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Posts Tagged ‘patch 5.2’

 

News 30 01 Banner

 

News 30/01

 


NA Servers Banner 3

 

 

Ahab Final PortraitTL;DR: We’re actively partnering with ISPs across North America to build a dedicated highway for League traffic. So far we’ve built what we call the “north bridge”, which services connections in the northern US and Canada. Work is ongoing, and the goal is to create a unique network dedicated to transporting League traffic across the shortest, most stable route possible.

Hi everyone,

Riot Ahab here again with a mini-update on what’s happening with the new dedicated League network we’re building in NA. In case you missed the original announcement and Q&A we posted earlier in January, you can check it out here.

These updates will serve as a peek behind the curtain as we continue to build out this network across NA. We can’t share all the nitty-gritty details due to contractual complexities and security concerns, but we can provide a picture of what we’re doing as we go!

For this first update, let’s explore an overview of what we’ve already built up to this point: the first half of the network, which we’re calling the “north bridge.” Currently, this bridge is pathing League traffic for the northern US and Canada and is built out of a series of strategically-placed PoPs (points of presence) with direct connections between them.

What’s the “north bridge”, and what the hell is a PoP?

Think of it this way: if this direct network is a dedicated highway for League traffic between you and the servers, think of the PoPs as “on-ramps”; they get your data on the highway to the servers in the most direct route as physically possible.

These PoPs consist of two elements:

  • Physical hardware: servers and switches placed in key cities
  • Peering agreements: contractual agreements set up with ISPs to funnel traffic directly to the closest PoP

The first part (physical hardware) is pretty straightforward: buy some server space and make sure the on-ramp allows League traffic to hurry along onto the highway.

The bigger challenge, as is true with real highways, is making sure local traffic finds its way to the on-ramp–otherwise the highway does little good! This is where peering agreements come in: these partnership agreements mean ISPs now redirect League traffic off of their networks and toward the nearest PoP.

Once we’ve made a peering agreement with a local ISP (which for big ISPs, like any contractual arrangement with a big company typically takes a fair amount of lawyering back and forth), there’s often a decent amount of necessary fine-tuning with that ISP.

This is important because different ISP algorithms can send traffic bouncing around before it loops into one of our PoPs, much like poorly laid-out street signs could send you driving several towns over and back again before finally finding a PoP on-ramp. Which means on our end we have to track down inefficient pathing routes and work with the ISP to redirect that traffic to make sure it’s taking the most direct route to the closest PoP. It takes a little work, so bringing a PoP online and securing peering agreements doesn’t always mean that everything is working as it should from the get-go. Plus, ISPs change– things break, they merge with other ISPs, split up, new ones may come, and old ones may go, which makes peering and fine-tuning a constant, ongoing process.

With that in mind, here’s a look at the direct network as it exists today:

E0u3CZR

Red dots represent live PoPs we’ve set up so far. In those areas, we’ve installed hardware and are actively working through agreements with local ISPs. Grey dots indicate PoPs that are still in-progress. We’ll post additional updates as those grey dots come online.

This map doesn’t show the direct paths connecting the PoPs, but if you connect the red dots you can see that the north bridge is largely complete. We still have plenty of peering contracts to negotiate with ISPs in these markets so we can make sure local traffic is taking the best possible path to its local PoP, but we’re off to a good start. Typically, we first target the biggest ISPs in any given market because many major ISPs often provide traffic peering routes to smaller local ones (and you’ll find a list of ISPs that we’re currently partnering with at the bottom of this post). So if you’re on a smaller ISP, your connection could likely peer through the larger ISP companies we have agreements with and already be on this new network!

So what does all of this mean?

Connections running through this network should experience a more stable, consistent experience while playing League, since it’s taking the most direct route possible to the game servers. When Phase 3 of the NA Server Roadmap deploys, this network will provide as many players as possible a comparable ping when connecting to the more centralized server location. But we’ll speak more on that in the future!

Live nearby a red dot on the map above? Experienced any drastic fluctuations to your connection in the past few months? Let us know in the comments below. Knowing your local postal code as well as ISP helps us figure out how your data is being routed, but keep in mind if your ISP isn’t yet on the list of current partners below, there’s a chance your data might not be pathing through our network yet.

