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If Melee is so problematic, why is the Marksman class the only mandatory role in pro-play

Ghostcrawler New PortraitIt seems apparent to me that League wasn’t designed with melee carry as a viable alternative to a Marksman. We have melee carries in the game, but they fill sort of a questionable role at the moment.

I’m not saying that’s how League should be, but in terms of why there is a must pick Marksmen in most games, the answer is tradition.

If you ask me how League should be, that’s a much larger question that requires a big discussion. For starters, maybe it would be nice if players picked positions (top, middle, bottom, jungle) but not roles for those positions. Would players be ready for something like that? Is there benefit in having the tacit agreement that if you pick a Marksman, she’s probably going bot? Would you want to see games with two Marskmen or none at all? Does that sound exciting or destablizing?

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The meta has

Ghostcrawler New PortraitRight, something like that. The current melee = top etc. setup has been in place for so long that teammates will call you out if you’re “doing it wrong” and they will certainly report it to us as something broken. (The pros are often more adventurous in trying what works rather than what is expected.)

 

But there are definitely benefits in having an assumed configuration. It’s easier to coordinate a pickup team for example because you can infer a lot of position intent just from their role choice. The question is whether those benefits outweigh some amount of fatigue for every game ending up melee-top, mage-mid, ADC-bottom.

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Follow Up
Ghostcrawler New PortraitI’m not saying players are ignorant and choose ADCs because they don’t know any better and cling to tradition. I’m saying Riot has ended up supporting ADC mandatory bottom because it’s a relatively stable configuration of the meta. There is no reason that has to be the only configuration. It’s just the one we have traditionally used for at least the last couple of years.

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Support means a team role, a Champion type and a position

Ghostcrawler New PortraitWe have discussed whether we should rename the role of support to something else (“utility?”) just to avoid the potential confusion there. So “support” would be a position, as you describe, when you share a lane but don’t go for CS, and could conceivably be performed by a melee like Alistar or a mage like Annie or a “role-formerly-known-as-support” like Sona.

It may cause more disruption just trying to change it though.

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LoL over the years has lost some of its replayability

Ghostcrawler New PortraitYes. This is exactly the sentiment we’re trying to improve for next season.

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Promo Series Banner


 

 

Promo Series should not exist and here’s why

Originally Posted by Lil Soybean View Post
Before we go on, let me ask you guys something honestly.
Recall the last time you reached a Series. Whether it be from Bronze IV to Bronze III, or Diamond II to Diamond I, it doesn’t matter – just think back to that time.

Now tell me, honestly – which of these two feelings were you leaning more towards?

1) Super excitement at how important these next matches are!
2) Extreme frustration at the possibility of feeders/trollers/AFK’ers in your following promo matches.


As I recall, it has been Riot’s stance in the past that they have Promo Series between divisions because it makes certain games feel more important and more exciting.
But with the end of the season coming up, I feel like one of the big changes for S5 should be removing the existence of Promotional Series.

Please, hear me out.

I honestly think the existence of Series is at the core for a lot of the games major issues. Trolls, feeders, AFKers, etc. would not be as harmful if Series didn’t exist, simply because they couldn’t completely ruin your work by forcing you to lose that one important series match. Toxicity and raging would be lessened in a similar way – if you’re super-anxious and frustrated because you’ve proved you deserved to be a rank up, but have to win a select few specific games in a Series just to actually go up that rank, then you’re more likely to rage/be toxic to people who don’t do well in that game. Why? Because the stakes are so much higher, for no good reason. Because you’re not just losing more LP from that one feeding botlaner, you’re losing your entire series. You’re not just losing more LP from that one ‘Diamond I Smurf Warwick Mid’. You’re losing your entire series.
While much of the player base is capable of handling these situations without resorting to toxicity, if a player is going to rage, it’s liable to be in that moment; when all of their hard work is crushed by one other allied player, because of the way Riot’s ‘Series’ System functions.

Another benefit of removing series is that it’d help destroy the concept of ‘ELO hell’, whether it exists or not, by making transition between divisions much smoother. Currently, a player could effectively win almost every single one of his games, but still be stuck in Bronze V because he had 1 or 2 AFKers on his team in each series. This situation is highly hypothetical and unlikely, but it isn’t unlikely that players are often screwed out of ranking up because of a troll/feeder/afker in their Promos. In fact, I’d say this probably happens a lot.

Last but not least, lag. Lag is obviously a major factor in winning or losing in a game like this, especially lately with all of the apparent DDOS attacks and major server lag spikes. The Loss Prevented system is helpful but we all know how unreliable it can be. Lose a game due to lag, lose full LP – win the next game, have your LP cut in half because of loss prevention? Those sort of issues. The biggest problem is that Loss Prevention doesn’t actually apply to series. Correct me if I’m wrong, but even if everyone in your game lags out and the servers are being DDOS attacked and Riot turns on Loss Forgiven, you’re STILL counted as having a ‘loss’ for that game in your Promo Series.

Basically, Promo Series increase the excitement of the game on a small scale, by making certain games more important. I believe Riot has specifically said this is their reason for wanting series in the game.

But that increase in ‘excitement’ comes at the cost of;
  • Increased stress & anxiety
  • Increased punishment from trolling teammates
  • Increased punishment from AFKing teammates
  • Increased punishment from feeding teammates
  • Increased toxicity
  • Increased rage
  • Increased belief in & rage over the concept of ‘ELO hell’
And finally, 

Increased factor of ‘random chance’ in determining your placement, rather than skill.

How is it worth it?

EDIT: An excellent compromise has been suggested. Keeping Promo Series only between ranks, but not between divisions. 
So, for example, there’d still be the increased stress & excitement of going from Platinum to Diamond, or even just Bronze to Silver – but you wouldn’t have to go through that stress for every division, between Bronze V, IV, III, etc.

 

Socrates New PortraitThanks for the feedback. A few of the reasons you called out for removing promos are issues that should be addressed across all ranked games and not just in promos. For example, whether you’re in promos or not, having somebody rage or AFK on your team isn’t a great experience. Also, lagging out in the middle of a ranked game whether you’re in promos or not totally sucks. 

We’ve been working with the player behavior team to create a more robust system to address behavior related issues in ranked. For example, we’re testing a feature on PBE called Ranked Restrictions that blocks players with a consistently negative behavior from playing ranked games. We will have more details to share on this in the coming weeks.

I’m not able to speak to lag issues in a super educated way, but I do know there is a team at work to address those issues. When we see connection issues, we enable compensation mode which forgives lost promos and lost LP, but still counts wins. This isn’t a perfect solution, but it does help shield players from a situation outside of their control.

