Posts Tagged ‘death recap’


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Meddler has confirmed that Death Recap will be made useful come next patch or the one after. Also, a new banwave will hit a huge swath of cheaters (but not bots). Lastly, Elise will likely receive some changes in the next PBE update.


Recent News





Is Riot working on improving Death Recap

Meddler Final PortraitFair question. We’ve been pretty quiet on Death Recap for a while, it’s definitely been on our minds though. We’ve been doing a fair bit of work on it, and at a guess, should be in a position to release that in either patch 5.12 (the next one) or 5.13. That work’s been focused on ensuring that Death Recap properly collects data more consistently and, once it’s got it, attributes it to the correct unit and spell.

Having said that, we don’t want to over promise here. We think these changes will turn Death Recap back into a tool that feels informative and worth using, they’re certainly not going to fix every issue however. Feedback on how you find Death Recap after the changes will be extremely helpful as a result and we’ll include mention of the changes going out in the notes for whichever patch they’re in.

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Anticheater banwave incoming

Riot Cluvie Final PortraitHey all,

Just wanted to give you all some visibility on a wave of bans we have incoming for cheaters in League of Legends. Up front: it’s always a challenge communicating about our anti-cheat efforts, due to the fact that we don’t want to tip off potential cheaters as to our tactics (they are many!) and when we’ll be taking action.

That said, this is an issue we’re passionate about tackling and, while we can’t be super transparent in this space, we wanted to at least show we care a great deal about preserving the competitive integrity of League. We’re going to continue ramping up our anti-cheating efforts for the future and, even if you don’t hear from us, we hope you don’t take our silence for inaction.

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Will these bans be permanent

Riot Cluvie Final PortraitThese bans will be permanent vacations from the game.

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Is the ban wave going to hit bots

The Wolff Final PortraitGreat question!

As someone who has seen plenty of bots in games, I feel your pain. This ban wave will not include bots, but we’ll be doing ban waves for them soon. I can’t say exactly when, but this is more “as soon as possible” rather than “soon(tm)”. As much as we strive to stop cheaters, we’re just as passionate about giving bots the boot.

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Elise changes in next PBE Update





Interview with Carman Lam Champion Organizer

MHIJA Final PortraitThis week on /ALL Chat, we interviewed Carman Lam, the founder of the UBC Esports Association and manager of this year’s North American Collegiate Champions!

Today, Carman talks about what inspired her to start the esports organization at UBC and how she hopes these experiences help her in the future.

Learn more about the UBC Esports Association on their website:

How’d you get into League? Got a favorite role/champion?

An online friend from World of Warcraft (WoW) introduced our group of friends to League of Legends in Season One after he had played the beta. When he stopped playing WoW, we started migrating to League. Fun fact: He was the Fiddlesticks in the famous videos of Hotshot complaining about his Nunu and mimicking Fiddlesticks sounds.

In terms of both design and playstyle, I like mid-range utility mages. My first main champion was Morgana because I play the warlock class in WoW and I thought they were thematically similar. My favorite champion as a video game character is Lulu now.

How did you get involved with UBC eSports, and why’d you decide to work in a leadership role?

UBC had a really successful StarCraft club (UBCSC) and a team roster consisting of Stalife and FireZerg. I wanted to achieve the same success for League of Legends at our school. I started searching if there was a League of Legends club at UBC yet. Instead I found an intercollegiate league called Ivy League of Legends (IvyLoL) which is similar to the Collegiate StarLeague (CSL) that UBCSC participated in for StarCraft. On their website forums, people posted looking for other summoners from their school to form a team and participate in IvyLoL. I found other UBC students, including our current support player, and we started a team together. From there, I worked with UBCSC and reconstituted the club as UBC eSports Association to include League of Legends and other titles.

I’ve always been a contributor to extracurricular clubs and a participant on sports teams. My high school life included either club activities or team practice before school, during lunch, and after school. In my first year of university, I joined over 10 different clubs and volunteered in 4 of them. I became a director of an 800 member club for two years and after resigning I wanted to challenge myself with starting an organization from ground up that could last for generations.