We’ll post our next NA Server Roadmap update with what we’re actively doing to deliver a consistent quality League connection as well as let you guys know once we’ve started bringing the southern bridge online.

Until then, thanks for reading! We’ll stick around for the next 4 hours to answer whatever questions we can.

Cheers,
-Riot Ahab

US & Canadian ISPs we’re currently partnering with and still tuning how things work:
(note: this list is constantly growing as conversations and contracts develop, but at the time we can only list those we’ve completed peering agreements with!)

  • Atlas Networks Corporation
  • Charter Communications
  • Clear Wireless
  • Cogent Communications
  • Comcast Cable Communications
  • Eltopia
  • Hurricane Electric
  • Interconnected Associates
  • LS Networks
  • NetRiver
  • NTT America
  • Pocketinet Communications
  • Rogers Cable Communications
  • Saskatchewan Telecommunications (SaskTel)
  • Shaw Communications
  • Syringa Networks
  • TekSavvy Solutions
  • TELUS Communications
  • TeraGo Networks
  • Threshold Communications
  • Vision Net
  • WiscNet
  • Worldlink

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Self Gifting Banner


It’s back! For a limited time, surprise yourself with a Mystery Skin!

Purchasing a Mystery Skin will unlock an unowned skin worth 520 RP or more (that could get you a discount of 84% off a skin)! As with the previous rounds of Mystery Skins, you can only unlock skins for champions you own.

Mystery Skins will be available in the Skins tab of the store for 490 RP and are limited to five per day. Grab your Mystery Skins from now until 23:59 on February 2!

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Dev Blog Reward Banner


 

BY LYTE

TLDR: Our player behavior philosophies include punishment, reform and positive reinforcement. With rewards, we have to be careful to design systems that don’t simply incentivize positive behavior for a small duration, but provide reasons to stay positive all the time.

Hello again!

Last time, I mentioned that Drevarius would go into a deeper dive on punishment in this blog, but with the surprise Mystery Gift for positive behavior going out to 95% of players in 2014, we wanted to take the opportunity to jump ahead and explore our philosophies around rewards and positive reinforcement.

One of our core philosophies is that there’s no silver bullet to improving player behavior in online games, and you always need a mix including punishment, reform, and positive reinforcement.


End of Snowdown Mystery Gift

In 2014, we focused on the community and self-reflection. We ran a few experiments, including an exercise where players reflected on their last 10 games and we all came to the conclusion that the one negative experience that happens occasionally should not define our community. With Snowdown’s celebration of everyone coming together to be a part of the Legend of the Poro King, it was a great opportunity to deliver a positive behavior surprise.

One of the keys of positive reinforcement is the idea of “schedules,” or the expected frequency of a reinforcing event. Introducing surprise rewards unrelated to specific activities or durations is one of the most effective ways to encourage positive player behavior. The surprise element is crucial: imagine an achievement system where, if you are sportsmanlike for your next 10 games, you unlock a free skin. Players could simply behave for 10 games, unlock their gift and go back to playing the same way they were before (whether that’s positive, negative or neutral). So, instead, we’ll continue to surprise players once in awhile for their positive behavior. Because players aren’t sure what the next reward is (or when it is), players will strive to be sportsmanlike in a larger range of games to try to get all the surprises.

For positive players in the game, this won’t really affect them and they’ll just get surprises every so often for being awesome. For neutral players, this effort might convince some of them to put in that extra effort in a few more games to get the next surprise. For negatively behaved players, this effort might also encourage a few to change their ways although we expect the biggest impact to be with the neutral players.


Its All in the Surprise

In future roll-outs it’ll be possible for players to earn the next surprise so long as they’ve been positive since the last surprise was awarded. So, if you were chat restricted and missed a surprise, you could still be eligible if you were positive in the time range between that one and the next.

Also, keep in mind that not every surprise will be a mystery gift. Every surprise will differ in magnitude, and be tailored to different players. For example, the last surprise before the end of Snowdown gift was an IP Boost, mainly beneficial for newer players still building out their champion pools. Other surprises may include collectibles like unique summoner icons (which some players will remember we’ve tried before with the Santa Baron icon).