One of the reasons you called out I disagree with. That is making ranked a more smooth experience. There is a bit more to series than just making the matches feel important and exciting. Division promotions reinforce the value of achieving competitive milestones. If we removed promotional series it would be easier to climb. In ranked easier doesn’t mean it’s strictly better though. Ranked play is about accepting the challenge of being measured by your skill. This is really what separates it from normals. Every change to make the system easier undermines what the accomplishments mean. What separates you from the players in lower tiers is not only the LP gains, but the series you fought through where you proved yourself and came out on top. 

If you consider the example you gave where a player is at the top of Bronze V and wins consistently, then fails to win his promos repeatedly, should he really qualify for Bronze IV? Probably not. If he’s going 1-1 assuming equal gains and losses he’s at 100 LP still. If he’s going 1-2 he’s lower than 100 LP, which is why LP can be lower after failing a series (especially in the case of going 0-2). There are a also number of safeties in place to ensure if you’re more than qualified to move on to the next tier you can either skip two tiers after completing your promos, or skip them entirely. If you’re in promos and not skipping it’s because the system isn’t confident enough in your skill to move you to the next tier yet.

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You can climb the ladder with winrate as low as 52

Socrates New PortraitThere is a misconception around this being true. In reality promotion series win rates are about ~47%.

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Win Streaks are counter-logical in SoloQ for a team game

Socrates New PortraitRanked solo isn’t for everybody, this is why it’s an opt in experience. Some players want to know how they measure up to the competition as an individual. It exists to serve this purpose. I challenge your assumption that solo queue position doesn’t reflect skill because it’s a team game though. Players consistently climb or fall to an accurate position on the ladder even after resets or when playing on alts. 

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Cass Rework Banner

Not familiar with Cassiopeia’s rework? Here’s the changelist.

 

 

If Twin Fang E lands on a dead target, will you be healed

STASHU New PortraitYes it should function in the improved way you describe here. If it’s not as forgiving as it needs to be, we can make it more so or less so as necessary. But yes, this problem was in the scope of these changes ;D

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You’re reversing Cassiopeia’s power curve and changing her

playstyle, when Cass players only wanted bugfixes

STASHU New PortraitGreat thinking here, you bring up a lot of interesting points. The ones I’m most interested in talking about are 1) 180 degree shift in play pattern , 2) that her damage is no longer reliant on her skill shots, and 3) that the update was just tacked on to bugfixes/reliability changes.

 


1) We tried to pay very careful attention to this one in our brainstorming. The reason the passive grants LOTS more stacks when hitting champions than minions/monsters is to preserve a lot of her old play pattern. That is, in order for lane bully Cassiopeia to be successful, she needs to land her abilities on her lane opponent carefully and frequently, and in order for scaling Cassiopeia to be successful, she needs to land her abilities on her lane opponent carefully and frequently. In terms of actual play pattern, not much has actually changed. The outputs (or, what her opponent notices) has changed a bit– Cassiopeia is less of a threat early in the game but more of a threat late game.

2) While her damage (number wise) will mostly come from her Twin Fang, she is entirely dependent on consistently landing Noxious Blast for both poison application and the movement speed to stay in range of Twin Fang. Miasma also helps her here, in much the same way.

So, where her damage is coming from in particular and at which points of the game her damage will be high arechanging, I think we’re preserving much of the traditional Cassiopeia play pattern.

3) So, I can definitely see how this update comes across as a misguided attempt at making a character ‘better’ for no good reason. I assure you, this is not the case! There were problems on Cassiopeia’s kit that, while not on the level of some other champions in the game, still needed to be addressed. Shurima and her texture update provided a great opportunity to do all of these things. I wont go deeply into the problems here, but they generally involve non-interactive lane bullying patterns, game-stalling, and problem with unsatisfying or under-appreciated DoTs (though, not by all people).

I hope all of this makes sense/seems fair. I also don’t seek to invalidate the concerns you expressed, as they are all certainly valid. I just wanted to provide some context on the changes and hopefully explain that there was a reason for everything. It’s true that all of this comes at costs, and as you explained, it may have left “her feeling like not-Cassiopeia for some people.” This is probably true for some people, and I’m sorry for that . However, in the end, I think Cassiopeia will still feel a lot like Cassiopeia in many of the ways that people love, express less problems than she has historically, and have a stronger identity overall. Time will certainly tell, and I promise to be around to make right anything that goes wrong.

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You’re turning Cassiopeia into a 2

STASHU New PortraitI could definitely see how some of the changes come across like this, but I’d have to disagree on a few points. Primarily, I think she has more of a kite pattern now than before, with her kiting tools having more power in their movementspeet related aspects and with her ult being more reliable.

I the end, it’s true, a lot of the math and comparison points for this update were ADCs, but I’m very confident that there are enough defining and distinct features in Cassiopeia’s gameplay (i.e, the way her kit comes together) to make her feel significantly different than ADCs.

As for mana, maintaining the mana to cast spells in lane should be very doable with some practice on priming minions with poison/basic attacks and last hitting them with E. If this turns out simply not to be true, then we’ll have to retune things accordingly.

I think we landed on a coherent kit that flows well, especially when you invest time into mastering it, so I encourage you to play around with it a bit. I really do hope that you enjoy it, as it definitely makes me sad to disappoint Cassiopeia players 

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Will Cassiopeia’s passive stack additively with Deathcap

STASHU New PortraitSo this is a little unclear, but the way these stack is as follows:

Base AP.
Aspect of the Serpent AP boost.
Archmage on top of Aspect of the Serpent AP boost.
Deathcap on top of Archmage and Aspect of the Serpent AP boosts.

So, the way the numbers break down, when both Deathcap and her passive are both giving 30% amped AP, Deathcap will actually be giving more, numerically, because it stacks on top of her passive.

Does that make sense?

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Why are you focusing her passive around farming

STASHU New PortraitIt’s not a farming passive D=. Well, it does include farming but…

The minion/monster farming part of the passive functions almost entirely as a fallback pattern. Though, it does come across as being the primary stacking mechanism. I found this very difficult to solve through messaging, but I assure you, if you crunch the numbers or just play enough games on her you’ll quickly realize that farming minions/monsters in hopes of stacking your passive is MUCH less efficient than hitting enemy champions with your abilities.

The minion/monster part of it is just so that when you can’t find any champions to fight, you have something to do to work towards your end goal. If this wasn’t the case, enemy champions could just play keep away all game and you’d get reallllly frustrated. That said, this is still an effective way of slowing down Cassiopeia, but at least she won’t be full-stopped.

