxicity

 

Designing New Icons

 

RiotRadioBlur shares the story of how the new item icons came to be, the design and time-frame aspect, as well as future projects.

 

 

RiotRadioblur Button Rioter RiotRadioblur: Hey there!

I’m sure you’ve noticed some of the items have had their art updated and replaced. As the aesthetic of League becomes more cohesive and solidifies in quality, we’re working hard to update all of our old art. In particular, the Visual Design team is working hard to innovate and improve on our user interface and visual identity. We have already been raising the icon quality bar on our champions and summoner icons, and it’s about time items got some love. Because these icons are so important to our players, I thought I’d walk through some of the decision-making process involved in developing the new aesthetic.

The primary goal of the reworks was to improve clarity, and then to build thematic connections between the item visuals and the other aspects of their design. Familiarity was a big concern as we began working on these—how far can we push the designs until they become too hard to adapt to?—but a few icons had very little in their visuals that could be held onto. When we were looking into which icons to re-design first, we wanted to seek out the ones that presented some of the biggest challenges to redesign, the ones whose themes seemed seriously out of line with their visuals, or whose current art didn’t localize well. From there, we wanted to find ways to build them into the rest of our game’s world in a way that felt consistent and logical.

Let’s look at how each one was chosen and how we developed them:

 

 

Abyssal Scepter

 

Old_AbyssalScepter

Old Icon

 

Abyssal’s older art was a bone on a stick. It was pretty lacking in terms of design, and nobody really felt that the whole “abyss” theme was captured by it. The first explorations toyed with keeping the skull, but it just wasn’t exciting enough. Somebody on the team suggested pushing more in the direction of something extremely warped, exaggerated, and unusual, but retaining the feeling that this was the skull of some terrifying creature. The more we pushed, the more we realized a hybridization of the two would provide the most unsettling result. A vaguely human skull at the end of a staff made out of its own spinal column, wrapped in worn strips of leather. The bone went from bleached white to dark, decayed brown, which also brought out the silhouette and distanced the design even further from appearing too human. The final touch came from one of our splash artists, Alex Flores, who really pushed the S shape in the staff to where it is now. In the end, we had this:

 

abyssal scepter

New Icon

 

 

Catalyst

 

Old_CatalysttheProtector

Old Icon

 

Catalyst’s upgrade had a few very specific goals going in. The first was to change the rune to match the kind of shape language we would see in our game today. The shape we used was designed by one of our other Visual Designers, Zach Roberson, and it definitely feels like it belongs with the world we’re building. The second consideration we had was to make it purple to match the idea of blue and red crystals combining into one new item. The result was something with a really unique color palette and silhouette, brought up to the quality we want to see out of every new icon:

 

catalyst

New Icon

 

 

Deathfire Grasp

 

Old_DeathfireGrasp

Old Icon

 

More than any other icon so far, Deathfire Grasp’s redesign pushed the limits of what we could do with changes. The original icon felt like such a missed opportunity, and had too much overlap with Abyssal Scepter’s visuals. We wanted to separate the two, and make each feel more unique. And then there was this great theme, right there in the name “Death Fire Grasp.” It sort of stuck out in our earliest discussions as the obvious thematic tie, but being obvious isn’t always the best way to design. So we tried a few iterations and different ideas, but in the end we kept coming back to a staff with some sort of hand or claw shape on the end of it holding a spirit flame. Once we decided where we were taking it, we felt like the next step was to bring it into the world. Where would you find a staff holding a captured soul? The Shadow Isles. Looking at champs like Hecarim and Thresh, we tried to give the staff some of the same flair, all the way down to the color pallette, blue-green effects and lighting, with warm iron for the metals. The new design was a huge departure from the original, and we had a lot of internal discussions about whether we were pushing too far. In the end we agreed the added clarity and visual theming made the icon more distinct and easier to associate with its thematic. And here we have all of that process in its final form:

 

deathfire grasp

New Icon

 