In the last blog in this series, we’ll be back to discuss punishment as a deterrent for negative behavior and our philosophy around it. Thanks as always, and we’ll see you in game!

– Lyte

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Patch 5 2 Jungle Items banner


 

Fearless New PortraitTLDR: We did a pretty poor job ensuring you guys got the full reasoning for why we were doing this, and I really dropped the ball here. I failed to ensure that our patch notes reflected the intent of these changes, nor did I give Pwyff and crew nearly enough info to make that possible for them. I’m here to give the full context and also talk about how these changes fit into our strategy around the jungle right now.

So, the 5.1 “Smite with Charges!” change does a lot of cool stuff for the strategic freedom of the jungler, but we also knew that it would hit some of the same issues the Conservation mechanic had from season 4. Mainly, when you’re not ‘wasting’ a resource with overflow, it creates very clear windows for the jungler to go do something else with a very low cost. In other words, a jungler waiting for Smite to come off cooldown can gank or go kill wards without feeling like they’re making a deliberate trade for it.

Combined with a few junglers that could grab a camp or two and then bring out very potent ganks, this meant that 5.1 created a situation where the optimal strategy for some of our most powerful gankers was to go back to their old habits of deciding lanes before laners had even hit level 2 (in some cases). Worst of all was that failing these ganks didn’t really set these junglers behind, because many other junglers didn’t have the ability to invade and punish them after the failed gank.

The adjustments were made to hit this specifically, so that guys like Jarvan and Lee Sin had a bit more of a risky start if they tried this, as would Shaco, Xin, and Panth, even if they’re not currently centered in the spotlight.

We are aware that this change hurts some of the junglers with weak clears, leaving them with less gold for pots to stay healthy during their second clear. We know this is really painful when blind monks and dunking princes are taking over games. We know have a lot of work ahead of us. We’ve been making changes and adjustments to the systems around the jungle at a really high frequency, and that’s largely complicated the work that could have been done on the individual items or the champs. We’ve already been having a lot of internal discussions about what we need to do as the dust settles on the systematic changes. The 5.2 changes happened because we know early gankers needed to be much higher risk, and the extremely cheap jungle items were a main contributor to their reliability.

We still need to carve out more space for our tank junglers, and we are still trying to give junglers more reason to invade and counter jungle. These actions are one of the core reactions necessary to keep gankers in check, and currently aren’t functioning at the levels necessary for healthier play. Can’t say it enough, we have lots of work ahead of us still, and we’re committed to making this better. 5.3 is already very tight for changes, so 5.4 is much more likely for the next round of changes.

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Pwyff Final PortraitTotes my bad on the context in the patch notes. Reading back on it, it definitely reads like we didn’t acknowledge the full problem. Something to learn for the future definitely.

As an aside, we talk a lot about making precise changes that directly target the problem – I think for this one we took a more broad approach that ended up ‘hurting’ a lot of junglers, even if it was more directly aimed at aggressive level 2 gankers (Lee / J4 / Shaco / Panth / Xin). We’re aware, we’re looking into it.

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Why dont you just nerf Lee Sin and Jarvan instead of jungle items

Fearless New PortraitWe knew the items enabled a pattern, a pattern that JarvSin ( Lee Vin?) were able to opt into, but it’s not just them. The items created too low of a threshold for success for a jungler’s first few minutes. The item adjustment needed to fix that issue with the system, and would need to even if those dudes weren’t generally strong.

Also as I posted, it’s been very hard to make changes to individual champions while we’re also making so many large systematic changes. Trying to get the systems of the game stable gives us a lot more space to hit the champs we need to it, and more excitingly, start bumping up the champs that we think we’ve pushed down with the system changes.

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Why do large systematic changes never change Lee Sin

Fearless New PortraitI’m honestly not even sure what you’re insinuating here.

The actual reason why Lee tends to due really well through many rounds of changes is because he’s incredibly flexible, very poorly stat bound (can do well with a huge range of builds), grants a lot of power that cannot be repressed through systematic changes. As stated above, he needs to be changed, and we know that many functions of the jungle changes won’t be realized without those changes.