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Suggestion Cassiopeia’s passive to evolve her spells

Cassiopeia gains a stack of Aspect of the Serpent 
for each second that an enemy champion is poisoned, 
for each poisoned unit that she kills and when she 
hits an enemy champion with Twin Fang, 
up to a max. of 400 stacks.

  • 75 STACKS: 5% increased ability power.
  • 150 STACKS: 10% increased ability power.
  • 225 STACKS: 15% increased ability power.
  • 300 STACKS: 20% increased ability power.
  • 350 STACKS: 25% increased ability power.
  • 400 STACKS: 30% increased ability power.

At start of the game, and for each milestone she will also get 
an evolution point. These points can be spent on 7 
different upgrades. She will eventually get every 
upgrade, but the order is completely player dependent.
(Sort of like how Kha’Zix evolves)

  • Twin Fang now heals for 6 / 8 / 10 / 12 / 16 (+ 10% AP).
  • 25% bonus cooldown reduction.
  • 15 (+ 2% AP) bonus flat movement speed.
  • +15 HP/lvl (+ 25% AP)
  • 150 bonus range to Noxious Blast
  • 3 second lower cooldown to Miasma

Latent Venom – 5% of the damage from her basic abilities will be
added as Latent Venom, which will then burst 4 seconds after
the last damage taken from these abilities, refreshing with every new
instance of damage. (Imagine a refreshing Zed ult)

 

STASHU New PortraitI have to say, this is super exciting. However, if the passive we landed on had complexity costs, boy does this one haha. It would be fun to try something more like this, but it would require implementing all sorts of new systems to work with evolving a trait from a pool of 7 and all sorts of stuff like that, which the game currently doesn’t support. Maybe this could be a cool project some time in the future, but seems unlikely for now.

That said, I like the way you think!

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Why did you give her power spikes at

STASHU New PortraitWe actually had a version like you describe in testing, and the first version of Cassiopeia to hit PBE did this smooth scaling for the AP bonus. However, neither tested well, as the incremental increases were simply unappreciable, and other bonuses are intended to come into effect at specific points in the game and not until then. The stack mechanism and numbers that we landed on solved all this pretty well.

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In teamfights, Cass will be using

STASHU New PortraitIt’s true, things might be overtuned. However, itemizing one large many item (seraphs or RoA, say) allows you to over come this pretty handily because of how valuable they make the mana restore. As you grow your mana pool, you grow the rate at which you recover it, which should mean that both Cassiopeia has more ‘ammo’ and takes less time to ‘recharge’ as the game goes on. 

But it’s true, we’ll have to see if the numbers are just a little off.

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Her ability icons should be updated as well

STASHU New PortraitTotally agree here, but sadly they are on the backburner for now (they are there, though).

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You should be responding to criticism of the rework

STASHU New PortraitYeah, this seems to be how everyone is reacting. I see that I replied to one particularly positive one, and can see how that drew some suspicion. Though, I believe the rest of my posts have largely been in response to dissenting opinions. Maybe I’m wrong here. If that’s the case, I’m really sorry, that wasn’t my intention =[

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Is her new passive adjusted for Dominion

SSTASHU New Portraithe has not been adjusted on alternate maps. We could take an awkward stab at the numbers and hope they are close, but we simply don’t have enough data on how she would perform on those maps to make an accurate guess. The levers are in place to adjust her accordingly (namely, the number for her breakpoints changing based on the map), so we should have an easy time adjusting her for the different maps as we get more information.

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There should be visible particles for her passive stages

STASHU New PortraitI totally agree with you on clarity. There should be some particles in to more accurately represent this, like a poison explosion around her when it happens and snakes spiraling around her for each tier she has hit.

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Dominion Banner


 

 

If you don't want to support alternate game types, why did Twisted Treeline get a Ranked queue

Lyte New PortraitA lot of players have mentioned that “indication of improvement” and Ranked as a measurement of skill might be key drivers of player growth, but I haven’t found that to be a compelling argument for a few reasons.

One, when we look at Normal Summoner’s Rift versus Ranked Summoner’s Rift, we can see that most players prefer to play Normal Summoner’s Rift (and that the queue has done really well over the course of time).

It may surprise some, but Ranked is not the the mode the majority of players play! Although I agree that some players would play Dominion more if there was progression and a measurement of skill in something like Ranked, to say that it would drive general player growth is a stretch because most players prefer not being faced with high-intensity, high-stakes games every time they play League.

In fact, depending on how you slice the data, it’s possible that removing MMR in Dominion/Normal Summoner’s Rift actually increased the engagement of these modes because you’re removing the constant “stakes” in each match. 



Regarding Twisted Treeline Ranked, in retrospect, it’s hard to say whether it was the right choice. As a games studio, I think it’s OK sometimes to admit mistakes, and try to learn from them. Game design and game development is really hard, and it’s pretty difficult to predict exactly how players will receive a new feature, system or queue. In the old days, it seemed obvious that we should open a Ranked version of Twisted Treeline, but did it actually damage the overall growth of Twisted? Did players get frustrated with the queue times and lopsided matches, and quit Twisted altogether? These are key questions that help us learn from the choices we make.

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ARAM succeeded because it was heavily advertized

Lyte New PortraitI intend on reading the full post, but am curious about this point. How do you explain the growth of ARAM when it was a Custom Game? This was before the blog post, before being able to queue for it, before any support at all.

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How about replacing Normal Draft Dominion with Ranked

Lyte New PortraitThis is another interesting data point. If there was a large number of Normal Draft Dominion players, you might be able to argue that most of these players would be interested in Ranked Dominion and that would be the “starting” playerbase of Ranked Dominion plus some additional group of incoming players. 

However, Normal Draft Dominion is completely unplayed and has never had any engagement. In fact, after reviewing the data, we should probably close Normal Draft Dominion completely.

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Has Dominion's population ever drastically

Lyte New PortraitI didn’t see any times when Dominion’s population drastically rose. However, the official release of Howling Abyss did reduce the numbers on Dominion. This could suggest that players that enjoy “alternative” maps that have different pacing prefer Howling Abyss to Dominion, and that these maps fill the same need for these players. I understand that some players might think of Dominion as a competitive map, but it might not be the majority opinion. For example, I bet there are some players that think Howling Abyss is a competitive map and would prefer to play Ranked Howling Abyss too–but, it’d be a far stretch to say the majority of players think that way.

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How has ARAM's popularity fared over time

Lyte New PortraitHowling Abyss has done really well over time. 

