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,Â Nome addresses the buggy state of the Death RecapÂ 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.
- IronStylus: Champion Update Team
- L4T3NCY/Tiki: Not-So-Random ARAM
- Meddler: Varus PBE Changes
- Nome:Â Death Recap
- Single Posts
- 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 knowÂ
No, each of those is a separate set of requirements.
No, 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.Â
Not sure what “advertise” means, but we go to a lot of conventions, conferences, schools, etc. We’re always looking to recruit.Â
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.
It 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.
We 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.
You’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
Can’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 playersÂ
Thanks 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 modeÂ
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.Â
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 ARAMÂ
ARAM’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 aÂ randomÂ (there’s that word again) experience. This is the cause of your Master Yi dÃ©jÃ vu.
To 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 playersÂ 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-> 🙁
Couple 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.
A 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).
No 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.
From 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.
Not 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.
No 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.
I’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.
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.
To 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 areÂ 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 🙂
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 generallyÂ needÂ one thing out of death recap–which isÂ whyÂ they died. Unfortunately,Â whyÂ is never an easy answer, so most players tend to be OK with extracting theÂ whyÂ out of theÂ how. Combat logs explain thehow, but not theÂ why. If we were to redesign, we’d want to head more towardsÂ why.
I don’t want to delve too much into this, as it’s still a problem space under exploration. Some examples ofÂ whyÂ 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 theÂ whyÂ is directed at experienced players either.
i also have a change to exhaust, but that’s it for summoner spells in 4.13 (and again, they’re candidatesâ€”like anything else on the pbe, they will be subject to change/removal).
Testing 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.
I 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.
Â 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.Â
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:
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org.