 

Glacial Shroud

 

Old_GlacialShroud

Old Icon

 

Glacial shroud also really missed its thematic. We started looking at this around the time we were developing the Freljord event, and with all this lovely new art for our wintery domain, it made sense to make Glacial Shroud more “glacial.” The first step was to remove the lion. After abstracting the details of the face, we saw some shapes that reminded us of the knot shapes on Howling Abyss, so we adjusted them all to fit in. The blue ring matched the True Ice of Freljord, so we inlaid a ring of it onto the medallion. Next was taking the gold and toning it down to the kind of muted color palettes we see on Trundle, Sejuani, and the other Freljord champs. Finally we took those wispy shapes and hinted at a frost-magic fabric the pendant holds together as a brooch, giving us a very literal shroud to play with. The new icon went from being something a bit out of place, to something that could really fit in to our world:

 

glacial shroud

New Icon

 

 

Haunting Guise

 

Old_HauntingGuise

Old Icon

 

For Haunting Guise we set out to actually make something a bit spooky. A clown face was a specific nightmare, but we wanted something that would feel appropriately haunting to anybody. The shape of the mask we ended up with had a lifeless, cold feel. The red and white hinted at something Ionian, and the green magic matched some of what we were seeing out of champs like Karma and Master Yi. We drew on lots of our Ionian champs for reference, but the biggest help on this icon came from the Visual Development department, where they really helped us nail down that Ionian style. The result:

 

Haunting Guise New Icon

New Icon

 

 

Hextech Revolver

 

Old_HextechRevolver

Old Icon

 

Hextech isn’t extremely well-defined to our players right now, but there’s plenty in the various champions to suggest at what it could be. Again, Visual Development played a big role in helping us achieve a look the felt appropriately “hextech,” and helped steer the direction to something more specifically Piltovian, which felt like a natural fit for the item’s origins. The gun replicates a lot of the aesthetics seen in Jayce, Vi, and Graves, where magic and technology play off one another to form unique implements with an unusual design principal. The gun doesn’t function without the magic, and the magic is useless without the gun to harness it. It’s a symbiotic relationship:

 

hextech revolver

New Icon

 

 

Thornmail

 

thornmail

Old Icon

 

Right out the gate, Thornmail felt like Noxus. Bearhug your enemies with spiked mail? Totally Noxus. Again Visual Development helped us find that perfect mix of utilitarian design and aggressive, militaristic aesthetics that makes it fit so well into our world. Darius, Draven, and other Noxian champs heavily influenced the design, right down to the spiked shoulders, dark grey metals, and the red background (shying away from the pinker hue we were seeing before). The process on Thornmail really seemed to flow as soon as we knew it was Noxian, and I think the result really shows for it:

 

thornmail

New Icon

 

 

Vampiric Scepter

 

Old_VampiricScepter

Old Icon

 

Vampiric Scepter is another Noxian artifact, this time drawing from Vlad’s aesthetics to really drive home the vampire aspect inherent to the item. It took a few tries to get here—some of the early iterations involved a bat with scythe even—but the result is something a lot more mature than the older, goofier icon. We managed to preserve and abstract the face and scythe shapes, and give the metal a really unique gold treatment to match the rendering we see in Vlad’s splash. The final touch was making the magic feel like is was reaching out and sucking in energy from the space around it, drawing on the strength of others. The final icon is a lot more menacing than before:

 

vampiric scepter

New Icon

 

And that’s them! The Visual Designers here at Riot worked really hard to bring out the best in these icons, and I think it shows. Lots of thought, time, and energy were poured into these to make them the best icons we can make, and all the other teams who dog-piled them really helped us go that extra mile. A huge shout out to everybody involved!

I’ll be in this thread to address any comments or questions, so if you have anything to say just let me know and I’ll do my best to respond. It’s great to have these out, and we hope you all enjoy!

 

 

Isn’t the new Abyssal Scepter icon just a skull on a spine?