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How many players prefer Normals to Ranked Games

Lyte New PortraitUnfortunately, I can’t release the exact orders of magnitude, but the vast majority of players still prefer Normals compared to Ranked.

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How has Team Builder affected queue populations

Lyte New PortraitInterestingly, Team Builder hasn’t pulled much from the alternative maps like Dominion and Twisted Treeline. Team Builder has mainly split the Normal Blind Pick population, which is something we’re very sensitive to. We have some key design choices we want to make in Team Builder to make the queues as fast as Blind Pick, and want to see how these changes play out before discussing the replacement of Blind Pick. For example, we may run some experiments where we do have players only select Position and see if the experiences are just as positive, but queue times are much lower.

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Are players not punished after being reported in Dominion

Lyte New PortraitThis is false. Players aren’t immune in any mode.

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Any short-term solution to Bot accounts in Dominion

Lyte New PortraitYes, we’re working on a few short-term things to combat Bots in Dominion. Drevarius is a designer that has been working on that problem. As you might know, we usually don’t discuss anti-hacking or anti-botting measures because it typically is an arms race.

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Ranked gives legitimacy to modes and ups their popularity

Lyte New PortraitIntroducing Ranked Dominion might translate to an increase in the population that plays Normals, but the question is what the increase might be? Secondly, would the increase in Normal Dominion players be enough to compensate and overcome the pull that Ranked Dominion would have on current Normal Dominion players? 

As an aside, realistically, turning on new queues isn’t as simple as flipping switches. Rioters might have trivialized this in the past, but as someone directly involved in Team Builder, new queues require continuous monitoring and maintenance by a team.

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Single Posts banner


 

 

Master Tier now live on NA

Socrates New PortraitHey all, with the launch of Master Tier Diamond players may notice some changes to their LP gains and losses. Here’s what is going on in these cases:

* The top 200 challenger spots were protected by a concept called ‘clamping’ before Master Tier was introduced. This ensured the top 200 dudes on the server had both the highest LP and MMR. This greatly slowed gains and losses, making small gains appear normal. Removing clamping means gains (both up and down) are more fluid now. Since in some cases clamping was actually protecting players from falling down too quickly, these players will see some larger losses and smaller gains until they’re back where the system expects them to be.

* In other tiers (bronze – plat) league standing is a very accurate mapping of player skill, but there is a buffer to slow players LP losses temporarily if they start to go on a losing trend. Since clamping was removed, but challenger and master must contain the very best players, the loss shielding is thinner in diamond than other tiers. In other words, gains and losses can feel more swingy.

Gains should become more stable over time. We’ll be monitoring how LP changes stabilize over the next few days and evaluating if we need to make adjustments or not based on the results.

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Patch Rundown – 4 16

Want to check Patch 4.16’s notes? Here’s a link:

Patch-4-16-Notes-Banner

 

 

 

 

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

 

 

Season 4 End Banner

 

This season is coming to a close in November; here’s a preview of all the sweet rewards you can claim for participating in Ranked.

 

 

The 2014 ranked season began in January, and now the battle for League Points draws to a close. The 2014 season will end in November, and we’ll announce the date and time in October. Read on to learn more about the end of the season rewards and the new Master tier.

 

After testing the feature live in Russia, CIS, and Turkey, we’ll follow up with one more test on EUW the following week before releasing the new Master Tier.

After concerns surfaced around transparency in standings among the highest-tier league competition at the end of Season 3, we committed to making the path to the top more clear for players who participate in ranked. Master Tier was designed to address these concerns and more.

Master Tier shares the same LP ladder as Challenger. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Please note that on release there will be no players in Master Tier, but it will begin to fill as soon as players start winning their promos. Master Tier FAQ

 

Be Victorious

 

 

CHALLENGER TIER

 

The window to enter Challenger Tier now rotates on a twenty-four hour schedule with no immunity.

With the introduction of Master tier, we’ve changed how players achieve Challenger rank. Now, every twenty-four hours, players will be able to move into Challenger if they’ve earned enough League Points to place within the Top 200 players or Top 50 teams. Any player in Challenger who is no longer within the Top 200 will be demoted to Master.

For more information about the top of the ranked ladder, check out the FAQ below, or read Riot Socrates’ post about Master tier.

eos-teamrewards_ward1

 

TEAM REWARDS

 

Earlier this year, we introduced new Ranked Team Rewards for participation in 5v5 or 3v3 ranked team competition.

Because ranked teams require a large amount of teamwork and collaboration to succeed, we wanted to add a special class of rewards to help players commemorate and celebrate reaching their goals as a team.

 

You earn one point for each win in Ranked 3v3, and three points for each win in Ranked 5v5. You must have participated in the victory to claim the points. For example, if your team “Press D to Dance” plays three games while you’re on vacation, you won’t get any points should they win despite your absence. Team Rewards FAQ

 

Ranked Tier Rewards

 

 

FAQ:

 

End of Season

Q: When do I receive my rewards?

  • You can track your progress in-client in the Leagues tab, but you will not earn the rewards until the season has ended in November.

 

Master Tier

Q: How can I enter Master Tier?

  • Once you’ve reached Diamond I, the next step is to make it to your promotion series. Win three of five games and you’ll cross the threshold to the next level.

Q: Can I fall out of Master Tier?

  • It is possible to be demoted to Diamond I, if you’ve played at least three games in Master and drop below 0 LP.

 

Ranked Team Rewards

Q: Do I have to play on a single team to earns wins towards rewards?

  • No, you can earn points towards rewards from multiple teams. Please note you can only be on 5 ranked teams at once.

Q: Do I lose the wins I’ve earned if somebody kicks me off a team?

  • No, you will retain your points from the wins. Your points will not be affected by a team going inactive or disbanding, being kicked from a team, or voluntary leaving a team. The only thing considered is the number of wins that you participated in.

Q: Do my points move with me if I transfer servers?

  • No, progress towards Ranked Team Rewards does not transfer with you should you choose to change servers.

Q: If I meet the requirements for rewards, when do I receive them?

  • All rewards will be distributed at the end of the season.

Q: Do wins I earned before the feature launched count towards rewards for this season?

  • Yes, all games that take place during the 2014 Season will count towards season rewards. Pre-season games will not count.

Q: Will wins in my placement matches count towards my Team Rewards?

  • Yes! They will add points towards your Team Rewards.

 

Ranked Tier Rewards

Q: What are the requirements to earn a ranked tier reward?

