Posts Tagged ‘AFK’


News Update July 8 Banner



 Lead Champion designer Meddler continues his discussion on upcoming quality-of-life changes to Urgot from yesterday and evaluates some community suggestions regarding the fugly crab of the League.

 After the recent popularity of AFK/Leaver system threads on Reddit, Lead Social System designer Lyte adresses the issue and explains what changes will be made in the future so 4v5 scenarios aren’t hopeless.

 Following the recent forecast on better chat systems in League, Metasystem addresses feedback from a couple of chat room community managers.

 Finally, an awesome community member project aimed at redesigning LoL and more sketches from IronStylus!


Recent News






Updating Urgot Banner


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Why wait for Patch 4

Meddler New PortraitFew reasons:

1. These haven’t been tested yet
2. This isn’t necessarily a final change list, odds are high that more will be added and/or something will get removed
3. We’re currently focusing on things that will go into the patch or patches that the upcoming regionals, and then worlds, will be played on. As a result our priority when it comes to game balance/champion updates right now is to work on champions that are either too dominant and played all the time or close, but not quite, effective enough and just need a small amount of help.

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Suggestion Let Acid Hunter Q proc on-hit effects.

Meddler New PortraitAllowing on hit effects on Acid Hunters would be a pretty sizeable power spike that I suspect would make Triforce or IBG mandatory, not just an option. As a result I’d like to investigate other ways of compensating for Muramana changes if needed.

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Feedback from an Urgot player


  • I play the 5 Least Picked Champions in Ranked SoloQ NA.

  • I have experience playing Urgot Top, Mid, Jungle, Support, and Marksman at a Diamond 4/3 level with a 56% Win-Rate across 43 Games on this account.

  • The Q change is an direct nerf to Support and Jungle Urgot

  • The Q change is an overall nerf to Top Lane Urgot in ideal yet realistic situations.

  • The Q change is a potential buff to Mid Lane Urgot and Marksman Urgot when facing Lane Bullies, but Mana Costs are less of an issue on Mid Lane Urgot.

  • The missile speed change and R cooldown/mana buffs seem like safe changes which should help Urgot in all roles without giving him too much power.

  • The proposed W changes to scale with AD would be hard to balance as it would be a huge buff to Glass Cannon ~400 AD Mid and Marksman Urgot while being less useful on Top, Support, and Jungle Urgot which rarely build more than 200 bonus AD.

  • The proposed W changes to scale with MP would be a buff to Urgot in all lanes as he builds some form of mana (Manamune/Frozen Heart) as part of his Core Item Build.


Meddler New PortraitNice post, appreciate the rationale provided for each statement (just quoting the TLDR here since it’s a really long quote otherwise). To respond to a couple of specific things:

Q last hitting’s often not necessary, agreed. It is however something Urgot sometimes needs to fall back on against ranged opponents unless he’s really dominating the lane throughout and that’s one of the cases we’d like to add some power to him. It’s also possible the cost increase won’t be necessary and we’ll be able to get away with just offering the half refund on kill, my suspicion is it’ll probably be a needed change however hence the first version to go into testing’s going to try it out.

Range on the rank 1 ult does feel pretty poor, no argument, and the reduction to it made a while back was basically a band aid fix due to the problems the ult creates in lane in particular. Might be possible to at least synch it to his attack range, will give that a look, unfortunately this is a case where we need to rework the spell to really address the feel bad aspect of it.

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Could you increase Urgot’s AA range or his base mana stats

Meddler New PortraitSomething I’d like to avoid is turning Urgot into a standard ADC and a substantial AA range buff, with other adjustments to compensate, would push him pretty far down that road. Base mana buffs on the other hand are a possibility, though current inclination is to give him ways to regain mana instead or be rewarded more for building mana/regen.

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Suggestion Allow Urgot to cast his W while ulting

Meddler New PortraitHmm, being able to cast W mid ult seems pretty reasonable. Thanks for the suggestion, I’ll throw that onto the list of possibilities to test for the second change list.