 

RiotRadioblurButton Rioter RiotRadioblur: Fair point. I guess it’s mostly that the old one lacked any real design and wasn’t super interesting. The base was there, it just needed to be pushed. :P

 

 

 

 

Why is the new Vampiric Scepter lacking the skull face?

 

RiotRadioblurButton Rioter RiotRadioblur: I tried to keep the implied face in there with the fangs and eyes, but keeping the skull ended up making the whole item feel super clunky. Kind of a shame, because in theory it’s pretty cool, I just found it really difficult to execute on and still make look like the Vampiric stuff we see with Vlad. Thanks very much for the feedback though!

 

 

Will you be updating other item icons as well?

 

RiotRadioblurButton Rioter RiotRadioblur: I assure you, no icon will go untouched (unless it released more recently–Orb of Winter, Spectral Cowl, and Seeker’s Armguard are already in-style, as are all the newer champs since Annie’s rework). Look forward to them soon!

 

 

 

How much time does it take to design an icon?

 

RiotRadioblurButton Rioter RiotRadioblur: It varies from icon to icon. Ability icons usually take about two days to bring to final polish, since we paint them at a much higher resolution than seen in game. Item icons can take a bit longer, because a big part of the icon is doing actual redesigns and running the concept by people to make sure the shape language and colors are working. The average time for these item icons was about 4 days apiece, though they were staggered a bit. The overall work time on these was about a month in between other icon projects, and lots of testing and reviews were done before we decided to put them in.

Also, keep your eyes peeled for more coming up in the future!

 

 

Follow-up: Isn’t a whole month too much time for a single icon?

 

RiotRadioblurButton Rioter RiotRadioblur: As I said, “The overall work time on these was about a month in between other icon projects,” which means we had a lot of things going on simultaneously. Keep in mind we’re trying to hit all the new content too, guys. :P

 

 

 

Why is the new DFG icon so drastically different from the old one?

 

RiotRadioblurButton Rioter RiotRadioblur: This was one of the icons we were most worried about changing, but the old one had very little to work with. I tried a few variations keeping the pink and grey, and even had several iterations with the skull, but they were all mostly as confusing as the original was (which isn’t terribly clear, though I know it’s been around a while so it has become hugely familiar). In the end this one provided the clearest read, and we wanted to introduce the more dramatic changes slowly so that the overall transition would be less jarring. We have a few others planned to be reworked to about this level, but the number isn’t very high and we hope to slot them in gradually over time. 

 

 

Are you in charge of the team making these icons?

 

RiotRadioblurButton Rioter RiotRadioblur: I’m doing most of our icons internally right now, but the whole Visual Design department shares a lot of that responsibility so it doesn’t really fall to any one of us in particular.

 

 

 

 

Will you be updating champion icons as well?

 

RiotRadioblurButton Rioter RiotRadioblur: I can say that updating relaunched champion ability icons was a movement I started when I got here, which was just before Annie was relaunched. We’re looking at ways to get back and update all the old stuff, but there’s a lot of new content rolling out all the time that eats up a significant amount of bandwidth. I don’t want to promise anything, but I assure you it’s not off our radar.

 

 

Are these icons designed by Vigil Rioters? (makers of Darksiders)

 

RiotRadioblurButton Rioter RiotRadioblur: Actually all of these items were primarily spearheaded by me with some seriously huge assists from all the other departments. There are quite a few Vigil folks around the office, but none of them had much of a hand in this rework pass to my knowledge. That said, we might be seeing some down the road with some of them jumping in for support, just as long as the end result continues to feel distinctly “Riot.”

 

 

Will you change the oddity that is Moonflair spellBLADE being a ranged-only item?

 

RiotRadioblurButton Rioter RiotRadioblur: That’s actually a great point. Definitely something to think about going forward. Thanks for the feedback!

 

 

 

World Championship tickets available on August 15th!