  • You will earn rewards based on the tier you are in at the end of the season in solo queue, or based on the tier your team is in at the end of the season. You must have won at least ten games with that team in one queue (for example, winning six 5v5 games and four 3v3 games does not count–even if both the 5v5 and 3v3 teams have the same name and the same players).

 

 

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

 

 

News Update August 16 Banner

 

Summary

Socrates announced on forums that Master Tier will soon be coming to the PBE and an explanation on how it will work, Solcrushed shared a direction for Viktor’s Rework and what the updates will be focused on, Tiki details work that needs to be done before the Summoner’s Rift update can be released on live servers and Lyte answers why 2-week bans and permabans are necessary in certain cases.

TL;DR here!

 

Recent News

eSports-Today-August-15-S4

Gnar-in-Store-Banner

2014-World-Draw-Banner

 

 

Master Tier on PBE Banner

 

 

Master Tier coming to PBE, details

Socrates New PortraitHey all,

We take ranked competition seriously. At the end of last season, immunity in challenger tier caused issues with transparency around ranked standings. This season we’re making some improvements to address these issues in the form of a new ranked challenge we’re calling Master Tier. We’ll be turning off all non-ranked queues over the weekend on PBE to give it a test run.

Master Tier sits between Challenger and Diamond 1. Players in Master and Challenger will share the same LP scoring ladder, however the only time it’s possible to move between the two tiers is at a set time once every twenty-four hours. When the clock strikes zero, any player from Master Tier among the Top 200 players on the server by League Points will be promoted to Challenger. Any player from Challenger below this threshold will be relegated to Master.

While there’s no hard player limit to Master Tier, players will be demoted after they have played more than 3 games in the tier if they lose a game that puts them below 0 LP. Players in Diamond 1 will see much more predictable LP gains and losses following this change.

At the outset we won’t be seeding any players directly in Master Tier. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Players in Challenger will remain in their current position, but the competition kicks off right away so ambitious players will be fighting to achieve Master Tier and wrestle away Challenger spots even on the first day.

For inactivity, we’ve slightly loosened the rules in Challenger so instead of instantly being demoted after becoming inactive, Challenger players will lose 250 LP for each day of inactivity after the 10th day. This will give high tier players a little more leeway in terms of inactivity while still maintaining the standard of being an active player for being showcased as one of the best competitors in the region.

Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.

We’re excited to see who will rise as the season heads towards the finish line. Good luck on the Fields of Justice!

Riot Socrates

[ Link to Post ]

 

 

Do I have to play Ranked on the PBE to be promoted to Master

Socrates New PortraitYou’ll have to play to earn master, although the thresholds are very low atm for entry on PBE.

[ Link to Post ]

 

 

 

 

Viktor Rework Banner

 

 

The Truer Evolution - Viktor Gameplay Update

Solcrushed New PortraitVER1.1 as of 8/15

I will continue to edit the original post as I go on my diabolical quest of stringing you along with hints


Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I’m here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his  Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection.

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph’s, Mejai’s passive effects ofc). The Hex Core is the source of Viktor’s powers and it should feel POWERFUL.


So we have Viktor’s Q on live. It’s a spell that is intended for Viktor to deal sustained damage while his big guns are on cooldown.

Also helps him survive a little bit better with the shield and if you have the augment, opens up kiting and repositioning.

But at the end of the day, it is not a really interesting spell. Especially if you don’t augment it.

The weirdest part of Viktor’s Q is that it is the shortest of his spells by a large margin. By the time you are using Q, your other spells are presumably on cooldown.

So what are you getting the shield and speed boost for? “To run away” is a valid answer I guess, but having a spell that only works in a specific situation (and not being particularly powerful) is not ideal.

In lane you autoattack after you get the shield for marginal benefit, in teamfights they are worth even less. Well?

(If you love the effects as much as I do please give a shoutout to the talented Riot Kesyerito! Yeah I know his naming skills are kinda suspect but the man knows his particles)

The initial Q will have higher range, but the benefits will be focused on the utility than the damage. As for the damage part? See the above image

Wait you want me to buy Lich Bane on him?

It’s a good thing the Hex Core has ridiculous amounts of AP no?

Oh btw, the Q augment is currently the same. It’s the only one that has carried over atm.

[ Link to Post ]

 

 

Any alternative roles that Viktor will be able to fill

Solcrushed New PortraitAs of right now, top seems definately viable, support on the other hand not so hot. (IM NOT PROMISING THAT HE WILL BE A VIABLE TOP WHEN HE RELEASES)

[ Link to Post ]

 

 

 

 

New SR Live Delay Banner


 


 

What's keeping the Summoner's Rift update from going live

Tiki New PortraitHey all! Wanted to get back to you about this 

There are a few things we’re still working on to make sure it’s great for players:

1. Bugs: Gotta make sure these are worked out. As CynicalGiant said, it’s gonna be played by lots of players so we have to make sure it works. Players on PBE have been helping us identify and destroy evil bugs! So thanks all 

2. Performance: Similar to the point above we want to make sure this performs just as well or better than the current SR does for as many players as possible. We don’t want people to have to upgrade to play.

3. Addressing player feedback. I’ve been working with the Summoner’s Rift Update team to collect feedback about the map in development from players in multiple regions. Some really good feedback coming in related to creatures, tone and specific areas on the map. Again, fixing helps us make sure it’s awesome for as many players as possible.

4. Making visuals totally sweet: We’re psyched you think it’s looking good, and the artists are pouring their hearts into it looking for ways to make it look better. Some of it’s stuff like fixing weird shadows and seams, and then there’s still room to push the quality higher on individual areas as well.

So yeah, that stuff above! Definitely feel free to post questions and feedback, happy to chat with you about it!

[ Link to Post ]

 

 

Release date, work left to be done

Tiki New PortraitRelease date: In all honesty this has not been set, I wish I could give you an exact date or anything close to it, but it’s kind of a double-edged sword. Even with it getting closer and closer to the level of quality we want to deliver, lots of things can happen in dev. The last thing anyone on the team wants to do is set an expectation and end up letting you all down. 

Stuff looks not-done: Yeah, some areas still need work quite frankly and it’s good to hear any and all thoughts on places you all think could use some love. Ground plane (bases included) in a few areas still need to brought up to the level of some of the other areas so it feels cohesive in quality and style.

The duck…. there is no duck. There is only Gromp in all its froggy majesty.

