- Darius gameplay update soon
- Update on Mordekaiser’s rework
- Upcoming changes to Promo matches
- Mastery Emotes will be visible to enemies
- Team Builder Draft & Vote Kick in Champion Select
- Context for Yorick’s rework delay
- Details on Poppy’sÂ visual update
- Fan-made skin ideas, Legacy/Limited Skins in store & Fan Art
Darius will be receiving a minor gameplay update and potentially some unique new mechanics.
We’ve actually come back around to the work that started 2 years ago and will have something to show very soon. Statikk picked up the darius project after he finished working on Gangplank, and it turns out we can make a lot of improvements for him without too many dramatic changes.
When it’s all done, he should have a more healthy + satisfying + some new unique stuff in his kit.
Mordekaiser is still slated for a rework and the team is currently debating on how to solve his mobility issues.
We’re testing some really experimental changes for him at the moment that involve making it much more dangerous to be directly next to him. We have talked a lot about whether Morde should have some CC or more mobility. We concluded however that his lack of those tools was pretty definitional to his playstyle and an opportunity to potentially give him some effects we wouldn’t be able to do on a more mobile champion (in the same way that Nasus for example’s only allowed to have his stacking Q because he has trouble getting onto the targets he really wants).
Time wise within a month or two we should either be ready to talk about those changes in detail or be ready to say they didn’t work out and we’ve scrapped them. Worth noting that if we do them they’ll be very gameplay driven, so would only include visual changes as needed to support ability modifications. We would love to give Morde a visual upgrade in general, but have other champs that are before him in line for full overhauls.
What we’re currently testing is a more bruiser ish version of Morde, that builds somewhat tankier and doesn’t have as much front loaded damage. In playtests so far he’s still been able to put out quite a lot of damage in a short time frame, but he’s had to ramp up to it a bit first.
We did have a go at a similar approach when we were removing DFG. At that time however we only had a very brief period (one patch’s worth of development) to investigate and test changes. That wasn’t enough time to fix the issues we saw come up, or even investigate a decent range of approaches. We weren’t confident in the results of that work as a result, so ended up pulling almost all of it. This time we’re putting a solid amount of time aside for both experimentation and testing, so feel it’s worth taking another swing at that direction.
Being an immobile melee with no CC does mean that you do get kited by champs like ashe or kallista. There’s two ways that we’ve thought about how Morde will be able to handle those types of champs/situations:
- More baseline defense – Morde right now relies almost entirely on dealing damage to stay tanky, which makes him even more dead when he cant get to target. We’re trying to bring up his reliable/baseline tankiness so that he can function better when he’s not winning already.
- Ally CC – This may sound like a bit of a cheesy answer but we really want Morde to be that much of a thread that allies and enemies will dread getting caught in CC when he’s nearby. If Nami lands that bubble, it’s go time for Morde.
It’s more like if I was talking about Janna (who has a lot of CC and very little damage) I would say that she is very good with ally damage. On the food chain of League of Legends, Morde will not bring the CC himself, but he does bring the damage. That will naturally pair well with allies that bring CC.
The end result wont be any farther on the “need my team to carry me” scale than amumu, janna, jinx etc.
This time around he wont be getting the full shabang (like sion or GP) but he will be getting some small visual love to represent some of the new gameplay that he’s getting. Overall it’ll be mostly upgraded spell VFX.
These ideas are good. We’re looking at making some changes like this at the end of this season. We’d like to reduce ambiguity around
when demotion shortly after you’re promoted, as well as the pain points when you’re climbing back to a division you’ve already reached.
Mastery Emotes will soon be visible to enemies, although they’ll still have an internal cooldown and will be affected by muting.
We’re going to slightly increase the cooldown and make it respect muting before we make that change though.
When we tested this on pbe it could get a little spammy when abused. We decided to increase the cool down before going live with it. It will be appearing in one of the coming patch cycles.
Lyte expands on the upcoming Team Builder Draft mode and answers community questions for why a vote feature to kick/leave Champion Select is still absent.
We’ll be the first to admit that Team Builder “Classic” solves a lot of problems, but also has a few major issues that we’ve solved in the new Team Builder Draft experience. For context, Team Builder “Classic,” reduced reports by about 26%, increased honors by about 18%, and reduced negative/toxic chat by about 36% in wins, and 23% in losses. It also reduced leavers/AFKs by about 8-10%, I don’t remember that one off top of my head.