 


world championship tickets

Anxious to see the finals live? Reserve your ticket a full month before they start!

 

 

Following our recent announcement about the Season 3 World Championship, which included unveiling the Staples Center as the venue for the finals, we now have more to share on how you can watch all of the action live.

The World Championship will consist of 14 teams from North America, Europe, Korea, Southeast Asia, China, and a qualifying International Wildcard, competing to forever etch their name onto the coveted Summoner’s Cup. The entire Championship tournament takes place over three weeks from September 15 to October 4. Individual tickets will be available for all Championship game days and every match is played in front of a live audience at a Los Angeles studio. The semifinals move to the Galen Center and then the final best of five match plays out at Staples.

Tickets go on sale on August 15 at 12PM PDT / 21:00 CEST. When tickets become available, use the purchase links in the schedule below to directly buy the days you want to attend.

 

CHAMPIONSHIP SCHEDULE

Date Stage # of Games Location Purchase Link
Sun, Sep 15 Group Stage 7 Games Studio Not yet available
Mon, Sep 16 Group Stage 6 Games Studio Not yet available
Tue, Sep 17 Group Stage 7 Games Studio Not yet available
Thu, Sep 19 Group Stage 7 Games Studio Not yet available
Fri, Sep 20 Group Stage 6 Games Studio Not yet available
Sat, Sep 21 Group Stage 7 Games Studio Not yet available
Mon, Sep 23 Quarterfinal 2 Matches (Bo3) Studio Not yet available
Tue, Sep 24 Quarterfinal 2 Matches (Bo3) Studio Not yet available
Fri, Sep 27 Semifinal 1 Match (Bo5) Galen Not yet available
Sat, Sep 28 Semifinal 1 Match (Bo5) Galen Not yet available
Fri, Oct 4 Final 1 Match (Bo5) Staples Not yet available

Look for more details shortly, appearing here first on lolesports.com. And make sure to follow us on Twitter at @lolesports as another way to get info the instant it’s available.

 

Lyte on Shaping a Community

 


player behavior banner

Lyte continues his discussion on dealing with negative players, awarding positive ones and how beneficial the recently-implemented Behavioral Alert and Restricted Chat Mode systems are.


Studying Player Behavior
Positive Players
Honor System
Reports & Bans
Dealing with Toxic Players
Resolving issues in Ranked

 

Studying Player Behavior

 


 

Does/did your team ever disagree on the direction of player behavior?

 

LyteButton Rioter Lyte: There was a time we made Player Behavior face off in a Normal Summoner’s Rift match, and my team won in a landslide. 

Even though the above did happen, we have a smart team that knows it’s about give and take. We generally have long discussions and meetings where we pour over the research and determine the best course of action for the team–surprisingly, we haven’t had many disagreements on what the team should do.

 

 

What’s your stance on smurfing?

 

LyteButton Rioter Lyte: Smurfing isn’t officially endorsed by Rioters.

It’s something we are actively doing research on and trying to address. We agree with some reasons to smurf–such as to make a new account to play with a brand new friend; however, we’d like to make it easier to do that instead of encourage players to smurf.

 

 

Is the Optimus experiment still on-going? 

“Optimus” refers to Lyte’s continuing study on Online toxicity.

 

LyteButton Rioter Lyte: The Optimus experiment was to identify the most effective tips to shape player behavior positively; however, there’s still room for ‘flavor’ in a video game, especially if the effects of the flavor are neutral in the behavioral space.

However, we’re working on sharing more research from Optimus in the future and do have some interesting insights about the ‘flavor’ tips.

 

 

Are long-time players less likely to encounter toxic behavior than newcomers?

 

LyteButton Rioter Lyte: This is a really cool insight, and is partially true. Very, very veteran players should see fewer extremely toxic players, which is the demographic that the Tribunal targets; however, our research suggests that the majority of toxicity comes from the neutral and sportsmanlike population potentially having outbursts due to bad days or other RL incidents. Veteran players will probably still see the same amount of toxicity from these ‘types’ of incidences.