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Balance Philosophy Banner



Ghostcrawler New PortraitHey guys,

I’ll throw out a few responses here.

On balance philosophy – we realize that our strategy for who we balance for isn’t well articulated. Do we balance for LCS or for Silver players? Or both? We’re trying to make sure we agree on what our actual goal is, because I think “We balance for everyone!” is a little too precious and unrealistic.

We’ll communicate our strategy when we’ve made sure we’re on the same page. Balance philosophy is a topic that greatly interests me. I don’t make the individual tuning changes personally (and you wouldn’t want me to) so I can’t provide as much context on specific patch notes, though I do help set the philosophy and direction for what kinds of changes we try to make.

Related, “win rate” gets used a lot as synonymous with balance, but that doesn’t tell the whole story. We need to communicate better about what game balance means to us, because there’s more to it than that. A lot of what you’re discussing in this thread is sort of “pre-balancing.” We’re making a change (that we have wanted to make for some time!) by removing DFG, and we know that change would have big ramifications if we didn’t adjust some champs to compensate. Those adjustments, while grounded in math, playtesting and player feedback, still often come down to educated guesses, because we don’t have the data from thousands of live games yet. A more accurate but painfully slow way to balance is to make one change, see how the live game reacts, then make another change in response to that. We think this would feel worse overall.

On design accountability — it totally exists. It’s part of my job to make sure it exists. Now, it’s not the kind of thing you’re likely to see a lot. We’re not going to publicly flog designers for making mistakes, though I can understand why that might be cathartic. On the other hand, designers (and anyone at Riot really) should be upfront and honest with you guys about when they think they’ve made a mistake.

On designers buffing champions that they like to play — this would be a big accountability issue. As someone pointed out, while we are all gamers here, this is also a place of business with a product (LoL) and customers (you guys). It’s royally unprofessional to try and tweak the game to benefit your own personal games. That’s a serious breach of trust (Rioter and players) that would come with serious consequences. We may make changes you don’t understand or don’t agree with, but it’s not because we’re trying to boost our own ELO.

On Lee and Thresh — they are champions we like, but more importantly, they also resonate with a lot of players. It’s not a popularity contest, but on the other hand, we believe a lot of why people play them is because they are fun to play, not just because they win a lot. Both champs have a lot of cool abilities, and arguably they both have so many that a) neither has a lot of weaknesses, and b) they compliment almost any comp you try to build. We’re trying to figure out ways to make them less awesome in every situation without stripping away what is fun about them. For example, last year or so we tried to tone down Lee’s mobility and ward hopping, but it felt terrible, and largely due to player feedback (intelligent, meaningful feedback, not whining and pitchforks) we reverted it.

As always, we appreciate the feedback. The more targeted and actionable it is, the more useful it is for us. I can go tell the balance team “Boards say you suck” and they would kind of look at me and say “Okay, what changes in how we adjust champions should we make?” and I would say “You just suck.” There’s not really a lot of direction for improvement there.

Hugs,
GC

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Single Posts 30 01 Banner



Will there be changes to Mordekaiser in Patch 5 3

Meddler Final PortraitOne of the options we’re looking at at the moment is whether we should play up Morde’s tankier side a bit more. Huge guy in a full suit of armor with a passive that generates a shield suggest tough front line dude. The removal of DFG already shifts him away from bursting down a target almost instantly, our thinking is that offering him a more sustained presence might be a good approach as a result. That’s very much an idea being explored right now though, not yet a proven direction.

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What has been the most purchased skin so far

Hippalus Final PortraitAssassin Master Yi is still the most purchased skin overall due mostly to free RP. But the record for most skins purchased during release was set by a new skin in 2014. Any guesses? I’ll tell you if the most upvoted guess is right or not.

UPDATE: As of 11:45am PST, the most upvoted guesses are:

  • 1) The ultimate skin that wasn’t
  • 2) Project Yasuo
  • 3) Dragonslayer Pantheon

and the answer is……..

