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Posts Tagged ‘chat rooms’

 

News Update July 8 Banner

 

Summary

 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

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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

TL;DR

  • 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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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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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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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!

http://community.pbe.leagueoflegends.com

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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]

 

 

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Small PBE Update

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PBE Update


 

New Urgot In-Game Icon. You can check out Urgot’s new Splash art here.

 

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Akali Visual Update Banner

IronStylus addressed a forum thread asking if Akali will be receiving a visual update. 

 

 

IronStylusRiotlink Button IronStylus: I don’t think she’ll be up for anything anytime in the immediate future. She has some pretty janky things in her model (bad deformation, noodle arms, etc) but overall she’s not *that* bad. I think she’s actually pretty distinct as a character. She would however benefit quite a bit from a texture update and some geometry tweaking to make sure her elbows, knees and ankles bend appropriately. To my knowledge we could address those with some rig changes.

 

 

[ Question ] Wasn’t Akali supposed to get a new Splash art last June ?

 

IronStylusRiotlink Button IronStylus: That’d be RiotSilver’s domain. Not sure where she stands on a splash update.

 

 



Caitlyn doesn’t look bad either, yet she’s slated for a VU. Why isn’t Akali?

 

IronStylusRiotlink Button IronStylus: Akali theoretically wouldn’t need as much of a thematic overhaul as Caitlyn. That and other factors tend to push Caitlyn to a higher position of priority, such as visibility, approachability of the champion, “visual health” of the champion, etc. She’s one of our more popular characters, especially where ADC’s are concerned because she’s sort of “entry level”.

 

 

[ Follow-up ] So Caitlyn which came out later is closer to one? How about Ezreal?

 

IronStylusRiotlink Button IronStylus: We don’t prioritize by order of initial release. Each champion is looked at independently. My personal opinion is that Ezreal could use a lot of love though.

 

 



[ Follow-up ] Don’t you think you should prioritize visual updates by the Champion’s release date?

 

IronStylusRiotlink Button IronStylus: No, because there’s a hige discrepancy with early champions in terms of quality. 

Akali, Vlad, Malzahar, quite as in need of updates as say Urgot, Swain, or Caitlyn. That’s sort of arbitrary and debatable in terms of quality difference, but it’s mixed bag. 

Actually, a number of champions had VU’s in order-ish, such at Annie, Ashe, Kayle, Master Yi, Soraka, Twisted Fate, etc. Not exactly down the line, but close. 

When we prioritize, we also look at the scope of work. Like, it would be difficult to do Ryze and Morgana in close proximity because of how much work their models, animations and VFX would need. Those are fairly large scope. While melee characters or ones that don’t have a ton of whacky animations are lower in scope. 

Each thing is a case-by-case undertaking.

 

 

Pentakill Mordekaiser Banner

A lengthy post by Summoner BFNASmurf explains the visual downgrade of Pentakill Mordekaiser and how it should be resolved.

 

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Pentakill Mordekaiser Comparison by BFNASmurf

 

 

[ Question ] Why do you think the new textures are an improvement?

 

IronStylus Riotlink Button IronStylus: Going out on a limb here… 

The old texture, from a purely game-development side of things, is busy. Really busy. When you run most of our old champions around in game they tend to “sparkle”. From our side that is really a quality sink. Noisy texture = business = sparkling = bad quality. 

A “good” texture in our game won’t sparkle or sparkle as much. When it does we attempt to mitigate it. You’ll notice that even as recently as Vayne our characters have had noisy textures. It wasn’t until maybe around Ziggs that our textures got a lot better, mainly because we got more artists at that time, allowing our quality bar to raise. 

Texture in our game, when functioning properly, takes on a property where small details diminish into large graphic shapes when zooming out. When zoomed in, detail will be apparent but have less contrast. Also, contrast and color saturation will be more pronounced towards the top of the character and reduce to lower contrast and deeper colors towards the foot of the model. This is called visual hierarchy. When the hierarchy is intact and the model is reading well from game, without noise, without excessive contrast and without confusion, we consider it balanced.

I would consider the work done on Mord to be a proper balancing of the texture. While there indeed may be a decrease in detail, meaning, removing excessive pixels in any given area, there is overall mainly a reduction in contrast. This is to make the character less jarring, more easily readable and smoother. While I can understand the loss of some of that pixel contrast could be potentially seen as some sort of feature removal, I would submit that the quality, readability and overall ability to interpret the model as a graphic element is more apparent. 

Blur your eyes and see which one pops off the background better and in a more uniform shape. The new texture allows for the proper character to background separation which we view as something very paramount when making our models. 

Texture balancing is something you may see more of as it becomes more apparent that some of out current models appear very harsh, jarring and confusing on the new SR. Skarner was given this sort of balance pass, along with a specular map, to help his texture not compete with itself.

All in all, there will be selective choices made when readability and texture quality is concerned. We are, first and foremost, a game where readability is key. It is the most important aspect of the physical assets we make. Distinct silhouette, easy recognizability of each character and and good visual communication is the information you need right up front when playing League. It’s possible that this texture could use a couple places of pop further down the body, but I would consider it, on face value, of high quality and achieving what’s necessary for it to read in-game properly. 

That said, I understand how the reduction of noise can be seen as the removal of detail. That will come down to personal taste. I personally think the new texture is a far superior execution than the original.

 

 

[ Question ] Don’t you think the skin needs at least some color correction so we can see more scratches on the armor?

 

IronStylus Riotlink Button IronStylus: You’re getting the terms mixed up. Color has nothing do do with it. Value, as in lights and darks, are what you’re thinking. High contrast between light and dark are what make metal feel like metal, chrome in this case. 