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Leave the AP Ratio on his W, it would just be an extra

Meddler New PortraitI admit I can’t see Urgot picking up AP really apart from the occasional bit from Baron, IBG/Triforce, buffs from allies etc. Don’t see any noticeable issues with leaving the AP ratio there as well if we do end up adding a mana ratio however, so inclined to do so, even if it’s only appreciated by those going for pretty unusual builds occasionally.

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What is wrong with having Triforce or IBG a mandatory item

Meddler New PortraitUrgot’s got some interesting build choices at the moment, based on how well you’re doing the enemy team and your own playstyle that I’d like to preserve. Making one item mandatory removes that to a substantial degree, especially if it’s a first build, expensive item. Additionally I’m also concerned about the about of extra damage that adds to his EQQQ combo which is not where we want to add power.

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Could you please remove the forced camera shift from his ultimate

Meddler New PortraitThat seems worth experimenting with. Other Urgot players – what’s your take on the camera reposition?

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Leaver AFK Systems Banner



Misconcepctions about Leavers

Lyte New PortraitThere’s been a lot of discussion recently about Leavers/AFKs, and I wanted to jump in and just dump some thoughts. We absolutely agree with players, games shouldn’t start when a player fails to connect. We also agree that 4v5s in general are pretty terrible experiences, but there’s starting to be a lot of misquoting and misunderstandings going around the forums.

Some players are saying that we wouldn’t do any of the proposed “obvious” solutions like restarting a match or some type of heavy penalty queue because of potential abuse. This is false. When we talk about “Prisoner’s Island” and separating playerbases or forcing players to play alternative queues with long queue times, we are specifically talking about Prisoner’s Island not working well with nuanced, subjective behaviors like whether a player was toxic; this is completely different than a binary behavior like whether a player left a game or not. We’re completely fine with some sort of solution that restarts the match or allows an early restart/surrender if there’s a player that fails to connect to the game, or DCs in the first few minutes. However, we’re not OK with allowing players to leave very late in games and still allow players to all abandon the match with no penalties. These are two very different scenarios. Most games (even DOTA2) still record stats/hand out harsh penalties if you leave after 5 minutes. 

For awhile, there was a team (not Player Behavior) at Riot was working on this feature, but they were taken off to work on some other important issues.

To give you some more insight behind the scenes, the Player Behavior team has been working on Team Builder for awhile, and we still have a few things lined up; for example, we have finished designs that we need to implement for Honor to make the system feature complete, and we were also responsible for revamping the Tribunal to make it globally available while also improving some of the known flaws of the system. It’s a lot of stuff, and they aren’t trivial features so it takes awhile to implement systems that function at the scale League operates at.

However, we’ve known about Leavers/AFK issues in League for awhile, and have wanted to address it as soon as we can, in-between the larger projects above. Most teams have a big project they are focused on, but also work on “small scope” improvements to the game whenever they can; for example, the Player Behavior team recently worked on an improvement to matchmaking that will drop queue times for high MMR players to ~5 minutes instead of ~30-45 minutes or more–this feature is currently running in Team Builder so if you’re high MMR, test it out and give us feedback. If it works well, we’d love to bring it to other queues. We also took some time off Team Builder to look into map issues between Blue/Purple and did a few fixes there to get it into a better state. We worked on these problems ahead of Leavers/AFKs because at the end of the day, they affected a lot more players.

When we look at Leavers/AFKs, we have to look at a few things. As a baseline, how often do Leavers/AFKs happen in games? What about in different queues? What you see is that even with a 5% rate of Leavers/AFKs in games globally across the world, you’ll still have players who see up to 50, 60, 70, even 80% of their games have Leavers/AFKs. That’s simply statistics and unlucky streaks–with millions of players playing the game, you actually have thousands (even tens of thousands) of players with streaks of games with Leavers/AFKs in all of them. But, globally, the Leaver/AFK rates in League is acceptable (but could be better). In fact, if you look at other MOBAs, you generally find similar Leaver/AFK rates and their forums also have a large number of players complaining about Leavers/AFKs. Feel free to do a poll, or run statistics on the last 10 matches of every player on the forums or game and see what the leave rates are–they will probably surprise most players even though they probably could be better still.

