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 NA Server Roadmap Update Optimizing the Internet for League and You

Ahab Final PortraitUPDATE: Thanks for all your questions and joining in on the discussion, that’s it from us for now. If you haven’t already, please fill out the survey. And keep an eye out on Boards for future updates from the NA Roadmap team!

Hi everyone,

Riot Ahab here again to share more updates on what we’re doing to address East Coast ping problems. By now, you may be familiar with the NA Server Roadmap, which outlines our approach to addressing ping disparity across the US and Canada. You can check it out here.

Today, I want to introduce Riot WizardOTL (formerly Riot WizardoftheLake), who has been busy leading the charge on Phase 2 of the Roadmap: building a dedicated network for League of Legends traffic.

Why are we doing this? Currently, ISPs focus primarily on moving large volumes of data in seconds or minutes, which is good for buffered applications like YouTube or Netflix but not so good for real-time games, which need to move very small amounts of data in milliseconds. On top of that, your internet connection might bounce all over the country instead of running directly to where it needs to go, which can impact your network quality and ping whether the game server is across the country or right down the street.

This is why we’re in the process of creating our own direct network for League traffic and working with ISPs across the US and Canada to connect players to this network.

There’s a lot of fine-tuning to do as we bring additional parts of the network online, and we could use your help. Some connections can misfire and run a longer route than necessary to get to this network, so If you have experienced a sudden spike to your connection since November, please let us know by filling out this short survey.

There’s a lot to cover, so we thought this would be best served as a Q&A. We’ll hang around this thread for the next 4 hours to answer questions and get into the nitty-gritty should anyone be curious.

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You should keep the community informed of your progress

Ahab Final PortraitAgreed – we’re talking on our end about ways to keep the community informed as we go along these steps. As pieces of the network come online, maybe we post an update to a thread and explain what happened (what went right, what didn’t). There are of course some things we can’t talk about for security concerns in the nitty-gritty, but still it could be worthwhile to outline the project into steps.

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If the Roadmap is complete how will gameplay improve

SonicDeathMonk Final PortraitMany players should see improvements in network quality as our new North American network rolls out. These improvements could be less ping time, less network packet loss, and more stable connections (less disconnects). Ping, packet loss, and stability may not all move in the same direction for all players depending on location within North America, their ISP (how their ISP connects to Riot’s network).


Ping, packet loss, and stability are not always tied together and can be affected by many things. When it comes to network quality we prioritize stability, reduced packet loss, and ping time pretty much in this order. You can’t play the game if you are not connected, you will see more lag with more packet loss, and ping can become a problem when it gets significantly high or is unstable (shooting up and down all the time in the middle of the game).

The game client only reports ping time to players but it also tracks stability and packet loss to Riot (and in client log files) on a near real time basis (though it can take us a day to crunch all the data from all the game clients before we see a troubling trend developing so we are not yet at real time detection of some network problems). Sometimes packet loss will show up in your ping time, usually you will see it jump up and down quickly which often indicates packet loss is happening or if severe packet loss will show up as lag in the game.

Faster ping time is often reported by players to “feel” better and is often something that is reported to be more meaningful the better you are at playing a game. How fast ping is before you feel the difference is likely dependent on the individual but it is generally thought the lower the better (diminishing returns apply, going from 160 ping to 90 ping is more impactful than going from 110 ping to 40). Lower ping time can also help mitigate packet loss since the game can recover missing packets faster. Because the Internet is a loose collection of various private and public networks, ping time is something that will constantly change for players. Some players could see slight increases in ping times while others can see significant reductions as our new network comes online. Our goal is benefit the most players and then troubleshoot ISPs that still have players with poor network quality.

EDIT: Formatting

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Ahab Final PortraitThis network should bring a marginal improvement for everyone – coast to coast. West coasters are impacted by this as well – we’ve seen traffic in San Francisco get bounced across the country before finally getting to the server.

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When will this be ready

Ahab Final PortraitThe full network is slated to be built by the end of March this year. 

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Does that mean itll be fully functional or just that the network will be ready

Ahab Final PortraitThe hardware will be functional — the agreements may take a little extra time (since contracts always do), and there will be extra work hammering out individual hiccups and making sure as many players as possible have their connections pathing correctly to this network.

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Ahab Final PortraitThe March goal should include getting the agreements done (and we are currently on schedule in that regard), but the back-and-forth on contracts never fails to amaze me on how long it can take!