When form is turned where chrome is concerned, the surface turning away from the viewers reflects the surrounding area. This is compressed by the eye and creates, usually, dark masses in the reflection. Wherever the brightest point of reflection is, there will be a high contrast specular shine, going all the way up the value scale to white. You’re saying there’s a lack of contrast in the places where the material would be the most contrasty. 

Leather, cloth, other matte materials, don’t have that much of a reflective property, so they don’t run the gamut of contrast in their material properties. Metal, high gloss plastic, glass, etc, reflect, therefore creating the most contrast in the surface material. 

You want contrast, not color.

 

 

[ Conclusion ]

 

IronStylus Riotlink Button IronStylus: I mentioned I wasn’t the authority, nor did I know what, if any, change might occur. I’m in no way in charge, nor do I really work with the skins team in a production capacity. But I look at the skin and I see a raise in fidelity, straight up. That’s my opinion as an artist from the standpoint of good game readability.

 

 

Better Chat Rooms Banner

A few recent Reddit threads called out in-client chat rooms as being badly underdeveloped and unusable. Riot is aiming to make them a real hub for the community to hang out.

 

 

Riotlink Button Riot Metasystem: Riot Metasystem here to talk to you about our chat room system. Many have pointed out that there are some flaws and I’m here to discuss those issues and solutions to address them.

The official public chat rooms have grown rife with RP sellers, scammers and Elo-boost spam. The default four rooms we established can be used by a tiny fraction of our players at a time. Given the number of League players, most conversation spills into private, community-created rooms.

Unfortunately, private chat rooms and even the awesome community hubs like Dominate Dominion and Summoner School lack moderation tools beyond the ignore button. While the experience in private chat rooms is better than the public versions, we still want to provide tools to address unwelcome drop-ins and toxic behavior.

Long term we’re exploring and working on major and minor improvements to chat and chat rooms aimed at enhancing usability and adding new functionality.

As an immediate action we’re going to disable the public chat rooms until they’re useful and accessible. In their current shape they just don’t work and can actively create negative experiences for many players (especially new players).

We’ll keep all private chat rooms and messaging available to everyone, and bring the official public chat rooms back as soon as we can.

Now that we’ve talked about the current state of chat and some of our first steps, I want to explore what our goals for chat are.

We’d like to create a persistent hangout for the friends you play with. Those friends should bring in their like-minded friends as well, and the badass players you meet playing great games. While you’re at it, why not invite some players from the community as well?

At the end of the day, when you log in you should feel like you’re surrounded by active players that like to play League the way you do. You should be to able jump easily into games with those friends – – without having to send game invites one by one.

Whether we call them chat rooms, hangouts or communities, they could grow to serve many purposes. Players could build a community for junglers, a mentoring group, a champion theory-crafting channel, or casual ARAM or Team Ranked LFGs. Some great communities like these already exist in League but it’s not easy to manage them well.

When we think about these social spaces, we think a good starting point to solve the existing problems is a solid set of tools that empowers players and Riot to create, own, and manage all kinds of different social environments.

Right now we’re looking for your feedback. Tell us what you’re looking for in our chat rooms, and how we can provide you with the right tools to make them into strong communities. We’ll work on the improvements at a steady pace, and keep you posted along the way. Join the discussion below!

Thanks, Riot Metasystem

 

 

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[ Question ] Why hasn’t anyone come forward to talk about the server transfer crisis thread being removed from the Sticky list on EUW forums?

 

Dromaius Riotlink Button Dromaius: Hi there,

While the thread was removed from the sticky list, I can assure you that our work does not stop there. We have been tracking and resolving a myriad of issues faced following the transfer, but in all honesty, this will never be considered as a “completed” effort. And this is not because of incapacity to do so, but because improving the service for all of you to enjoy is an ongoing effort that will never truly stop.

You might have read the post from Riot Tmx on the Network Diagnostic Tool (here), which essentially allows you to perform a connection test from your computer to the League of Legends servers and upload it for our team to use in optimization efforts. We have identified routing problems with it and are working on improving these (routing is essentially the path your connection follows to reach us, sometimes these take unnecessary detours which add to your latency and not necessarily related to the LoL servers). This is just one of the many ways for us to keep on working on reaching an impeccable experience for everyone.

In regards to communication, we realize that it is important for us to keep our participation consistent, so that you do not have the impression we only “exist” during issues, and we will keep on working on improving as per our promise to you guys. And this does not only go for the English forums, but the localized ones as well. And it is through the help of summoners like you giving constructive feedback that we will be able to reach a level that will satisfy you.

In fact, what level of communication would you feel happy with? Or rather, which medium do you think would be the most valuable for you as a player?

Note that I am not touching on the “word” you have briefly referred to, not because I chose to ignore it, but because I am not able to bring anything to the discussion that was not previously shared in other posts.

 

 

League of Legends and “perfect imbalance”

 

Riot Draggles Riotlink Button Riot Draggles: The concept of imbalance is pretty neatly discussed by Extra Credits in this video. Remember Season 3 when assassins were everywhere, and then we released Zed, and everyone played him every game because he was ridiculously broken?

Balancing is essentially tiny tweaks designed to make champions slightly less (or more) effective – and with the massively vast combination of items and lane matchups, these tweaks form new metas every patch. It may be slow evolving, but champions like Kayle were “hidden OPs” for a loooong time before their power came to light. 

I imagine we’ll be having this conversation in 6 months where players will be questioning us about (the secretly overpowered) Galio and Poppy being in every game.

 

Rengar disabled in LCS

 

 

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