 

Positive Players

 


 

Are any other systems (apart from Honor) in the works for positive reinforcement?

 

LyteButton Rioter Lyte: To us, positive reinforcement is more of a philosophy that guides our system design. You’ll definitely see more systems use concepts of positive reinforcement in the future.

 

 

 

 

Do positive players win more games?

 

LyteButton Rioter Lyte: Because the stats average across the entire playerbase, usually factors like # of games played are normalized. So in the stat I mentioned, the positive players win more games (but play about the same number of games as the other two populations).

 

 

 

Follow-up: Does sportsmanship lead to a higher win-to-loss ratio?

 

LyteButton Rioter Lyte: The first few times we ran these stats, they were just correlations. So you are right, we couldn’t decipher the causal direction of the relationship and it could just be that players become toxic when they are in losing situations.

However, in the more recent versions of the analyses, we’ve attempted to control for these factors. For example, how does a positive player respond in a losing situation? How many reports do they receive on average? We then compare these baselines to the toxic players and see if we can figure out the exact direction of the relationship between winning and sportsmanlike behavior. With some of our more recent work, we’re getting confident that being more sportsmanlike does win games. Teamwork OP right? 

 

 

Isn’t focusing on positive reinforcement more beneficial than focusing on negative such?

 

LyteButton Rioter Lyte: We definitely would like to focus on positive reinforcement of sportsmanlike behavior; after all, if you make it easy for players to be sportsmanlike, they tend to be sportsmanlike.

However, negative reinforcement hasn’t been shown to always be ineffective or detrimental. We’ve seen success with negative reinforcement in many areas–we just prefer to shift to positive reinforcement instead.

 

Honor System

 


 

Are different game modes affecting the rate at which Honor votes are sent?

 

LyteButton Rioter Lyte: We’ve definitely noticed that Honor distributions vary greatly across different game modes and skill levels. We have a few ideas in mind that we want to research and try for Honor, after we’re done with Champion Select.

 

 

 

Do you feel like Honor is accurate enough to use as the basis for other incentives?

 

LyteButton Rioter Lyte: Depending on which Crest you observe, there’s a correlation between Crest holders and games that have 0 reports–that was interesting to us.

 

 

 

 

Is Honor accomplishing what it was originally set out to?

 

LyteButton Rioter Lyte: Honor needs some work, and we’ve already done some research into the space and how we want to polish and upgrade the system. However, it’s currently being used a healthy amount on all servers and had a very positive effect on player behavior in League (while also allowing us more resolution to analyze player behavior because we only had the ‘negative’ spectrum with reports before). We’d like to improve the correlation between Crest holders and sportsmanlike personalities, and also implement a few features into Honor to encourage players to aspire and strive for Crests.

 

 

Suggestion: Give free runes to players who earn an Honor ribbon

 

LyteButton Rioter Lyte: It’s an interesting idea, and I do want to hear more about what sportsmanlike players would find valuable to their game experiences or their accounts (beyond the obvious like “just give us free skins everyday!”)

 

 

 

Why is there so little information on the forums about the Honor system?

 

LyteButton Rioter Lyte: We’ve been trying to put more FAQs on the forums such as the Tribunal FAQ and “Understanding Tribunal” thread, and we’re trying to do the same for Matchmaking and Honor. If only I invented a machine that gave me infinite time…

 

 

Reports & Bans

 


 

Are multiple reports over a single game more punishing than spread reports over several games?

 

LyteButton Rioter Lyte: Behavioral Alerts do take into account both the # of reports per game, and the # of reports across games. We might not have optimized the tuning of the numbers yet though.

 

 

 

 

Do certain champions cause more reports in a game?

 

LyteButton Rioter Lyte: It depends how you normalize the data. In fact, champions like Ashe get the most reports and the most honors but it’s mainly because Ashe is one of the most-played champions in the game.