How did you balance running this organization and your own school work? Got any advice for students trying to balance their work/play lives?

I worked on UBCEA like it was a full-time job and studying became an important side hobby for me. We are all limited to 24 hours a day – even Ekko, no matter how many occasions he rewinds time – and we have to make good use of the time we can allocate. I was prepared to reallocate a little time from a little of everything to commit to UBCEA.

To students who want to find a better balance in terms of personal time management, I would recommend setting a schedule that forces you to focus on school for a fixed period of time so that you can dedicate the remaining time to other activities.

For example, I usually scheduled my classes from 9 am to 5 pm without any breaks in between. I would suggest avoiding long periods of breaks in between classes if you can help it. I personally find that breaks encourage distractions and procrastination. I only took breaks after school as my “pause time” to help me transition from school-work-mode to club-work-mode. During this pause, sometimes I would slowly do some homework and then all of a sudden I think of a great idea for UBCEA. That motivates me to finish homework quicker and eagerly start working on UBCEA next.

Furthermore, students should definitely take advantage of any advising and support the faculty, school administration, and student government can provide. While our community members, team players, and club executives will come and go due to the nature of college life, UBC will always be the backbone to UBCEA. Work with your school staff as if they are a part of your school life.

How has the experience of running such a huge program affected your life after university? Do you think the skills you developed translate to your future career goals?

UBCEA continues to shape my life to this day and it has helped me develop various working mindsets. After university, I have been looking to expand the club beyond the campus. As a working professional now, I felt it was much easier for me to contact businesses and personalities in the industry on behalf of the club and so I lifted some of this responsibility from the current executive team, who as students have an easier time operating on campus and interacting with the community.

I actually think it is a choice whether skills can translate to future career goals. UBCEA opened a career path that I had never considered before and I will definitely take the skills I have developed to the next steps that I will take. It also brought me closer to a lot of people in the community and industry who I would have never met if I did not run UBCEA, but it also pushed me further from a few friends and acquaintances outside of my gaming circle.

Have you noticed students benefiting from being involved in the program once they leave university? Have you learned anything from League or being involved in the club that is relevant to school (or the other way around)?

Players on our collegiate team like BobqinXD have been at the top of the solo-queue ladder and competed in the challenger scene before, but winning the North American Collegiate Championship (NACC) is the highlight of their gaming career at this moment. They grew a lot individually and as a team together; I am sure that they will value their experience from being a part of UBCEA. Even after winning the NACC, we are benefiting from media exposure and business opportunities that would have seemed unreal when we first joined the team. If they really wanted to, some of the players could have competed on a LCS team or at the very least on a top tier challenger team, but they wanted to focus on attaining their degree first and being involved in UBCEA can encourage students to balance gaming and studying.

I know of many students who have used their experience at UBCEA to take their next steps in life, whether it was outside the gaming world or inside. I have been asked to be a reference for job applications and postgraduate schools, so I find that really awesome. I am a big fan of interdisciplinarity, so a lot of times I intuitively take advantage of combining my academic studies and extracurricular activities to make work more fun and personal. I studied Japanese Language & Culture (yes that is a major) and Economics, so being familiar with topics like gaming culture or incentives of UBCEA membership sign ups can be relevant to school!

Got any shoutouts you’d like to make? (Other people in the LoL community, UBCers, etc.)

On behalf of the UBCEA community, thank you to Steve Jaworski and his team for making collegiate League of Legends an official community program at Riot Games. Shout outs to the other Club Founders and Former Presidents: James Choi, Michael Medley, and Adrian Fakstorp. Good luck to Hantao Yuan our next Club President. I started off working with Aaron Rusak and Diana Chan, my personal two-man executive team, and look how much we grew from 50 members to over 2000! Lastly, thank you to our club sponsors and supporters for investing time and resources to grow our community: Memory Express, Made in Print, Roam Mobility, DotaCoach, and DXRacer.