[ Link to Post ]

 

 

What audio updates can we expect to the new Rift

Tiki New PortraitWe’ve already got some audio stuff in, but this is isolated to the creatures for now. They’ve all come with new sound effects. Other audio, like background music, is trickier. Partly because where it happens in the dev process, and also partly because of the sheer impact it has on the map. Some players play with music off, but a number don’t and the music of Summoner’s Rift, in my opinion, is both iconic and has a huge impact on the feel of the map. Any changes we make to that have to convey Summoner’s Rift, so we’re being really careful about how we approach any changes to the music.

Special interactions with champions aren’t planned as far as I know, at least not as part of the team working directly on the map. However the champ team is doing a lot of cool stuff with new contextual champ to champ interactions… Demagglio!!!

[ Link to Post ]

 

 

Will you be able to switch between both purple

Tiki New PortraitI know this has been a big issue on the forums elsewhere, and I don’t want to dodge it, but I’m also not the person most qualified to answer. What I do know is that there are sooooooooo many implications for changing default view and/or player control over it. 

Personally, I think a swappable view might create a number of problems. I’m also happy to admit that I’m not fully clear on why some players really want the change. Would love to hear your thoughts on it.

[ Link to Post ]

 

 

Why not let us test the new Rift to see if it runs well

Tiki New PortraitThis is one of the big parts of testing going on with PBE right now. We’re essentially trying to gauge how it performs on different spec machines. It’s pretty impossible to predict how it will work on every machine, but things are trending pretty well in terms of performance on most machines. We’re also curious about perception of performance and how it feels. Do things seem to play the same? It’s just as important in my mind.

As far as the actual rollout, that’s still being worked out. Lots of different ways to bring it out!

[ Link to Post ]

 

 

Big Update on topics around the new Rift

Tiki New PortraitMorning all (for the west coasters anyway!)

Will cover a few things here!

– Camera + blue/red: Thanks for the context on that, made for some good reading last night and this morning and I think I understand where you’re coming from in regards to player pain on the purple side. As for the best way to solve it, I’m not sure. Swappable camera angle has some pretty big impacts ranging from the way the art looks (as one person mentioned) to how we deal with spectating matches, to disruption from what has been the norm for a while now. This isn’t to say that we shouldn’t do anything about it, mostly I’m not sure what the best solution is and considering all the implications of making a change, we’d have to be extremely confident in whatever choice we made.

– Spawn animations: Yep, these are only viewable right when a creature would normally spawn and we’ve back-timed them so creatures are targetable the exact moment they currently are on live. Since there are now moments during spawn where a creature is untargetable we’re working pretty hard to make sure it’s super clear when a creature is targetable vs. untargetable.

– Older champions: I have experienced this pain myself and it will definitely impact some champs harder than others  We’ve actually got a separate team that is doing tons of work to update the visuals on a number of older champ models and they’re working with the updated Summoner’s Rift in mind. So basically we’re already doing this, but there’s still a lot of champs to work through.

– Color blindness: This is absolutely on our radar in terms of making things look right on the map. Not sure what the final solution will be, but it also ties into clarity concerns around easily distinguishing friends from enemies….and frenemies. Got a pretty solid team of visual designers and user experience guys helping us through this space. If you are color blind and have a chance to view the map or play on it please please give us feedback on this!!

– Computer specs: For the higher end computers, I’m not sure honestly. I don’t expect work will stop on the updated rift once it goes to live, that will just be the point at which we believe the quality and health of the map is in a place to meet everyone’s high expectations and deliver solid value to you all. Our primary concern for now though is making sure it runs as well on players’ machines as the current map does.

– Regional: This hasn’t been talked about much but I wanted to point out that we’re also trying to collect a lot of international feedback on this. This will impact players all over the globe when it comes out and we want to mindful of players everywhere.

[ Link to Post ]

 

 

Why did you replace the red Lizard buff monster

Tiki New PortraitSo this is a question close to my heart because it gets to the deeper question of “What defines Summoner’s Rift for everyone?”. I do agree that Lizard is sentimental, and that we took a risk on changing it to something different – BUT I think the new creature is pretty sweet looking and matches the style & feel of the map well. I also think the new creature is more representative of the significance of the buff it conveys. Curious to know what you all think about the new red buff and other creatures!

[ Link to Post ]

 

 

Have you changed geometry

Tiki New PortraitWe have kept the core geometry of the map the same other than addressing a few weird bugs. So you should be able to flash exactly as you did before. That is not to say that perception of wall width isn’t a thing, we’ve been pretty careful to make sure things still seem flashable if they were before. Weirder cases are where we made it look more accurate to the underlying geometry and that altered perception (positively or negatively) around whether a thing was flashable… even though the core geometry is unchanged.

[ Link to Post ]

 

 

When you update the neutral monsters

Tiki New PortraitThanks for reposting. Honestly I’m not sure! I will bring that up with the team. I could see it going either way, but I kind of like the thought of keeping the old icons and just making new ones. Creates a sense of continuity and evolution for those who have been playing for a while!

[ Link to Post ]

 

 

Will the update fix ward vision in brushes

Tiki New PortraitThis is something we’re definitely looking at. We’re not happy with the clarity of bushes right now, so we’re experimenting with different solutions to make it easier to see what’s going on. If you guys have any suggestions toss them in here!

[ Link to Post ]

 

 

Purpose of Bans Banner

 

 

14-day permabans are for people Riot don’t wish to play LoL

Lyte New PortraitUnfortunately, this player is saying the truth. For most players, we’ll try to use reform approaches such as warnings and chat restrictions.

For players getting 14-day or permanent bans, we’re no longer confident they are willing to improve their behaviors even if they are shown explicit, direct feedback. So, we’d prefer these players take their time elsewhere.

[ Link to Post ]

 

 

False. This is a new, automated system.

Lyte New PortraitAll systems have multiple checks and balances. No systems are fully automated, especially when we’re dealing with harsher punishments.

[ Link to Post ]

 

 

 

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

 

 

PBE Update August 12 Banner

 

PBE 12/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Mecha Yasuo Voice

 

PBE’s been updated and there seem to be sound files for a Mecha Yasuo skin. I don’t have them, but the guys over at SkinSpotlights have posted them. Here’s a link:

 

 

[ Notes ]

  • This is likely the skin the recent teaser image is referring to.
  • This won’t be a legendary or ultimate skin, as those have different voice lines and the voice here is simply altered to sound more like a cyborg.
  • Yasuo’s new skin will likely be priced at 1350 RP.



Master Tier

 

[ Context ] Master Tier will be a new tier in Ranked, between Diamond 1 and Challenger. You can read more on the topic here.