A long, long time ago, pre-stealth rework Eve received the most reports in the game; however, the interesting twist was that Eve champions were not punished more often in the Tribunal than any other champion. It was interesting to us because players were acknowledging the context of Eve, and pardoning players a bit more frequently to off-set the increased number of reports that Eve got back then.

 

 

Who decides what type of punishment a player on the Tribunal receives?

 

LyteButton Rioter Lyte: Punishments are usually based on frequency of toxic behavior; for example, someone who is toxic in a majority of their games and has visited the Tribunal multiple times is more likely to be up for a longer timeban.

However, because there is a review process with Riot Player Support, sometimes cases get escalated to higher punishments based on the severity of the toxic behavior as well.

 

 

Any chance of perma-banned accounts receiving a permanent chat instead?

 

LyteButton Rioter Lyte: Our policy is that permanent bans are permanent. We will not go back retroactively and apply different punishments or unban accounts.

 

 

 

 

Follow-up: What’s your reason for leaving players perma-banned?

 

LyteButton Rioter Lyte: When we permanently ban players, we don’t want their time or their money. We want them to spend their time elsewhere. I can’t be more clear than that.

 

 

 

 

Why aren’t IP bans being issued?

 

LyteButton Rioter Lyte: IP Bans aren’t effective for a variety of reasons. For example, there was a story a few years back of an IP Ban that was handed out and it turns out it was at a college dorm–we received something like 200 tickets from players that were affected but didn’t deserve it.

 

 

 

Will perma-banned accounts be unbanned if your policy on the subject changes?

 

LyteButton Rioter Lyte:  No, we will not retroactively unban permanently banned accounts, even if new features or account restrictions are launched.

 

 

 

Dealing with Toxic Players

 


 

Isn’t it wrong to claim that pre/post-game chat logs affect only the most toxic players?

 

LyteButton Rioter Lyte: There’s a slight nuance in our thinking.

The Tribunal is a harsh punishment system, aimed to reform (and if that fails, remove) players from the game. To us, this is a last resort system. Because the system was designed as a last resort, we only want to utilize it against the worst of the worst players because it really sucks to tell players they can’t play a game they love. If at all possible, we’d like to reform these players, or shield their behaviors from other players while still allowing them to play the game.

A lot of players might not report pre- and post-game chat because they know it isn’t included in the Tribunal; so, it’s true that if we included pre- and post-game chat that reports would increase. However, reports increasing doesn’t necessarily mean that we would tune the Tribunal to punish more players. We’ve been recording pre- and post-game chat logs for awhile and have run numerous analyses on them. In many cases, players that are toxic in pre- and post-game chat are also toxic in-game and are always punished by the Tribunal–it just takes a bit longer than the average toxic player. We’ve also observed that the number of players who are solely toxic in pre- and post-game chat is so low, that the incremental value of adding the chat logs just isn’t worth it for now.

The key here is asking how many players are getting away with toxic behavior, by just being toxic in pre- and post-game chat? For now, the answer is too low for us to justify resources. To get back to your original question, we do consider “effort to solve” though. Effort to solve Champion Select is much greater, but the eventual value is much greater as well.

 

 

Is Restricted Chat Mode helping toxic players reform their behavior?

 

LyteButton Rioter Lyte: We’ve heard a lot of feedback that with Restricted Chat Mode on, players are winning more games simply because they are focused on the game and not on negative chat.

 

 

 

 

Will we be able to see which players are put on Restricted Chat Mode?

 

LyteButton Rioter Lyte: We were very careful not to give indicators or badges that a player is in Restricted Chat Mode; this is because we don’t want to brand players as ‘toxic’ and set them up for failure before the match has even started.

Some players still choose to use their messages to inform their teammates that they are in Restricted Chat Mode; however, many players simply choose to hide their status and be sportsmanlike members of the team and we’re OK with that. If we labeled these players or otherwise branded them, they might be harassed even if they were going to be sportsmanlike in that particular game.