  • 1) Haha good one – maybe we’ll make up for it in 2015. Or maybe not.
  • 2) Yes! Congrats Reddit.
  • 3) Not the winner of this prize, but it WAS the most played 2014 skin in my personal quest for challenger (which sadly fizzled out somewhere in gold).

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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.


 

Patch 5 2 Maintenance Schedule Banner

Patch 5.2 will be here in the early hours of January 28th. Here’s the schedule for all regions:

 

Don’t know what will be in the next patch? Here are all the contents:

PBE-Roundup-Patch-5-2-Banner

 

 

Patch 5 2 Maintenance Schedule for NA

Riot Noc New Portrait

On 01/28/2015, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.2. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

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And here is the schedule for the other regions (patching starts on January 28th):

 

  • [ EUW ] 03:30 GMT – 05:00 GMT
  • [ EUNE ] 00:30 GMT - 02:00 GMT
  • [ OCE ] 03:30 AM AEDT – 05:00 AM AEDT
  • [ LAS ] 05:00 (AR/UY/CL), 03:00 (BO)
  • [ LAN ] 04:00 (MX/CO/PE), 05:30 (VE)
  • [ BR ] 05:30 BRT – 07:00 BRT
  • [ TR ] 03:30 – 05:00
  • [ RU ] 01:30  – 03:00

 

 

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

 

 

News 14 01 Banner

 

Summary

We’re entering the PBE cycle for Patch 5.2 and the major change here is the removal of Deathfire Grasp; below you can find a discussion on what Riot plans to do for mages reliant on that item. Also, Lead Champion Designer Meddler jumped on the forums to address unpopular picks like Yorick, Urgot and Evelynn and where they are on the priority list for reworks. Lastly, the newly-overhauled Fantasy LCS is currently experiencing issues and Patch 5.1 has been delayed for at least a day.

 

Recent News

PBE-13-01-Banner

PBE-Roundup-Patch-5-1 (1)

Season-5-Banner

 

 

Patch 5 2 Forecast Banner

[ ! ] Deathfire Grasp has been removed from the store on the PBE.

 

 

52 Live Gameplay Patch Forecast

Riot Jag Final PortraitHey guys, Jag here from the Live Balance team. It’s a new year, a new(ish) season, and we’re back with the Patch 5.2 Forecast!

The biggest change we’re making in 5.2 is that we’re removing Deathfire Grasp from Summoner’s Rift. There are two major reasons we felt we had to do this, so I’ll run through both:

First, DFG tends to make burst patterns even more bursty. The item effectively adds another nuke spell on top of kits that are already designed to have strong up-front damage and aggravates the “whoa, I got one shot out of nowhere” frustration of playing against certain champions. A good example is LeBlanc; DFG adds reliability to her assassination patterns and ends up removing counterplay (she gets to rely on her Q, E, and DFG spells for damage, and can use dashes to reposition or escape instead of making more risky plays).

The second reason is strongly tied to the first; removing this item gives us room to buff champion kits that would otherwise be overpowered if they could use DFG. The most obvious example is Ahri; more ‘magey’ elements of the character, like her sustained damage or kiting, end up getting washed out because she has so much power to blow up charmed targets with a DFG burst. This ends up forcing us to balance Ahri around her assassin playstyle because there’s always the “I can buy DFG” route to consider; removing the item means we can buff her in more interesting ways while still keeping some of her burst because she can’t just pick up a DFG and double down on a single playstyle.

As far as champions that purchase DFG are concerned, some will get some love now that DFG is gone (I mentioned Ahri; expect Veigar to get attention either this patch or next); some are strong enough that losing DFG is a healthy nerf; some rely on alternate item builds sufficiently that they won’t be affected too much. When 5.2 goes live, if we feel there is an itemization gap for mages, then we’ll address that further.

One of the other character classes we’re looking at in 5.2 in Assassins. Some assassins have top tier burst potential that is loaded onto high reliability spells (think Akali or Fizz here) and don’t have enough real weaknesses to compensate. Others may simply be too strong along a variety of dimensions; Zed being one of the best 1v1 champions in the game and an extremely efficient tower diver helps make him a super split pusher. However, him having such strong tower killing statistics (e.g. AS, bonus AD from W passive) on top of that makes for an overwhelming combination.