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So youre setting up your own Tier 2 or 1 network

Ahab Final PortraitExactly, we’re focused on peering directly — technically we may not meet the classification of a Tier 1 network, but you’ve got the idea.

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How will you involve NA ISPs in the process

SonicDeathMonk Final PortraitIt can take us many months to work with large ISP companies to achieve even modest results. Gaming is currently not a priority for most. However we are investing a lot of time in educating the ISPs that have LoL players as customers. It is very company dependent and we expect it will be a long road to travel but ultimately great for gamers.

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Isnt collaborating with ISPs for a service against Net Neutrality

WizardOTL Final BannerNo and yes. So we are forced to do this because of the way the Internet is architected, not because the ISPs are forcing us to. Net Neutrality is not in play here, this is just the way any network would have to be built to achieve our goals.

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Why was there a huge packet loss around December 29th 30th

SonicDeathMonk Final PortraitThere was a lot of DDoS activity targeting the game industry the last 2 weeks of the year. While it may not be your specific cause, DDoS can create congestion for more than just the target. Congested pipes create packet loss. Hard to tell for a specific player though.

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Will you address the other connection issues players are dealing with

SonicDeathMonk Final PortraitNetwork quality has been a big focus for us in 2014 with a ton of planning and work being accomplished. As work continues into 2015 players should see improvements in network quality for many of the LoL services though game play is our biggest focus. It might be worth contacting player support about your specific frequent issues with PvP chat disconnecting.

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Should I stick it out with Verizon or switch to another provider

WizardOTL Final BannerGreat question! We are working as fast as we can with Verizon to peer with them, and are not aware of any issues (though I just reached out to their VP of network infrastructure). We are also working to make sure that we are not going to get throttled, our traffic is really low (300k or less) so that shouldn’t be a problem. I really don’t think the VPN service is worth it, but it does not hurt to try.

Thank you for playing ! Even if you are a Cisco guy 😉 Seriously though, great post.

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Why havent the NA servers been moved to a more centralized location

SonicDeathMonk Final PortraitNetwork quality is the foundational thing in any online service (online being the key word). Once we have a handle on being able to firmly control the quality of the Internet between player ISPs and LoL data centers we can tackle the issue of what is the best location for the servers. With the big changes in the Internet business model going on since 2013 (net neutrality, rise in huge DDoS attacks, popularity of online video exploding which has created unprecedented Internet congestion, etc.) we have had to take a step back and really think about the foundation first. Network first is the right long term strategy for players throughout North America.

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Are you having trouble finding T1T2 lines in various parts of the country

WizardOTL Final BannerNo, we have our own all optical network and we are asking the ISPs to send League traffic through that.

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Will you manage the network yourselves or let an outside company do that

WizardOTL Final BannerWe manage it internally. We have a great core team and we are actively recruiting to grow that group.

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How did you as a company react when an employee suggested doing this

WizardOTL Final BannerHonestly, it took us a while to digest and wrap our heads around it. We had to meet with outside groups, and recruit people that have dealt with “service provider” networks versus data center networks. And then we ran some tests and found that this was the right path.

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How long do you think itll take for the investment this will require to pay off

WizardOTL Final BannerWe don’t really look at it that way, this is the best for the players, so it is just something we need to do.

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Snowdown Positive Awards Banner


 

Pabro Final PortraitsSay farewell to your friends, for Snowdown has passed.
The Legend of the Poro King conquered at last.
We won some, we lost some, we tossed many poros.

Some landed and some missed, that is just how it goes.
Who really won this Snowdown? Only the poros know.
Every single game, a unique Snowdown surprise.

The year may be over, but only Amumu cries–
Even if it’s over, we learned one thing at the end:
Snowdown gathers strangers, but we all leave as friends.

Thank you! Together we’ve had another incredible year and we’ve enjoyed taking a few big steps in League’s evolution with you. While Snowdown may be over, there’s one more thing we wanted to do to commemorate 2014.

Over the next few days, we’ll be rewarding positive League of Legends players with a classic Mystery Gift as thanks for being such an awesome part of our community. If you haven’t received a chat restriction, ranked restriction, 14-day ban or permanent ban in 2014, and you meet the requirements to receive a Mystery Gift (you’re Level 5 or higher and there are at least 10 skins you don’t own), you’re on our list!