 

image 80

 

 

Item Changes

 

Ichor of Illumination New IconIchor of Illumination (Twisted Treeline Elixir)

  • Cooldown reduction decreased from 15% to 10%

 

 

Summoner’s Rift Update returns for testing!


SRU

 

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

 

 

News Update August 12 Banner

 

Summary

A new tier called Master Tier will be implemented in Ranked to deal with past grievances of Challenger players being demoted shortly before the season’s end, CLG will be fined $1250 per member for account sharing in Korea, Vesh continues his discussion on Soraka’s infuse-healer rework, Gnar’s Champion Spotlight has been released, the next Champion/Skin sale for NA will be delayed due to maintenance and an explanation on why icons from the Sugar Rush event won’t be available for IP.

TL;DR here

 

Recent News

Patch-4-14-Notes-Banner

Sugar-Rush-Sale-Banner

Interview with Bjergsen Banner

 

 

Master Tier Banner

Image was taken from a tweet by Snoopeh, here’s what it states:

 

As one of the best League of Legends players in the world…

Your spot in Diamond 1 or Challenger tier means we wanted you to be among the first to know we’ve updated the design of our ranked play system specifically to address feedback around the end of Season 3 and Challenger.

We take ranked competition seriously, and we know challenger immunity caused issues with transparency around standings at the end of last season. Not knowing whether or not you were about to get kicked out of the tier you’d worked so hard to reach, or earning 0 LP three times in a row sucks.

So we’ve developed a new ward to challenge your skills, The Master Tier, which brings with it some improvements to the old system. Master Tier will share the same LP ladder as Challenger, but unlike Challenger, there is no hard player limited to Master tier. Once released, players who reach their promotion series at the top of the Diamond 1 will enter Mater Tier if they are successful. And yes, that means that on release there will be no players in Master Tier,  but it will begin to fill as soon as players start winning their promos.

When Master Tier Launches, players in Challenger will remain in their current position but the competition kicks off right away as Challenger will now rotate on a twenty-four hour schedule with no immunity.

Each time the clock hits zero, it will recalculate the top 200 players or 50 teams; promoting any players from Master who are now in the top 200 or teams in the top 50 in LP, and removing players who have fallen below the top 200 and demoting them to Master.

We’ll be making a wider announcement in the coming weeks ( for example we’ve also eliminated LP clamping ) along with more about the end of the season, but as one of the players most impacted by this change, we wanted to each out to you directly.

Thanks for playing ranked, and GLHF for the rest of the 2014 season.

BuyA9DdCAAE1-mc (1)

 

 

Clarity on demotion and immunity period

Socrates New PortraitHey all, to clarify on one point: there is no hard limit to the number of players in master tier like the current challenger 200 spots. This doesn’t mean these players will be immune from demotion once they achieve the tier. So master tier could be the top 511 or 534 players in a region based on the amount of participation in ranked, etc. Players who achieve Master tier will have a short immunity period and then be vulnerable to demotion if they don’t maintain their performance at that level.

[ Link to Post ]

 

 

How will the demotion from Master to Diamond 1 be calculated

Socrates New PortraitDemotion will work similarly to other tiers, where there are a few checks before you fall. A player will fall back into diamond 1 if they lose enough games in master tier.

We expect to be on PBE in the next few days.

[ Link to Post ]

 

 

Where will the first 200 Challenger players be allocated

Socrates New PortraitThe experience of the first 200 players would be like this: enter diamond 1 promos and win, enter master tier, challenger clock hits 0, enter challenger tier.

[ Link to Post ]

 

 

 

Is there going to be a new border reward for Master Tier

Socrates New PortraitYes, there will be a unique loading screen border for master tier.

[ Link to Post ]

 

 

 

 

CLG Fined Banner


 

Organization: Counter Logic Gaming
Players: Austin “Link” Shin, Marcel “dexter” Feldkamp, Yiliang “Doublelift” Peng, Zaqueri “Aphromoo” Black
Region: North America
Date of Ruling: 8/12/14
Subject: Fine; Violation of LCS Ruleset

 

FACTS

 

During Week 11 of the NA LCS, Counter Logic Gaming (CLG) sent five of their team members to Korea to practice for upcoming live events. On the day prior to their departure, CLG management requested live accounts from Riot.

At this time, Riot miscommunicated to CLG that, according to standing policy regarding Korean accounts, CLG could receive Tournament Realm (TR) accounts, but not live accounts. Further internal investigation revealed that this was actually not the standing policy. The correct policy is to give teams visiting Korea for non-tournament purposes Live accounts, not TR accounts. This policy is necessitated by the potential instability of the Tournament Realm and security exposure entailed by giving non-OGN teams access to Korean TR accounts.

Recognizing our error and CLG’s urgent practice needs in Korea, we provided CLG with provisional TR accounts within 24 hours of their landing as a temporary measure for practicing while the error was corrected.

During this time, it was brought to our attention that members of CLG were engaging in illicit account sharing despite having a legitimate practice option pending in the provisional TR accounts while also being aware that such an action was against the rules.

After the correct policy was ascertained, Riot granted CLG official live accounts and retracted the TR accounts in accordance with standing Riot policy.

Our own miscommunications are a mitigating factor in assessing penalties, but account sharing constitutes a clear violation of the League of Legends Terms of Use, no matter the situation.

 

RELEVANT RULES

 

Section 10.2.7 of the official LCS ruleset states:

If LCS or Riot determines that a Team Member has violated the Summoner’s Code, the LoL Terms of [Use], or other rules of LoL, LCS officials may assign penalties at their sole discretion.

The League of Legends Terms of Use prohibits players from sharing, transferring, selling or trading user accounts and/or login credentials.

 

RULING

 

Members of CLG engaged in the act of account sharing, which is in violation of LCS Rule 10.2.7 as well as the League of Legends Terms of Use, and will be subject to penalties.

 

COMPETITION PENALTIES

 

The following players will be fined $1,250 each for their transgressions:

  • Austin “Link” Shin, Marcel “dexter” Feldkamp, Yiliang “Doublelift” Peng, Zaqueri “Aphromoo” Black
  • These players are also subject to sanctions by Riot Korea, including a 2-year ban from OGN and KeSPA-owned tournaments including but not limited to OGN Champions, Masters, and NLB. Read here for more details (Riot Korea ruling). 

[ Link to Post ]

 

 

Infuse Healer Soraka Banner


 

Related collections

 

More-on-Soraka-Banner

Updates-on-Soraka-Banner (1)

Soraka’s-new-gameplay-Banner (1)

 

 

Why does Soraka’s W heal grant bonus Armor

Vesh New PortraitThe armor was placed on the W so that it had a clear combat-only success case. 