Last point regarding jungle; we have seen the jungle receive a huge amount of changes since the start of the preseason, and Patch 5.1 was no exception with the addition of the Smite charging system. We want to keep a close eye on what happens when 5.1 hits live servers and we will continue to make changes to jungle as appropriate.

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What are your plans for Mordekaiser since youre removing his core item

Riot Jag Final PortraitMordekaiser is a guy we’re still looking at. He’s an interesting problem because admittedly it seems like DFG is core to his late game team fight objectives, but on the other hand it’s really hard to play up some of his basic play patterns (especially in lane) without aggravating the “this guy is miserable to play against” experience.

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How will mages deal with bruisers without DFG

Riot Jag Final PortraitThe interesting issue with DFG is that despite being a nuke scaling off of percentage health and therefore in theory being a tank shredder, it ends up being arguably more potent on squishies since it reduces the threshold required to one shot a carry’s low health pool by 20%.

Your point suggests to me that maybe there’s an itemization hole for mages that want to deal with health stacking (that Liandry’s is not currently serving). I think that’s a good issue for us to keep an eye on.

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Will Riot add more items with actives to the game

FeralPony Final PortraitSo I can comment on this a bit. We’re looking at some longer term changes to the itemization system this will probably result in some additional active items though I wouldn’t expect anything in 5.2. A lot of the work on the Active Item UI (making active items more prominently displayed on your cast bar) had the goal of allowing us the ability to make more active items. Any additional actives we add would most likely be targeted at classes or roles that currently have a lack of activated items (ie- probably not supports as they can often be overloaded with actives though we had some ideas there as well)

There are also a few active items we had experimented with during Preseason that we liked (like ZzRot Portal) but were delayed due to scope which we might be able to get ship ready sooner.

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Will you buff LeBlanc to compensate for the removal of DFG

Riot Jag Final PortraitOur opinion is that Leblanc and Syndra are not hurt too hard by DFG’s removal (or at least not so badly that they’d need compensation).

Annie is another story. We’re working through some changes that can make her still feel good about bursting people without so heavily relying on “drop Tibbers, cast spells, enemy explodes” pattern.

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Will there be any changes to Cassiopeia in Patch 52

Riot Jag Final PortraitCassio is an interesting topic that I’d like to dive deeper on later. But to start I’d ask what you perceive she needs fixed, as she is trending quite strong since 4.21 (she’s popping up as a real force top lane).

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Ahri without DFG Banner

Deathfire Grasp is a core item on Ahri and the team is looking for ways to compensate for its removal.

 

 

DFG is a core item on Ahri Will her changes be reverted now that its gone

Meddler Final PortraitWe are testing some changes to Ahri that support the kite mage pattern she used to use sometimes. Those changes (not guaranteed, but being experimented with at the moment) include things like removing the damage amp on charm, buffing her other damage sources and giving her a speed boost while her Q’s in the air to allow more reposition plays and kiting while casting.

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Any changes to her W other than numbers

Meddler Final PortraitLong term: We’d love to spice that up a bit, with you that it’s useful but could be more interesting.

Short term: Nothing major planned. We’re looking at small changes to her as DFG follow up and kite pattern support, not significant changes to core functionality of skills right now.

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Follow Up

Not every spell needs to be mechanically complex

Meddler Final PortraitI’m with you there, both on the value of non champion defining skills sometimes being fairly simple (e.g. Rek’Sai’s burrowed Q) and that Ahri’s W’s an example of such a skill. Even on a simple skill though I’d argue there’s a lot of value in adding a bit of distinctiveness/ways to optimize things a bit more. Putting something there basically to enable a person that’s played 200 games on Ahri to pull off the occasional cool play with Foxfire that a player with only 20 games might not be aware of or able to execute at the right time.

Using Vayne’s tumble directly into a piece of terrain to AA as soon as possible’s a good example of that to my mind. A lot of the time it’s not the right call, or not relevant, and new Vayne players won’t do it deliberately. It does add an extra option to the skill, making it a bit richer though, without making the skill’s core concept or tooltip more difficult to understand.