Thank you again for a fantastic 2014. Share what you unlocked in your Mystery Gift below, and we’ll see you on the Rift in the new year!

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Free Mystery Gifts for positive players

Lyte Final PortraitHope everyone had a good holiday and New Year. I’m seeing some questions about this new announcement, so hopefully can help out.

One, a few players are wondering why we are giving out an extrinsic (tangible!) reward for positive behavior when they might have heard we were against it in the past. This is a misunderstanding! We’ve always said that our player behavior philosophies include punishment, reform, and positive reinforcement. There’s no silver bullet to improving player behavior in online games, and you always need a mix of punishments and rewards. You can read more about our design philosophies here:http://na.leagueoflegends.com/en/news/game-updates/player-behavior/exploring-player-behavior-design-values

However, to give more context about this extrinsic reward, the key is that it is a surprise and not deterministic. What I mean by this is that it isn’t some kind of achievement system where you are sportsmanlike for your next 10 games, then directly unlock a mystery gift. If you design a system like this, players will simply behave for 10 games, unlock their mystery gift and go back to their normal ways.

This current design is something we’re trying out in 2015 and will 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 toxic players, this effort might also encourage a few to change their ways though we expect the biggest impact to be with the neutral players. It’s important to note that we did 2 tests of this design before (with Santa Baron icon and IP Boosts), but in future roll-outs it will be possible for players to earn the next surprise if they’ve been positive since the last surprise was awarded. So, if you were chat restricted and missed a surprise, you will still be eligible for the next surprise if you were positive in the time range between the 2 surprises and are not blacklisted for life.

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 was an IP Boost which was mainly beneficial for newer players still building out their champion pools. Other surprises may include collectibles like unique summoner icons (which we tried before with the Santa Baron icon).

Hopefully this answered a few of your questions, and seeing all these surprises will nudge some players to be a little more positive in their games!

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How can we earn the Santa Baron icon

Lyte Final PortraitIf you were positive around Q4 2012, you got a Santa Baron to keep! Use it in all its glory.

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Lyte Final PortraitTo be fair, the Santa Baron used different criteria than not getting a chat restriction or ban, but we found being very transparent with our criteria helped players understand how to get the next surprise which is why all current surprises use very clear criteria.

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What happens if you own too many skins to be eligible for Mystery Gifts

Lyte Final PortraitWait for the next surprise! Unfortunately we can’t ensure that all surprises are beneficial to every player, every time.

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

 

 

News Update June 28 Banner

 

Red Post Collection

Dunkmaster Darius Confirmed!

Single Posts

TL;DR and a Big Announcement!

 

Recent News

 

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Ingame Voice Chat Banner

A continuation of yesterday’s discussion on putting voice chat in League as a feature.

 

 

Related Collection

 

Voice-Chat-in-League-Banner

 

 

[ Question ] Why do you consider the statistics from polls on General Discussion invalid?

 

Lyte Riotlink Button Lyte: The forum population isn’t an invalid population. It all depends what type of question you are asking, or what discussions you are trying to have. If you’re trying to ask the overall playerbase how they feel about voice chat, then it’s better to do it in-game to get the most representative sample of players.

However, the forum population is really engaged and passionate about certain topics, and tend to be players who participate in Ranked Modes. So, it’s perfectly fitting to engage the forum playerbase on issues like champion balance or issues related to competitive League.

 

Thresh_Splash_Lantern Riotlink Button davin: It definitely doesn’t invalidate statistics taken here, but those statistics are gathered under very different conditions (non-random sample, self-selection, different sample characteristics in that it’s folks who visit and post on forums, etc.). 

For things that affect the whole community, we can’t just rely solely on what a non-representative subset says. It wouldn’t be responsible or scientific. But that doesn’t mean it’s useless or that we should ignore it! We sure as hell will consider it alongside all the other information we gather, though. We’re not just slaves to data, we use a data-informed approach (i.e., gather information that helps illuminate a situation).

So when it comes to things like voice chat, research into the situation includes surveys, in-client random sample polling, analytics of what happens in those games, and examination of community sentiment. They all factor in. Multi-modal investigation is the name of the game 

 

 

[ Question ] When was the poll on voice chatting in LoL made?