What’s interesting is that if you look at Leaver/AFK data, you can see that a % of the Leaves/AFKs are due to hardware issues, ISP issues, or other issues outside of the game’s control. There’s nothing Riot (or designers in general at any studio) can do to solve those issues. For these types of “external” issues, we’d like to allow players to reconnect or restart matches if a player fails to connect at the start of a game. But, we won’t be allowing full resets or restarts if a player “fails to connect” 45 minutes into a match for example.

There’s also always room for improvement for Leavers/AFKs that are intentional (the rage quitter). We’d like to improve the LeaverBuster system to be a lot more harsh to these players; there’s a few ideas on the table (including forcing them to play with other leavers, reduced IP per game, and other strong penalties like that). Hopefully, this gives you more info on what’s going on at Riot regarding Leavers/AFKs, and why it’s work that we do want to do. At some point, I’d love to go over the Leaver/AFK data in-depth for League of Legends and talk about how each feature of LeaverBuster affected the numbers, but that’ll have to be when I’m not at home typing away.

(Apologies on the brain dump)

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TLDR PortraitTL;DR – The reason Riot doesn’t just implement any system designed to solve AFK-ing / leaving matches is not because of abuse cases, but because many of the popular suggestions don’t really solve the issue. On the pipeline for the Player Behavior team are numerous updates to the Honor system that would make it feature-complete, a queue timer of only 5 minutes instead of 30-45 for dodging a match if you have high MMR, and fixing the Purple/Blue side imbalances.

 Leavers/AFK-ers constitute about 5% of the community, but even that number leads to some players experiencing 4v5s 8 times out of 10. Globally, the rates of leavers/AFK-ers in League are acceptable (no they’re not, but it’s what Lyte claims). The majority of leaver/afk-scenarios occur due to hardware or ISP (internet-service-provider) issues, etc., things that are out of Riot’s area of control.

 League’s Leaverbuster system will be a lot more strict to leavers in the future and will distribute harsher penalties.



Would the updated Leaverbuster be observing for trends

Lyte New PortraitThis is where we have to figure out that tight line between what’s an intentional leave, versus what’s that occasional DC due to a hardware or ISP issue (or random hurricane). I think at the end of the day, our data is much better than when LeaverBuster was originally implemented, so we can better identify patterns. Rest assured, I don’t think you’ll be impacted.

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Why haven’t early 4v5 match restarts been implemented yet

Lyte New PortraitThat question is difficult because there’s no good answer. For example, players really wanted the Player Behavior team to work on Team Builder, matchmaking, penalty systems, Honor, Tribunal, Team Builder Ranked, Team Builder Co-op vs AI… lots of really cool, awesome features. At the end of the day, we can’t do everything at the same time. We have to prioritize, and try to figure out what’s the biggest impact feature at any given point in time.

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QA On Chat Rooms Banner


Note: I assume Riot Metasystem is a group account for Rioters working on systems like Chat Rooms to reply to community questions. No fancy portraitino.


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Better-Chat-Rooms-Banner (1)



Feedback from a LoL community member manager

  • Chatrooms need to be variable in size. While a chatroom with 50 people just chatting with each other is spammed with lots of text, a chatroom to find people to play with (like the one we use in the LdG) could easily stand 500 people. Especially at peak hours, a limit to 200 members is just not enough for bigger communities.


We can and will raise the channel caps over time, as requested here and by many others. We’ll just have to make sure that any new tools and improvements are there to improve the usability – both for being a participant and a moderator.


  • Chatrooms need basic moderation tools. The owner (and chosen moderators) has to be able to kick and ban people temporarily and permanently from the chatroom. These bans have to be revoceable.