 

 

Will anything be done to stop AFK-ing in-game?

 

LyteButton Rioter Lyte: LeaverBuster is the system that handles Leavers/AFKs, and yes, reporting them is effective even if only 1-2 players do it.

The player behavior team hasn’t done a pass on the LeaverBuster system in awhile, it’s something I’ll look into after Champion Select.

 

 

What is Riot’s current alternative to perma-banning toxic players?

 

LyteButton Rioter Lyte: We’ve always said that we prefer reforming toxic players first, and will only remove them on a last resort basis.

We are currently handing out massive chat bans before permanent bans these days though, and are trying to research new ways to reduce the motivation for toxic players to simply make new accounts. One way would be to add more ‘account restrictions’ and just let these players stay on their main accounts.

 

Resolving issues in Ranked

 


 

Suggestion for Ranked: Reduce LP loss for the team with leaver/AFK || Increase LP loss for the Leaver/AFK

 

LyteButton Rioter Lyte: These are interesting ideas that we’ve discussed in the past. The problem with reduced LP loss for the team is that it encourages the team to bully or harass someone to leave the game if they believe there’s no longer a chance to win. In many ways, a feature like this would encourage some number of neutral players to ‘go toxic’ in frustrating games and vent on a player, hoping that they would leave.

Increased LP loss for Leavers/AFKs is less of a problem; however, in Ranked Modes, we don’t see many intentional leavers or AFKs–most of the leavers in Ranked Modes are likely due to legitimate reasons such as emergencies or outages. Everyone in League of Legends has disconnected at least one game in their career–should we really be punishing these players even harsher?

It might be worthwhile to punish these players harsher if we reduce intentional leavers/AFKs by a certain percentage; but, it’s something we’d have to model and calculate out and see if the change is worth it.

 

 

Follow-up: Why are you hesitant to implement a reduced LP loss system?

 

LyteButton Rioter Lyte: What was the original goal of reduced LP loss for teammates? Was it to reduce Leavers/AFKs in games, or reduce the impact on teammates when there was a leaver or AFK player?

In both cases, reducing LP losses for teammates doesn’t actually solve the problem. It creates more. Regardless of whether the Tribunal will handle the new abuse that the feature would introduce, the feature doesn’t actually reduce Leavers/AFKs (and you could argue it would increase the number of them if teams start harassing each other to get someone to leave) and the feature doesn’t actually reduce the impact on teammates because now teammates are not dealing with Leavers/AFKs–they are creating them through toxic behavior.

 

 

How does Matchmaking Rating work?

 

LyteButton Rioter Lyte: The system is pretty sophisticated because it’s continuously evolving as we collect new data. Over time, we’ve added custom features to the algorithm based on unique situations in League of Legends such as how do we handle duo queues? Premade 5s? How do we handle situations where players are queued with a friend who has a large skill differential?

In many of these cases we are taking into account a lot more variables than simply Wins/Losses.

 

The magic behind Visual Updates

 


Sivir Decoration

GrumpyMonkey details in on future visual updates of champions, the time it takes to rework one and how the team prioritize their projects.

 

 

Any news on Sivir’s VU?

 

grumpy monkeyButton Rioter GrumpyMonkey: She looks cool. She will be out soon. The skins are still being worked on but Sivr Pax is looking legit not much changed, just streamlined the design a bit for readability.

 

 

 

 

Follow-up

 

grumpy monkeyButton Rioter GrumpyMonkey: But I will say this much, She’s not the next VU.

 

 

 

 

 

What makes some visual reworks harder than others?

 

grumpy monkeyButton Rioter GrumpyMonkey: So a while back one of the Relaunch guys (can’t remember who, might have been Qqroon or Ironstylus) explained about high risk reworks vs low risk reworks. Master yi is an example of a low risk rework. We knew what he was going to be, is original look and concept was cool, the execution just needed a bit of polish to get to the current standard. It was mostly just visual work.