 

LyteRiotlink Button Lyte: It’s a small pop-up at the end of game that was sent out to a random sampling of players. There’s usually no need to send a pop-up to every single player in League; in the social sciences, they’ve done a lot of work showing that surveying a % of the population can usually get meaningful results that represent the entire population as long as the sampling comes from a representative sample (which is why sampling on the forums would be inaccurate). Many social science studies may survey a few hundred people, but in League we usually survey thousands to tens of thousands and usually do surveys for each server separately.

 

 

[ Question ] Why haven’t you provided an explanation of the methods used in this research?

 

LyteRiotlink Button Lyte: Most of the designers and researchers involved with Player Behavior have published papers in the past, so we definitely feel your pain. However, I hope you understand why it doesn’t make sense for us to fully publish detailed methodology in the main post.



To answer some of your initial concerns:
1) It’s super easy for us to identify the use of voice chat through a few different approaches. One, for some apps we can detect whether they interacted with the LOL client in some way. Two, we can confirm this with a end-of-game survey asking players if they used voice chat in the current match (and studies have shown that players are pretty honest with these types of surveys, especially if it’s a neutral activity and not something viewed as socially undesirable). Three, we can analyze chat logs to determine the exchanging of voice chat information. Using combinations of these heuristics and others, we can figure out who in the set of 10 players is using voice chat. 

2) After figuring out #1, yes, we do split the analysis into games that are full premades vs full strangers and everything in-between. We do these splits for most analyses, even when looking at things like Reports and Honor. We have seen time and time again there’s huge differences in the data given the varying premade sizes in each game.

3) We actually also separate the analysis into Wins and Losses, as we sometimes see toxicity levels are higher only during losses for some factors; however, in this case, the numbers trended similarly for both wins and losses.

 

 

[ Question ] Were there any notable differences between regions?

 

LyteRiotlink Button Lyte:  We didn’t see any huge outliers in this research across regions, but there were some nuances in regions like Korea, where many players play in PC Cafes and not at home.

 

 

 

Average MMR in League and why women are mistreated in voice chat

 

I actually do have a claim, Since the spread of players in DotA is significantly different to that of League. There’s more higher ranked players(and a higher % average) than League has. Right now, pretty much everything under plat in League is 98% of the playerbase. DotA does not follow this, in either Ranked or Unranked. One of the reasons the lower MMR doesn’t have a huge % attached to it is because players that can’t play DotA well, often don’t play at all, or very often since it’s not as fun. So the Average MMR is around the middle, which in League terms would probably be about mid gold. Higher Average skill level of all players equates to having higher skilled females in the game. Especially since I constantly see them playing, are in teams with them, and know a few myself. 

5% 1100 10% 1500 25% 2000 50% 2250 75% 2731 90% 3200 95% 3900 99% 4100
100% 4300+
It’s VERY close to this(this is unranked MMR)
I also was not saying that it was a justification as to why women are treated differently in this game. I was merely stating it as one of the possibilities as to why. Which in all likelihood is probably correct, knowing male behavior.

 

LyteRiotlink Button Lyte:  Actually, looking at Elo distributions isn’t the right way to analyze something like this. In every game, the “average” Elo or MMR is arbitrary, and chosen by the designers. 

For example, if I decided that the matchmaking system sets every League player’s Elo/MMR to 2000 when they first join League, you would see over time that the League Elo distribution would have an average of 2000. The fact that DOTA, Smite, League and all these other MOBAs have different distributions of Elo/MMR is just because the designers chose different starting Elo values (and therefore, have different Elo distributions).

Having more female players be “1800 MMR” in League than “1800 MMR” in DOTA isn’t a fair comparison… because those numbers mean completely different things in each ecosystem. Read up Elo Systems on Wikipedia if you’re curious to know the math behind this.

 

 

[ Question ] Where are you getting your statistics from about toxic voice chat users?

 

LyteRiotlink Button Lyte:  Which aspect are you curious about?

For part of the analysis you are referring to, we use a sentiment analysis model to review chat logs from a random sample of non-voice chat using players to a random sample of voice-chat using players. Then we break down the analysis in terms of premade sizes, wins versus losses, so on and so forth.

 

 

[ Question ] Were all 5 members of each team in the voice-chat program for your testing friends? 

 

LyteRiotlink Button Lyte:  The key is whether all 5 people are friends or not. If all 5 players are friends and in voice chat, the experience is better. If all 5 players are strangers, the experience is worse. If some players are in voice, and some are in text, the experience is worse.