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


News Update July 21 Banner



Everyone’s favourite parrot IronStylus comments on the size of the Champion Update team and what the requirements for working at Riot are, Rioters address the issue of queue-dodging in ARAM instead of rerolling and ARAM-only accounts, Lead Champion Designer Meddler explains the thought process behind the latest PBE changes to Varus, Nome addresses the buggy state of the Death Recap screen, an explanation of the steep cost to move to the NA East Coast realm and news on upcoming nerfs to Heal and changes to Exhaust on the PBE.


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Champion Update Team Banner



The Champion Update team should be bigger

IronStylus New PortraitWelp! I’ll never turn down more awesome people to work with in order to up cadence!

So, if you know anyone who’s a:


  • Concept artist who has top tier drawing and painting skills with the ability to design and render characters for our in-game environment.
  • 3D artist who is prolific in Zbrush and Maya who can expertly model, retopo and hand paint textures.
  • Animator who specializes in hand-keyed animation which is targeted from the top down 3/4’s view.
  • Technical artist who is proficient in rigging/skinning.
  • VFX artist who can hand-paint their own textures/assets and implement them clearly keeping in mind timing and graphic readability.

..then let me know 

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Follow Up

Do they have to know how to do all of those things

Meddler New PortraitNo, each of those is a separate set of requirements.

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So you’re not hiring people because the requirements are too specific

IronStylus New PortraitNo, we hire the people who are right. We’re certain hiring, just head over to the jobs page. All the positions I’ve listed are available. The requirements we put down are industry standard. Maybe the only exception is hand-painted texturing ability and hand-keyed animation. Those are genre and sometimes company specific. 

Not sure what “advertise” means, but we go to a lot of conventions, conferences, schools, etc. We’re always looking to recruit. 

You can indeed train people, but the skill sets I’ve listed are minimum requirements for pretty much any industry job. Also, it’s best to have people who already have a great start than to train up someone from nothing. Just throwing more bodies at the project helps no one.

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These skills are hard to learn at school or even trade programs

IronStylus New PortraitIt can be difficult to get a straight answer in school as to what skills (technical and personal) one needs to know to get into the industry. That’s why it’s super important to look at specific companies and what they specifically need in order to tailor your education. Part of learning is knowing what you want. Sometimes that’s hard to find, I understand. No one told me how to get where I am, I had to learn in a fairly difficult way. Now I try to communicate best I can to students and aspiring professionals what the qualifications are for the industry.

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Shouldn’t Riot have no problem finding the right people to hire

IronStylus New PortraitWe have a whole page of postings. We also visit a lot of places talking to prospective hires. It can be a challenge to find the right people who have the necessary skills in both technical areas and personal areas. “Soft skills” are super important to culture fit.

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Not so Random ARAM Banner



Fixing the not-random factors of All Random All Mid

L4T3NCY New PortraitHeya guys ^_^/

This is definitely something that is on our radar. We also agree from a design perspective, that ARAM-only accounts manufacture a disingenuous experience, and aren’t in the true spirit of ARAM (the “R” stands for Random btw).


Much like the game modes on other maps, certain champs in ARAM trend to being more effective and separate into perceived ‘tiers’. The issue is the asymmetrical champ selection experience that ‘ARAM-only accounts’ create. In all other modes, when picking, you have an equal opportunity to choose champs you want as the other team does. ARAM-only accounts undermine this by giving a statistical advantage of hitting those ‘tier champs’ compared to other players. Here lies the crux of the unfairness.

Making ALL champions available on ARAM is likely to contribute a net positive to the overall sustainable health of ARAM as a game mode, but there are still many things to consider. There is so much energy and passion from you guys surrounding ARAM, we want to do justice to that spirit and not just pull a trigger without thinking.