The new model will actually allow us to move away from that since Soraka will still be paying meaningful costs if she uses it to “sustain” her ally.

[ Link to Post ]

 

 

Soraka building resists doesn’t help mitigate her %HP costs

Vesh New PortraitThis would be correct if you started with a set amount of HP and didn’t factor in any regends.

If your Q gave you a flat health return however, then resists become MUCH more valuable since you are recovering more effective health per cast

[ Link to Post ]

 

 

Won’t Soraka paying health for her heals make her too risky to pick

Vesh New PortraitI also play healers in every game I play. I think one of the core things that make healers feel awesome is getting to make giant impacts on the health bars of your allies. If we want to allow Soraka to heal a guy from 1% to 50% or more, she is going to have to make some serious tradeoffs for that kind of (particularly frustrating) power. She will need to put her self at more risk the more crazy her healing is on a target.

I was particularly skeptical of this type of healing pattern at first too, but as I started implementing and testing stuff I was really excited by how fun it was. It feels really great to heal someone crazy amounts, and this paradigm allows her to do that in a healthy way that enemies can feel is more fair (because they can just switch to Soraka and kill her if she starts dumping heals on someone)

[ Link to Post ]

 

 

The trade-off for Soraka’s heal is her lack of CC and reliable poke

Vesh New PortraitIf we had a champion that had no abilities except a 1 second cooldown “heal ally for 50” button, would that be a fun or satisfying character in our game?

Sure we could give her tradeoffs by giving her NOTHING else, but that would not create good gameplay. The game as a whole would be worse off. What we want to give her are meaningful tradeoffs that create fun and engaging gameplay for all 10 players in the game.

[ Link to Post ]

 

 

Single Posts banner


 

 

Champion and skin sales delayed in NA

Link to the sale in question.

Wizardcrab New PortraitHey Summoners,
Due to some store maintenance, we’ve had to delay the regular champion and skin sales for 24 hours. Instead of starting 8/12 and going through the 8/15, they will begin 8/13 and run through the 8/16. Thanks for your understanding.
-WC

[ Link to Post ]

 

 

Gnar, Champion Spotlight



Skin Teaser Image “The Final Boss approaches”

 

If this helps you visualize the picture, imagine the three arcade skins are your money and the robotic hand is your hand reaching for it when you see this year’s ultimate skin.

 

TI

[ Link to Post ]

 

 

On reporting and warnings

Lyte New Portrait

Hi,

1. If you are in game and say nothing that is toxic but get reported. The warning, is that because of player reports or because of the system thinking you are toxic?

Warnings are given for a string of games. A common misunderstanding is that the warning was for the immediate last game, so players wonder how they got a warning if they never chatted or did anything the immediate last game. However, if you do get a warning, it means you’ve been reported and the system thinks you’ve been trending negatively in your last stretch of games.

2. Follow up to question 1. How does the system filter between actual toxic and troll reports?

Every report is basically validated by the Report System. If the system believes a behavior is toxic, and you reported it, your report weight goes up. If you report a behavior that isn’t considered toxic, your report weight goes down. There’s a lot of nuance to this system, but that’s the simple explanation.

3. Once chat restricted, do you have to communicate or can you finish your chat restriction without saying anything? So if you finish, your 10 chat restrictions without saying a word, will that count as improvement and free you of the chat restriction or no will you get the same amount as before?

It’s possible to finish your chat restriction without communicating anything. Most players don’t type much in games and just use smart pings, and that’s a perfectly OK way to play League.

4. In the past we had 1 day, 3day, 7day, 14day followed by perma banned i believe. Is now the only thing 14 day into perma banned?

In the future when Tribunal comes back up, we’ll probably only have a few tiers of punishments. We generally see that players willing to improve do so in the first 2 tiers of punishments.

Right now and in the future, if your offenses are severe enough, you can get escalated straight to a 14-day punishment, or even a permanent ban.

5. In regards to the new system, i went 0- something one game with barely any assists, had a terrible day. How will it tell if i am having a bad day or trolling? Especially if i am NOT communicating anything.

Thank you!

We won’t be going too much into detail for the intentional feeder system yet, but one of the main goals is to avoid punishing players just having a regular bad game.

[ Link to Post ]

 

 

Why aren’t the Sugar Rush Event icons available for IP

 

[ Context ] Over on the forums, a Summoner expressed criticism that eCommerce associate WizardCrab promised in a past comment that event-based Summoner Icons would be available for IP but the latest ones, from the Sugar Rush event, aren’t.

 

Wizardcrab New PortraitHey guys.

This thread is a bit of a minefield so I’ll probably only post in here once (although I’ll continue to read it).

 


I would like you to look back and read the post that I wrote. I still stand by every single word I said there. I did not make you a “promise” there. I made it very clear that I wasn’t making a promise. The only thing I didn’t outright say is “This is not a promise” but I don’t feel I need to say that. If I’m promising you something, I promise you that I’ll use the phrase “I promise.” I very clearly stated that we are forming a strategy that is “malleable” and would likely take a form similar to what I said.

And I stand by that it still takes exactly that form. This is why I tried to explain that an “event” that would cause us to put an IP price on an icon was more than a promotional site or themed skin release. Do you really think Sugar Rush is like the Freljord event, one with a big lore tie-in? Or Harrowing/Snowdown/Lunar Revel, events related to real world holidays that many people participate in? Or something truly special like the release of a full-on, in house music album? Or on the scale of something like possibly the biggest global sporting competition that only happens every four years? When I said that an event “for just this context” is more, I meant that. AND the reason I added that bold phrase about it being for that specific context in my original post is because I meant that it was for just that specific context. The word event can be used by anyone at anytime to mean anything. PAX is an event, but it doesn’t apply here, because I’m only talking about this context. The super moon yesterday was an event but it doesn’t apply because I’m only talking about this context. I’m begging that you read the words I’ve written and take them at face value, because I 100% will not lie to you because I just don’t ****ing do that.

I will also try my best to be as clear as I can so I don’t mislead you by accident, which it appears that I’ve done here. I’m sorry that I unintentionally misled you. I really did not mean to. But don’t come in here and tell me that I’m lying to you when I’m not. I really don’t appreciate that.

For this particular candy-themed adventure, you can purchase one icon for RP, and unlock another through participation in gifting. There will be many more icons, many of which will be available for IP. If you don’t feel that the RP only icon is worth the money, please don’t buy it. Buy the stuff you like, leave the rest on the (virtual) shelf.

/saltycrab

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