 

 

 

[ Opinion ] If there are more highly-rated players and larger average MMR, there will be more high-skill female players

 

LyteRiotlink Button Lyte:  You may want to read up on Elo Systems on Wikipedia.

Do a thought exercise: if I just added a ‘0’ to everybody’s MMR in League of Legends, they’d now have more average MMR than other games. There’s no point comparing Elos across games unless they use the same variables.

You even mentioned that if we raised starting Elo to 2000, the new Bronze 5 might be 1700 MMR. You just explained why we simply can’t compare average MMR across games, unless the scales and baselines are the same.

 

 

[ Question ] Have you talked to similar studios about implementing voice chat?

 

LyteRiotlink Button Lyte: It’s an interesting point. A few other studios who are making MOBAs have also decided to not implement voice chat, and have done similar research. 

The study I mentioned did their research on Halo, but I imagine many of these findings apply across games/studios.

 

 

[ Question ] Isn’t toxicity a result of people being anonymous on the Internet?

 

LyteRiotlink Button Lyte: I’ve heard it said often that people believe toxicity is linked to how much anonymity there is in a given context; however, several studies and experiments have shown that that’s not true. In fact, the key to whether toxicity is present is not whether there is anonymity, but whether there are consequences for actions.

For example, a lot of news websites and social media sites started adding open comment systems that allowed people to comment on public articles or posts, but only if they logged in to Facebook or other apps that revealed your real name and your profile photo. Very quickly, these sites all realized that reducing the anonymity in these contexts did absolutely nothing in reducing the toxicity of the comments and you still had extremely sexist, racist, prejudice or homophobic comments even when people were forced to reveal their “real” name and profile photo.

I emphasized “real” name because I suppose it’s possible for people to create social media accounts that have fake names for the sole purpose of commenting on public articles and posts, but it wasn’t the norm by any means.

One of the greatest misunderstandings is that voice chat will reduce anonymity, which will reduce toxicity.

 

 

[ Suggestion ] Why not have different ways of punishment / reinforcement, so you affect a wider spectrum of players?

 

LyteRiotlink Button Lyte: You’re touching on the key point, which is that different players respond to different punishments. We find that on average, about 67% of players improve their communication patterns after just 1 chat restriction experience. If players get chat restrictions and a reform card from the Tribunal that outlines exactly what behaviors led to their punishment, the reform rate goes up to ~75% (varies a bit depending on the server).

To give a comparison, about 60% of players improve their behaviors after a game ban, and about 70% of players improve their behaviors after a game ban and receiving a reform card. So, on average, chat restrictions tend to do a bit better than game bans when it comes to reform rates; however, game bans tend to force players to create smurf accounts and shift toxicity to lower level players, so there’s an additional consequence to using game bans compared to chat restrictions.

We’re also able to do things like restrict players from specific queues, or remove Ranked Rewards, or a combination of any of these penalties. We’ve also considered things like suspending the ability to use skins or specific champions… but these are untested outside of our research labs so far. 

Regarding positive reinforcement, we’ve always had more plans to add a few more features to Honor. Unfortunately, we pivoted the team to work on Team Builder and want to get back and finish Honor after because we believe it has some of the greatest potential to encourage positive behavior. For example, in the new Tribunal, players that are highly honorable will have a chance to be reviewed in the Tribunal, and if their peers vote them as positive, they will get a reward in-game.

 

 

[ Question ] What’s a reason not to implement voice chat, aside from it making toxic players harder to track?

 

LyteRiotlink Button Lyte: I mentioned this somewhere else, but if a player is using voice chat with strangers and a part of the team is not using voice chat… then on average, the player using voice chat is more toxic in their text-based communication.

So actually, voice chat in many cases makes it even easier to track these players because they end up being toxic in text to the other players on their team who aren’t in voice chat.

 

 

Lee Sin's Dominance Banner

 

 

Lee Sin’s win rate isn’t indicative of his power level

 

Cedriel Riotlink Button Cedriel: There is one thing that you touch on in your post that I liked, bait or not: win rates are not a good indicator of how over/underpowered a champion is. This is because most champions—regardless of strength—are at a disadvantage against certain kinds of kits and playstyles, and so strong champions end up popularizing their own counters.