There’s a couple of different ways we can approach this but generally the ability to control who stays and goes (or control who is allowed to join in the first place) is a very basic necessity. This is also where we get started on the improvements. Ban lists might not be the best or the only solution as they’re easy enough to work around but the ease of community self-management is key.


  • It would be good to be able to decide whether a chatroom is open for everyone or just for people you invite.


We quite agree. Having both in the end would be preferable.

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Feedback from the Community Manager of The Gentlemen's Club chat room

Chat Room Visibility – In their current state, chat rooms are strictly word of mouth. Promote their use in various ways. A searchable list of chat rooms would be a good start, with one-click-buttons for joining or reading the chat room profile. You could also allow players to list their favorite chat rooms as part of their information on post game screens, as a sort of “guild tag”.


Being able to discover chatrooms, and be discovered if you so choose does sound pretty important! We have some ideas about how we’d like to approach this but as it’s not the first thing to be worked on we’ll talk about the specifics a bit later.

This is something that we quite want to get to as soon as we’ve first nailed the most essential functionality. Being able to discover, and be discovered


Chat Room LFG – A LFG/private game creation tool. Allow users to create community games that are automatically broadcast in the chat room, with one-click-join functionality for other players.


This is quite high on our own list of things to get to as well.

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League of Legends Redesign

Context: Summoner LMC Froyo has created a visual representation for a complete redesign of LoL, from client, to loading screens, even gameplay! Here’s a comprehensive infographic.


League of Legends New Client Preview


Saberprivateer New PortraitHi LMC Froyo,

Thanks for your post! It is clear you put a lot of time and passion into your design. Since I’m on the Unlock team I’ll keep my comments focused to that area.


1) I like having a button on the main page that says “On Sale”. One of the first things many players do when they log-in is check the store to see what is on sale. I don’t want to be your face but can imagine this streamlining that process for those players interested with a summarized pop-up.

2) Gifting has some issues. While I’m a lonely summoner with only a few friends I know there are some with MANY. Having a list will help find that special someone.

3) I like the icons in step 2. In fact, we’ve been working on updating some of the icons in the store to make it easier for players to quickly identify a purchase. Have you seen those chevrons for battle boosts? Its a start.

Thanks for the ideas!

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Reminder More interactive forums are currently in testing

Boompje New Portrait

We’re working on an improvement of the forums from many different aspects! The Community Beta it is called I believe right now. We have it for PBE and a test version is up as well!

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IronStylus’s Latest Sketch-a-Day Art





If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]



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 Lyte: Well, 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 Poster



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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.


New AFK Dodge System!

March 7th, 2013



I think we all wanted something like this to be implemented and now Riot has confirmed that it is, indeed, in the works!


This system was discovered on the PBE and posted on Reddit, much to everyone’s confusion. Thankfully RJ Combo joined to clarify:

    • afksystemA queue dodge penalty will be applied to players who fail to select a champion. The penalty functions the same way as a standard queue dodge from closing the client.


    • Solo players who did select a champion are returned to the front of the matchmaking queue.


    • Arranged teams are handled the same way as with a failed ready check. If all members selected a champion, the team is re-queued. If any member failed to select a champion, the team is sent back to the arranged team lobby.


    • Draft mode is handled on a pick-by-pick basis. The game terminates when a player’s pick timer has expired without a champion selected. Players further down the pick order who did not have a chance to pick are given the benefit of the doubt.


RiotDamiya was kind enough to remind us it’s an unfinished system:

Kayle_Splash_UnmaskedPlease note this feature isn’t active just yet. I promise you that those of us that worked on it are just as eager to see it out the door as you folks are! 🙂





Keep in mind that some sort of LP penalty should be introduced for AFK-ers, otherwise people would easily exploit it to avoid unfavorable matches. Aside from that, it’s an absolutely fantastic system that Ranked Lobbies were in desperate need of! Hopefully we see this implemented soon.


Good luck on the Fields of Justice!

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