Personally, I like the idea of making all champions available in ARAM games, and hope this is something we can eventually take a closer look at to find a healthy solution. ^_-

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If you unlock all Champions in ARAM, you can rework the reroll system

L4T3NCY New PortraitYou’re absolutely right here. The reroll system is one of many facets we would need to revisit before implementing something like this. We agree that simply switching on ALL champs in ARAM with it’s current shape, would not feel very good. If/when we do it, we want to do it right. ^.^o

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Is the ARAM pool locked because you want people to buy the Champions

Tiki New PortraitCan’t stress enough how much the above is not the case. I believe L4T3NCY was referring more specifically to how the re-roll system in its current state doesn’t necessarily work as well in a situation where all the champs are unlocked. Imagine 2 situations:


1. Current situation, player has a limited amount of champs available in ARAM (assuming it’s a non-ARAM only account). These are likely Champions they are familiar with or have been interested in at some point, even if they’re not great ARAM champs. Rerolls will consistently get them something they are likely to know.

2. Unlocked situation, player has access to all champs available in ARAM. The day this gets turned on, you’re likely to start playing with a slew of unfamiliar characters. This isn’t necessarily a bad thing in the long run, but it is very different. Your re-rolls mean something a little different now. Instead of rolling out of a champ you don’t want to play into another you’re familiar with, you’re much more likely to get another champ you don’t know which can feel pretty disruptive.

If we’re going to design something new, we want to keep that second player experience in mind. I think exposing players to more champs is probably a good thing in the long run, but not at the expense of a really poor initial experience. Don’t know the exact solution, but it likely revolves around revamping the re-roll system in some way to give players a little more control, or some alternative that meets the same need.

Anyway, as someone who plays a LOT of ARAM I’m pretty passionate, if we do ever do this I want us to approach it in a way that feels good for my fellow ARAM players 



Summary of community ideas to make ARAM better

Tiki New PortraitThanks for discussing all this folks! Here are some of my thoughts on what’s being talked about. Disclaimer that I’m not a designer, just an ARAM player with a vested interest in the mode 

Altering champ selection based on win rates: This could definitely make the core experience nicer in some ways (I could do with less Sona’s showing up in queue myself) but I feel like it’s no longer ARAM at that point. Much as I don’t love certain team comps, I still like the overall concept enough to roll the dice and see what I get. Also games are short enough that I’m OK with it. Would want to do some research (big shock) on this and talk with actual designers on the long term implications.

Hybrids of all champs available & only your champs available: Even though this would likely thin out the # of games where you or your opponents have a seriously OP comp I still think it wouldn’t address a core problem. Namely that when I see the enemy team with a super OP comp, can I trust it was because of randomness and we all had a fair chance at getting that comp? If I can’t, a part of me wants to rage and it ruins the experience overall.

Seeing opponents beforehand: Unfortunately I think this would make queue dodging worse. I suspect a significant # of players would dodge if they saw the enemy team ultimately rolled something better. 

Draft pick all random: Again, a pretty different mode, but an interesting one! I wonder if players would actually pick “bad” ARAM champs into the mix in hopes of the other team getting them, or if everyone would just pick OP champs and hope for more. I think the later one is more likely, but I think the former would be really cool.

I personally love the craziness that ARAM brings, even if I get my share of crappy team comps. I like being forced to play champs I don’t love, I like playing awesome ARAM champs, and mostly I like seeing variety. One thing ARAM can bring that is tough with SR & other modes is consistent variety. There are so many champs and I love the thought that they can all get some play.

Love the discussion on all this!

p.s. I love me some Yorick in ARAM 

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Is ARAM mode really giving me a random Champion each time

L4T3NCY New PortraitARAM’s champ select RNG is not ‘rigged’ by any means, but certain players are curtailing their champion pools to gain an unfair advantage in what should be a random (there’s that word again) experience. This is the cause of your Master Yi déjà vu.