Similarly Ezreal’s Essence Flux being able to hit himself’s often irrelevant or a poor idea to utilize. Occasionally though it’s worth playing into and, pardon the now horribly cliched phrase, is one of the sort of things that separates good players from great.

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Why dont you change Ahris ultimate to an ammunition system

Meddler Final PortraitWe did actually test Ahri during her initial development with an ammo system on her ult, with separate use/recharge, rather than the current 3 casts in X seconds approach. Conclusion we came to’s the same point you’ve made – high mobility, within a limited period of time, results in both healthier and more interesting gameplay. Ammo system Ahri always had a dash charge up to escape with, so was much harder for opponents to deal with and was disincentivized from trying to make cool multi dash plays.

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How about lowering the internal cooldown between her dashes

Meddler Final PortraitI’d be more inclined to find ways to give her other mobility or access her ult a bit more often. Having those gaps results in a longer combat pattern, with more kiting and thought for both sides about where she’ll go and when. Reducing them incentivizes her to spam them to move quickly in a direction or get damage out as fast as possible.

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Offmeta Banner



Whats your opinion on the state of Akali and Diana

Meddler Final PortraitMy current thoughts/couple of general comments:

Akali – Lot of fun and a good alignment between her kit and theme, Lacks sufficient counterplay, resulting in frustrating playing against experience especially when she’s ahead. Removal of the mitigation stats from her W’s reduced her dueling power against tankier champs which is a positive, squishy targets still struggle with a lack of options sometimes however. The live balance team’s currently experimenting with her ult range to see if reducing that’s an appropriate lever to put her into a better spot (her having high reliability’s less of an issue if it’s more practical to stay out of her zone of threat or at least force her to use another ult charge before getting to you).

Diana – Would benefit from being more clearly an assassin or a fighter, rather than a generalized mixture of the two (a good fit for her personality that unfortunately results in her being hard to give sufficiently clear strengths and weaknesses when strong enough to be picked). In an ok state, would probably require that work be done to get her to what you’d call a really good state/be a character we felt was good for the game if a really common pick. Not currently being worked on.

Both of them – Bit much overlap between the two, both utilizing a similar combat approach through their ults, Q’s and cleaves. Ensuring the two of them end up with a few more points of distinction would do both some good (which personally suggests Diana should be pushed towards being more of a fighter, though I can see the argument for assassin as well).

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When will you update unpopular Champions like Urgot Yorick etc

Meddler Final PortraitSome of the key questions we ask when deciding which champions to do updates on:

How badly does this champion need a visual/audio update?

The more out of place (or out of date) they currently look/sound the more reason we have to rework them. A champion that gets played a lot and really needs a visual upgrade is particularly significant – since they’re in games a lot they’ll be seen a lot and therefore contribute substantially to the overall average visual quality of the game. Tristana’s a good example of this – she’s a popular character, who’s also really easy to acquire (Facebook or 1350IP), with quite a few visual/audio upgrade needs.

How problematic is this champion’s gameplay?

Champions with a lack of counterplay, that result in degenerate lane picks, that suppress interesting play etc can be rework priorities because they make the game worse overall. Xerath and Soraka are good examples of this category.

How much untapped potential does this champion have?

These are characters with cool themes that aren’t properly executed on, unsatisfying kits etc. Stuff that could be really cool, but isn’t, usually for a number of reasons (gameplay+aesthetics+personality for example). There’s a good seed of a champion in there, but it’s not done right. Sion’s the best example of this.

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Why are Eve Olaf Yorick Urgot Lee Sin and Xerath low priorities

Meddler Final PortraitYorick/Urgot – Both Sion levels of rework in terms of amount of work. We talked a lot about which champion was the best fit for that level of update next and conclusion we came to was Poppy was the best overall choice. Lot of good points in favor of Yorick, and especially Urgot, but Poppy felt like the best choice for the next slot.

Lee Sin – We feel his problem’s that he’s a generalist who crowds out other picks if you’ve got a player able to take proper advantage of him. That means the work he needs is a combination of accentuating (or creating) weaknesses (and potentially strengths) and possibly a bit more counterplay. Some of that work at least’s going to be an issue of balance, as much or more than rework.