One of our primary goals in Team Builder Draft is to retain some of the benefits above in the design of the system, but invest heavily in solving the queue time issues and improving the matchmaking quality. We’ve also invested in the actual UI work so that it’s much faster to setup your team, play with friends and get into the game.
So far in testing where we bring players into Riot HQ to test Team Builder Draft, we’ve seen the vast majority of players prefer the experience over every other queue experience. So for now, we’re not going to encourage players to funnel into Team Builder “Classic,” and we’re going to see if Team Builder Draft is popular enough that it becomes the dominant Champion Select experience.
Happy to answer questions about Team Builder Draft in this thread.
We played around with a few “Vote Kick” designs before, and the results were surprising. First, let’s assume the design is a simple: players in Champion Select can vote to kick a player, and you need 4 out of 5 votes to proceed.
Immediately, we saw the behaviors change in Champion Select. One, players began using the “Vote Kick” feature when they didn’t like a particular team comp, when they felt like the Captain didn’t ban the appropriate champions, when players played off-meta champions, and sometimes when they felt the opposing team comp was better than theirs. This dramatically increases the amount of time it takes to get through a Champion Select and into the game as many Champion Selects fail out and you have to start over, and then players will complain about it taking 15-20 minutes to actually get through a Champion Select and load into a match. Now to play one game, you need anywhere from 1 hour to 1.5 hours of free time, which was way too high of a time commitment. Secondly, some scenarios with Duo Queues became even more frustrating, because if a Duo Queue group was being negative in Champion Select you still had nothing you could do to resolve it, and the situations felt even worse than before.
Some additional designs would be to give every player only 1 “Vote Kick” per day, but just giving 1 vote to every player increased failed Champion Selects by ~20%, which means that you’re now going through multiple Champion Selects just to get into a game. We also reduced the penalty for queue dodging before, which would make it “less painful” for players to queue dodge if they absolutely had to, but this increased failed Champion Selects by about ~30%, and again players started complaining about failed Champion Selects and taking too long to get into a game.
We think that Team Builder Draft will ultimately solve Champion Select issues better than most other features or systems, so we decided to work on that system first because it also solves a bunch of other problem spaces such as better retention and onboarding for low level players and giving players more control over their Champion Select experience. If Team Builder Draft does not improve Champion Select enough, we have some ideas ready to go such as allowing players to report when someone doesn’t play the position they specified, or allowing players to give us a reason (and specify a player) if they choose to queue dodge.
It’s a major change to the pre-game flow, and a brand new Champion Select, so we want to avoid this big of a disruption in the 2015 Season. We didn’t start too long ago, while we were researching and learning from lessons in Team Builder Classic we were working on a slew of features like Party Rewards (for events like the Pool Party), Suggested Players, LeaverBuster, the machine learning Tribunal and Instant Feedback System and the new Intentional Feeder detection that’s going out in the next patch or two.
If the live beta test goes well (and is similar to our lab tests where we bring players into Riot HQ to try out Team Builder Draft), it might be an option to replace some queues which will funnel players into the new experience. However, in the system itself we’ve introduced the “Fill” position which helps reduce queue times, and we’re requiring players select 2 positions (instead of 1) which also reduces queue times. If we have to, we’re also going to incentivize the high demand positions so you get a small bonus for playing them. We think these 3 things combined should solve the queue time issues nicely.
Yorick’s rework is still a long ways off… you can bury your hopes again.
Don’t expect him to come out before Poppy/Taric (both are much farther along), but do know that we are working on him and we are not gonna put it down until we finish. Yorick can be soooo much more than he is and I hope that you will like the results when he’s finally rebuilt from the ground up.
After Xelnath stopped working on yorick we didn’t end up picking it back up until very recently (march ish if I remember correctly, ah you linked it too). We definitely used some of his work as a starting point and have continued iterating from there.
Poppy’s visual update won’t so much cater to seasoned Poppy players as it will draw in newcomers to the Champion.
Good news: Poppy will get a visual update. She’s in the same camp as Sion, Taric, Urgot, etc which will recieve complete overhauls which will not only increase fidelity and introduce a newer and cleaner design, but also will aid in clarify and mechanical expression. We did a lot exploration on Poppy and are happy with what we’ve got. She’s currently in the art production pipeline as her kit has been locked for some time. Now it’s a matter of time and the technical work of getting that new character to live in game.