The way this plays out is fairly complex. A champion’s viability in the metagame depends on how wide of a champion pool can exploit its weaknesses, the general utility and viability of those champions, how it’s affected by itemization changes, and its best-case and worst-case performance against other viable champions. Picture a fighting game-style matchup chart (e.g., http://i203.photobucket.com/albums/a…chup101a-1.png) but with over 100 characters, complicated by having distinct roles and team dynamics and variable item builds.

The metagame stabilizes as people try all these different combinations in play and figure out strategies that work. In the current metagame what has happened is that Lee Sin’s effectiveness as a duelist and extreme mobility make him very effective at counter-jungling and counter-ganking: he can go into your jungle, pick a 1v1 fight in which he has an advantage, and escape by ward-hopping over walls if things get ugly. He also brings both good ganking capability and fair team fight utility. In other words, he’s strong in all areas but exceptionally strong in demolishing the enemy jungler.

The S4 jungle roster has been defined by Lee Sin and the few champions that can take him on evenly in duels while also offering good ganking/team-fight value: Elise, Kha’zix (pre-changes) and Eve (who is viable by playing a different game than the previous three). What win-rates in high-level play reflect is that Lee Sin is well-balanced against these three champions. What they don’t reflect is that he’s crowding out a large number of characters who would simply get pushed out of their own jungle if they got picked.

I think you (OP) realize that both sides in the Lee Sin debate have a point: yes, he does have a high skill-cap; yes, he is rarely banned in high-level play; yes, he has an average win-rate and does not significantly outperform other champions in LCS. Yes, he is extremely strong in the early-game; yes, his kit allows him to demolish many other junglers; yes, he doesn’t require that much skill to do all of this; yes, he doesn’t have significant weaknesses. All of these things are true.

In my eyes, Lee Sin is problematic in that he’s a determining factor for the reduced pool of champions we see in the jungle. I hope that our live balance team can come up with a way to keep his core identity (and the fun factor of comboing his abilities) intact while diminishing his ability to crush a large share of jungling champions.

 

 

[ Opinion ] Tank jungles aren’t viable solely because of Lee Sin

 

CedrielRiotlink Button Cedriel: I wouldn’t say that. Again, a lot of factors influence what is viable in the metagame and what isn’t. Lee Sin is a factor, yes, but if he were to get nerfed I doubt that you would instantly start seeing tank junglers popping up in LCS. Lee Sin existed in S3 too, you know.

 

 

[ Question ] Why did Riot reverted the changes suggested for Lee Sin ?

 

CedrielRiotlink Button Cedriel: Pwyff, who has much more insight into all of this than I do, talked about the Lee Sin changes here.


TL;DR: It’s complicated.

 

 

[ Opinion ] I’d rather have Lee Sin’s power adjusted through changes/buffs to other Champions

 

CedrielRiotlink Button Cedriel: I don’t have visibility into what our balance team is planning for Lee Sin, but they’re doing good work in boosting the viability of support / tanky junglers via itemization.

 

 

 

Dunkmaster Darius Banner

Dunkmaster Darius will be coming soon, as a legendary skin! Here‘s the Reddit thread where I got the images from.

 

Dunkmaster Darius Splash Art

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Dunkmaster Darius Model

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Lots more on the making of Dunkmaster Darius:


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Single Posts banner

 

 

[ Question ] Why did you state that boobs and miniskirt are what define Caitlyn’s design?

 

Riot Whist Riotlink Button Riot Whist: My intent when I made the post you’re referring to was not that it is what defines Caitlyn, rather it was pointing out that base Caitlyn also has a boob window and a skirt on. I later posted in that thread to confirm that yes her main reads are hat and gun and I was just responding to mention of the other things. That post was intended to provide context and reasons for those elements appearing in the skin.

Everybody working on the skin is pretty happy to see Caitlyn a bit more armored up – she feels more badass and powerful. I think the version we have now will make a lot of players who took issue with it happy.

For a little extra context on it:
She lost armor in production as we worked on ways to make sure she was still readable as Caitlyn (her legs and arms became more bare for the color contrast to help the gun pop). We’re changing her because we do agree with the complaints she is getting, exposing skin to make the gun pop was, in the end, not the only way to make her read correctly.

And this is why we have PBE, it’s not just for balance changes. We want this feed back so we can fix red flags before the skins go on sale. We are extremely open to community opinion and I hope the skin update helps prove that.

I’m also working to try to better word posts in the future so players can more easily understand my points and not accidentally take it out of context.

 

 

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