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Punishing queue dodging in ARAM to get the pick you want

L4T3NCY New PortraitTo the general sentiment here RE queue-dodgers, we would like to do everything possible to discourage them. Harsher penalties are one valid path, but we should consider the reasons for queue-dodging too. Some players aresimply just gonna dodge until they roll a Lux. :/ But others might be doing it due to the perceived unfairness in champ pool selection, which is something we could realistically have a chance at mitigating.

As someone who used to play ARAM back when it was a custom game mode on SR and the rules were a “gentlemen’s agreement”, I feel like we’ve taken some Cloud Giant sized steps forward on queue dodging, but of course, could still improve on player’s experiences even more. We should all be spending less time in champ select, and more time on the Abyss! \>o<


Queue-dodging is a shortcut to Frowntown for everyone. Don’t go there guys. Everyone is frowning. Like this-> 🙁

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Varus PBE Changes Banner



Why was the CD on Varus’s ult decreased on the PBE

Meddler New PortraitCouple of thoughts behind the change we’re testing:

1. As a non mobile ADC giving Varus a bit more safety/control via his ult being up more reliably’s an appropriate place to offer a bit of power.


2. Following on from that one of the prime reasons to pick Varus in a team comp is if you want crowd control from your marksman slot (with a focus on team disruption, and greater reliability as a counterinitiate, in contrast to Ashe’s strength as an initiator). Amplifying that strength’s therefore fits well with our goals of increasing clear strengths and weaknesses for champions to create further distinctions between them.

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Why not increase the size of the ult’s hitbox

Meddler New PortraitA higher hit rate, via width, was something we’ve talked about as well. Agree it feels like it’s missed a lot, it’s a pretty fast skillshot (2000) with a fair bit of width already (around 100 from memory, not certain off the top of the head) though so I’d be a little hesitant to make it too generous (would also reduce the current cases we see of chaining it with allied CC from your support which can add some interesting play to bot lane comps, CD reduction by contrast supports that).

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Will Varus get back the 5 MS he lost

Meddler New PortraitNo plans to do so at present. Wouldn’t rule it out of the question entirely, there are likely more interesting ways we can add power to him though.

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Follow Up

How much power does 5 ms usually translate to anyway

Meddler New PortraitFrom what we’ve seen it varies a lot depending on that champion’s kit and role. On some that’s not massively position dependent (not a primary target or heavily range constrained) it may not have too big an impact. ADCs on the other hand do tend to be pretty sensitive to MS changes. Vayne’s a particularly good example of that, with even small changes to her movement speed translating into noticeable power differences.

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Follow Up

In Vayne’s case, is it because it increases her movement radius under stealth

Meddler New PortraitNot completely certain, couple of things I’m inclined to attribute it to though. Vayne doesn’t have any way of projecting influence beyond her auto attack range. Combine that with the way ADC trading/CSing/harassment bot often skirts just around AA ranges (to the extent that a 550 AA versus a 575 AA is a really noticeable difference) and a small difference in MS can make the difference between being able to land or avoid a hit or not. Similarly kills or escapes will often come down to a single AA’s worth of health, often just barely landed or escaped.

Agree with your point that dashes/blinks should be expected to reduce such impacts. In Vayne’s case however I think the factors amplifying movement sensitivity are strong enough to outweigh the mobility she gets from her kit though.

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Why not buff the slow on his E then

Meddler New PortraitNo shortage of champs with slows. As above we’re seeing if there’s mileage in buffing something more distinct. On top of that a slow’s fairly or completely ineffective against a fair number of diving champs, in contrast to a root.

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Do you think Ashe actually could be buffed to a top-tier ADC pick

Meddler New PortraitI’m not sure top tier’s necessarily a good goal, that implies she’s potentially strong even against those that are meant to be good against her and therefore overwhelming against those weak to her (given she’s not as much of a baseline pick as some other champs). Sometimes picked in competitive play (with the right team comp/enemy team comp) on the other hand I could see being appropriate. We did see a little bit of that last year with some of the Ashe/Zyra lanes being run. Personal suspicion is she’s probably not too far off situational picks like that being valid, particularly with the decreased number of assassins in the competitive meta of most (all?) regions right now.