Reworks get more risky as more aspects like gameplay design and lore have to be involved. So we wanted to do a few low risk characters before we hit the really work intensive Relaunches (like Sion). Sivir was mostly visual work, but there are some story elements that the writing team have been working on to make her tie into the world a bit better, and make her a major player in the Leagueaverse. That being said, the reason she’s not the next one out is simply because we started another one before her.

 

 

Is Twitch the next champion to get a visual rework?

 

grumpy monkeyButton Rioter GrumpyMonkey: It’s not twitch, but Twitch is coming along nicely. I am really digging him. I have the sculpt done and the team has approved moving him forward.

 

 

 

 

Follow-up: What is a champion model’s sculpt?

 

grumpy monkeyButton Rioter GrumpyMonkey: The sculpting phase is when I translate the 2d drawing into a 3d sculpture like I did for master yi and trundle.https://vimeo.com/68653110
It’s a phase where the design is getting locked down and streamlined for the actual game.
After sculpting it gets dropped down in resolution and we take the shadow info from the high res sculpture and use it as the starting point for the low res game model’s texture.

 

 

Will the next VU be teased early?

 

grumpy monkeyButton Rioter GrumpyMonkey: The team likes to announce these types of things very formally with lots of great support from all the different facets of Riot, from the web team, community,events, and marketing teams. If I were to leak images or teasers, that would be a waste of a lot of hard working peoples time.

 

 

 

What’s the timeline for releasing VUs?

 

grumpy monkeyButton Rioter GrumpyMonkey: Our goal is to have one rework done a month. Now having one done and having one released are two different things. Yi had been done for a few weeks, but SGU had priority, we didn’t want to steal any even a little bit of it’s thunder, also there were lots of platform techy stuff things that would have made the patch too big. So we held off until SGU was home free. So what I’m saying is, we try to be flexible.Just because a rework is done, doesn’t mean it’s time to release it. We try to time it with other stuff that can boost overall player engagement.

 

Champion Rotation – Week 27

 

Champion Rotation - Week 27

The following champions will be free-to-play until August 13th!

 

  • Anivia – 3150 IP / 790 RP
  • Caitlyn - 4800 IP / 880 RP
  • Cho’Gath - 1350 IP / 585 RP
  • Garen - 450 IP / 260 RP
  • Jax - 1350 IP / 585 RP
  • Lissandra - 6300 IP / 975 RP
  • Lulu - 6300 IP / 975 RP
  • Mordekaiser – 3150 IP / 790 RP
  • Taric - 1350 IP / 585 RP
  • Urgot – 3150 IP / 790 RP

 

Champion/Skin Sale: August 6th – 9th

 


Sale- Expires August 9th

Enjoy the following champions and skins at a discount until August 9th!

 

 

 Champions:

  • Graves – 487 RP
  • Kog’Maw – 440 RP
  • Morgana – 292 RP

 

 

 Battlecast Urgot – 675 RP

 

Battlecast Urgot

 

Bloodfury Renekton – 487 RP

 

Bloodfury Renekton
 

Lil’ Slugger Trundle – 260 RP

 

Lil' Slugger Trundle

 

 

Twitter is up!

twitter-icon-png-13 A lot of you like to express your opinion in-depth on the news posted here and while I do try to answer most of you, I think the comment section is rather lackluster for this sort of thing. So, as of today, you can find me on Twitter! I encourage anyone who wants to ask a question, tweet me and I’ll answer you in my own free time. Please remember that I’m not working for Riot, I’m a university student so base your expectations with that knowledge in mind. I do appreciate your interest in my articles and I hope this helps you get your answers quicker!

 

 

Missed any recent updates? Check here!

 

GrumpyMonkey on Evelynn and Poppy’s Visual Updates, IronStylus shares stunning Leona/Diana art, Soraka’s Jelly Time dance on Youtube and more!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!