Eve/Olaf – Could do with some work, agreed. I don’t personally feel Olaf’s too far off being playable, amount he leaves some champions without options when he’s strong though’s pretty problematic.

Xerath – I’ll have to disagree with you on Xerath, I feel his rework overall left him in a pretty good spot. Would be nice to improve the visual satisfaction on his ult at some point though, the current visual effect was designed for a somewhat different style of ult so doesn’t sync up well with the feel of the current gameplay.

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Alistars new update hasnt improved his gameplay

Meddler Final PortraitAlistar’s a champ we’d like to do some light gameplay work on at some point. He’s in a reasonably good spot overall though and there are a lot of other champions we felt needed gameplay reworks more. That left us in a spot where we had the option of shipping some visual improvements, and doing some further work at an undetermined date, or delaying the visual changes until everything else could be worked on (probably quite a long time).

Getting those model/texture changes out felt like a clear win, so that’s what we decided to go for, given we had a spot in our schedule where we had enough free artist time for a job of this size and type.

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Will you continue working on Alistars gameplay after his VU

Meddler Final PortraitFair question and no offense taken at all.

I’m quite confident we’ll do some work on Alistar at some point. To be quite open I’m not sure that that’ll be this year necessarily though (talking about skill functionality changes specifically, I would expect some balance changes sometime this year of course as needed). Alistar’s overall very impactful, fun to play, and reasonably well differentiated from other champs. Sure, his passive’s a bit uninspiring, as is his E in some circumstances (powerful though it be). When he’s significantly too strong he’s also basically must pick/ban (see last year’s World Champs).

Overall though he’s in a pretty good spot, and other champs need gameplay work done a lot more than he does.

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These updates are disappointing compared to real reworks

Meddler Final PortraitThese lower scope visual updates are almost always in addition to the other, larger upgrades, not instead of them. If we’re limited by how many champs we make can new character animations and spell effects for at one time, but have the capability to do some more texture/model work, doing those smaller upgrades seems like a good way to help out an extra set of champions that would otherwise not be getting visual upgrades at all at the moment.

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Single Posts 14 01 Banner

 

 

Patch 5 1 delayed at least 24 hours

[ Note ] You can check out everything that’ll be in Patch 5.1 here.

 



Will Warring Kingdoms Katarina receive more work on her model

[ Note ] Warring Kingdoms Kata is a new skin introduced in yesterday’s PBE update. You can check out a full preview here.

KateyKhaos Final PortraitThere’s been a bit of positive feedback, yes. I think one of the larger complaints I’ve seen is that her back is pretty flat, since her hair is dark, and her pants are, too. At this point, we’re still collecting feedback, and will be looking at analyzing them in the next meeting for her. It’s possible there will be changes, but I don’t have an answer for that one yet since she only went out to PBE several hours ago.

If you’ve got some specific feedback about what you don’t like about the skin, I’d be happy to take it!

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Fantasy LCS Known Issues

[ Note ] Fantasy LCS recently received an overhaul, you can read more about it here.

OMHALODIL Final PortraitUpdate | January 13, 11:05 PM PST | 14 January, 08:05 CET : We’re continuing to investigate the issue where players are getting stuck in draft. Unfortunately, we don’t have an updated ETA at the moment. Once we have a fix in place, we’ll be looking into ways to reset the leagues affected by this issue to the pre-draft state.

Update | January 13, 7:40 PM PST | 14 January, 04:40 CET : We’re still investigating the issue where players are getting stuck in draft. We don’t have an ETA at this time, but we’re hard at work at bringing things back to normal ASAP.

Update | January 13, 4:38 PM PST | 14 January, 01:38 CET : We’ve temporarily turned off drafting to resolve an issue where some players are getting stuck when the timer reaches 0 on their turn and multiple picks for a single player are made in a row. For those of you who ran into this issue, we’re looking into figuring out a way to roll back your leagues to the state it was in pre-draft.

We’re also aware of another issue where after creating a league, some players aren’t able to share the link to others to join the league.

We’ll keep this thread updated as we find out more information and resolve these issues.

Thanks.

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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.