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Death Recap Banner



Can you update the Death Recap info screen

Nome New PortraitIt’s a thorny question, and depends what you mean by updating it.

If you mean the multitude of bugs, then that’s going to take a lot of time, and might not be worth the effort. Rather, we need to go back and re-assess what the value of a good death recap is. We don’t want to go the combat log route; raw information is rarely actionable. Likewise, I’m not entirely clear on how the existing implementation is useful outside of letting you know how much magic or physical damage you took. We’ll probably update it at some point in the future once we knock out some competing UI features, but if we do, expect more of a redesign.

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Shouldn’t it be a priority for Riot to fix buggy features

Nome New PortraitTo make an analogy, consider an intricate mansion built with a poor foundation that’s resulting in structural issues. The citizens find it unsightly, but still recognize the value in the property. There’s a few ways for the city to address this–

  • A. Build a nice facade that hides the issues.
  • B. Carefully rebuild the foundation piece by piece without touching everything else.
  • C. Demolish and rebuild from the ground up.

Now, we’re fairly certain that we’ll want to do Option C at some point. This makes A and B much less attractive. But then there are other uses of resources, like building that new elementary school, cleaning up the city square, etc.

This is the situation we’re in–the bugs that plague death recap are deep. How deep? There’s already been a few attempts to fix it to no avail! We have to prioritize redoing the feature with all the other things we’re doing, and measure value that way. Maybe I’ll share some of our concepts for how death recap could work in the future. We’re definitely thinking about it 🙂

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Suggestion for Death Recap 2

Link to the suggestion thread.

Nome New PortraitSome critique here–

This is moving more towards the combat/death log approach, which I think is less compelling on the basis that it doesn’t provide actionable information. Players who die generally need one thing out of death recap–which is why they died. Unfortunately, why is never an easy answer, so most players tend to be OK with extracting the why out of the how. Combat logs explain thehow, but not the why. If we were to redesign, we’d want to head more towards why.

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How will you address the “why” you died in a Death Recap

Nome New PortraitI don’t want to delve too much into this, as it’s still a problem space under exploration. Some examples of why could be–
“You just took 2000 magic damage. You have very low MR.”
“That champion is several levels above you.”
“When you died, you still had both your Summoner cooldowns up.”
Note that not all of the why is directed at experienced players either.

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Tentative nerfs to Heal and Changes to Exhaust coming to PBE

Ricklessabandon New Portraitnot sure if this is relevant or not, but heal is potentially getting nerfed in the 4.13 patch (the changes should be in the next pbe update).

i also have a change to exhaust, but that’s it for summoner spells in 4.13 (and again, they’re candidates—like anything else on the pbe, they will be subject to change/removal).



Can we expect buffs to Soraka before her rework

Meddler New PortraitTesting at the moment to see if we can add one of the things from the rework to her current kit. Initial testing suggests it may not function well enough without other corresponding kit changes, looking into it though in case we can give her a bit of help sooner.

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Do you think Sejuani will become popular with the new items

Meddler New PortraitI think it’s safe to say she’s a strong pick in solo queue with the Quill Coat/Ancient Golem changes. Not sure that necessarily translates to FOTM though, Amumu and Maokai may be favored picks over her still if you want a tanky jungler that can build heavy defense.

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Why does it cost 2600 RP to switch to East Coast Servers

Marowe New Portrait I’m sorry I jumped into this thread without saying much; I wanted to quell some confusion surrounding the suggestion to contact Player Support for a free transfer. 

I understand why you’re frustrated. I played with east coast ping for a couple of years before moving to the west coast. Understanding doesn’t help though, and I’m sorry that I can’t do more for everyone here.

LAN doesn’t support english as a language option and it isn’t intended to be the long-term solution for connectivity issues that east coast players are facing. We’re not ready to say too much about the plans for the east coast at the moment, and I’m not really the one equipped to talk about it. You can keep an eye out for updates like this one in the future:…92229#45392229

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