“Bad” news: Poppy is shipping with a complete kit overhaul which will retain the spirit of Poppy, and utilize some signature abilities, but will probably vary pretty significantly than current Poppy. Think of the same way which we wanted to retain the “feeling” of Sion while keeping virtually nothing of his existing kit. I’e played her, and she’s really, really fun. I think players old and new will find a home with her. I think that’s what’s going to bring her into a place where she’ll be loved by passionate players but also new players alike.
So shipping the visual update probably isn’t going to turn people onto existing, present-day Poppy as much as it will excite people to try what is fundamentally a brand new character which takes what we love about Poppy, amplifies it, and makes her more cohesive. Our goal on ChampUP is to excite enthusiasts, to get at what the real and visceral emotional attachments that bind them to a character and hone them, making that feeling more clear, maybe even stronger. Often that means pretty substantial change, for multiple reasons. Unique identity, clear role and play pattern, character/kit/art cohesion, among other things. A sub-goal is to bring that character up so at the very least new players are aware of the character and can approach it comfortably. To bring that champion back into some rotation even if it’s with a smaller but dedicated slice of players.
The team is very excited about Poppy. I’m happy to have been part of her development and can’t wait for people to get a hold of this take on her. Though things change, the spirit is there I feel.
There is a kit change in the works for Shen, with that comes our investigation as to how much visual changes (model, animation, VFX, etc) have to go towards facilitating the gameplay overhaul. We always ask the question about scope. How much scope does this need, and how much do we want it to have? We currently are exploring ideas for a new base design for Shen, but this for the moment remains an exploration. It might be beyond scope lets say to redesign his base. But, if we deem it a substantial opportunity, or something that really needs more art resources to make the new mechanics work, then we’ll scope the project up.
However I can give you more context on how we go about choosing what projects to work on. When we have a meeting to ideate on thematics and champions for skins we always bring up relevant fan concepts and take note of how much player support they have garnered. We never just say ‘This concept got 8k upvotes so let’s make it’ but if an idea is popular it will at least be considered in the spread or used as a starting point for a design. I would say skins team (with people like Whist, Galetta, Nurse Flan and KateyKhaos to name a few) keeps a close eye on fan concepts, not just on the boards but also on the Chinese/Korean/Garena sites. Riot Penguin also takes player requests on the weekends just for fun, but they are often pretty great ideas (Armoured Annie plz).
No, skins are additive in that we can create one knowing that there will be more in the future. Champions are absolute, once they launch then that’s it. The champion team spend a lot longer crafting a champion and it’s a collaborative effort between art, gameplay and narrative. I’m not on that team though so I can’t give you as much insight.
I brought it up when we were working on Pool Party Draven. It was decided that Gladiator Draven already had fire particles and ‘Firedancer’ didn’t fit enough into the ‘Pool Party’ theme. I’ll bring it up again next time there is Draven ideation because I still think it’d be a great fit for him.
We have both limited and legacy skins.
Legacy skins will periodically come back to the store. Examples of these are Kitty Kat Katarina, or Poro Rider Sejuani. Limited skins are removed once the event is over, and there is no guarantee they’ll return to the store/be made available again. These would include skins such as Rusty Blitzcrank, Championship Riven and Victorious skins (Jarvan, Janna, Elise, Morgana).
You can find the full list of both legacy and limited skins here.
Yup! Hippalus did say there’s a possibility. :]
“Yes I think Championship Riven will come back someday. Most limited edition skins took four years to come back after release, and it’s been two years for Riven so far.”
As far as I know, the statement still stands.
We deactivated the older skin codes to due 3rd party sites scamming players, claiming they could buy rare skins like PAX TF, when in fact, they were given fake codes, or codes that had already been used.
We informed players in advance that we were doing this, so if they had codes hanging around, they had the opportunity to redeem them before the codes were deactivated. you can check out more information about why we decided to deactivate the codes here.
I agree with Chat97 that there is some uniqueness to having a skin from beta, or even Victorious skins from previous seasons, and selling them now would leave bad sentiments to those who earned them during x event.
I understand the frustration that arises, especially if you’ve joined the game, and don’t have the opportunity to buy/use these skins, however, at this time, we do not have plans to make these rare skins (Silver Kayle, PAX skins, etc.) available for distribution/purchase.
You can check out more ofÂ Meltedjujubees‘s work HERE.
You can find the rest ofÂ Songoanda‘s work HERE.
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org.