Previous PBE Updates from Patch 4.7 Cycle:
- Braum, Champion Preview
- Blade Queen Lissandra Skin
- Dragonslayer Pantheon Skin
- Dragonslayer Braum Skin
- Braum, Splash Arts, Buffs to Jarvan IV, Gragas, and Mage Fortune
New AnimationsÂ for Flash, Cleanse, Exhaust and Clarity
Winter’s BiteÂ [ Q ]
- Mana cost reduced from 60/65/70/75/80 to 55/60/65/70/75
Dragonslayer Braum Passive Icon
Check in “Single Posts”Â for context.
Lyte hopped on a popular thread on Reddit to discuss what’s being done to address unfair scenarios in Ranked.
Do you think you can better handle player disconnects / AFKs in Ranked?
For example, we’d like to restart games if players fail to connect in the first few minutes, and we’d like to put more aggressive measures into Ranked Modes. But, it takes time to research the underlying problem space and truly understand how to improve it.
We have been working on Team Builder for awhile, and are interested in exploring a version of Team Builder for Ranked Modes–this should address a lot of the frustrations players currently experience with Ranked and do so more effectively than one-off small band-aid features. We want to improve the foundation of the experience, which is way better than giving players better ways to report one another. We want to prevent negative triggers, not just give players ways to react to negativity.
When we start advancing further into the research and prototyping for a version of Team Builder in Ranked, we’ll work on some of the smaller features that are ‘obvious’ along the way. For example, in Team Builder, we actually can do stuff like temporarily ban players from Ranked Modes, or automatically mute players after a streak of negative behaviors.
We took a lot of risks with Team Builder, and we fully plan on taking more risks when exploring the Team Builder for Ranked space. Ranked is my main mode after all, and I’ve accrued over 3000 games in the last few seasons–I’m excited to think about what we can do with this space and I hope players are too.
How was Team Builder a risky undertaking?
Risk could be assessed in a variety of ways–how much impact a feature will actually have on a problem space (and the cost it took to implement it), the player perception of the feature (i.e = whether they support it or not, or think it’s fair or not), and the long-term engagement of a feature (i.e = is the effect of the feature robust enough to last through years? Or, will players stop using it after a few weeks?)”
Why is nothing being currently done to address these issues?
We could increase the punishment for AFK/DCs, but that doesn’t solve the real problem; the real problem is that you, as a player in the game, feel helpless because you are left playing a 4v5 and 4v5s are extremely tough to win. You feel helpless because a player can AFK/DC and basically force you into a high chance of losing LP.
This problem is actually pretty complicated, and isn’t fixed by just letting you leave games with no LP loss. For example, what about premade situations? Can 2 friends queue up, and 1 friend always leave when they have a disadvantage, allowing the 2nd friend to leave with no penalties?
Do you know how many more games would never complete and would ‘reset’ in 5 minutes, if this feature was implemented? Can you imagine the frustration of playing 5-6 games in a row, and 2 hours later getting 0 LP and completing 0 games?
Again, players that AFK/DC often are automatically banned. I agree, we could improve the experience for the remaining 4 players in the game, but that’s not actually a simple problem.
Will you add picking Champions to Team Builder?
Â Â Lyte:Â We definitely wouldn’t want to incorporate Champion picking as early as standard Team Builder, because team synergy is more important in competitive League; however, there’s still a question of whether enforcing the meta is OK in Ranked Team Builder and whether that makes it extremely difficult for players to evolve the meta over time.
This weekend, for the first time ever, weâ€™re packing up and heading to theÂ Chicago Comic & Entertainment ExpoÂ (C2E2)! Our expo booth will feature live art demos with Riot artists, a gallery of jaw-dropping community art, and 360 degree video booths where players can digitize their C2E2 experience with Teemo. Weâ€™re also sponsoring theÂ Crown Championships of CosplayÂ and the Cospitality Lounge, where cosplayers can get dressed, touch up, and chill out.
Miss the League action at PAX East? Weâ€™ve got you covered with tons of cosplay, booth, and behind-the-scenes shots on ourÂ tumblr.
Will Warwick be the next rework?
Will Sion be fully relaunched?
Â Meddler:Â Yeah, full relaunch is the plan for Sion. Looking at a complete visual overhaul, mainly or entirely changed kit (focusing on the undead juggernaut part of his current kit has) and some thematic tweaks.
Follow-up: How far into Sion’s rework is the team?
Why was Dragonslayer Braum’s Passive Icon changed?
Braum’s passive requires a lot of ally interaction, probably the most of any ability in our game outside of thresh lantern. Braum getting Concussive Blows on an enemy is a call to action for his allies to focus fire that target, as a result the call needs to be very clear. We evaluated these things and made the decision that changing the iconography on his skin was too different from the base for allies to be expected to follow up in the way that we wanted, so instead took an approach to make changes to the base icons color that make it feel at home on the skin while still maintaining a consistent and readable shape language/symbol.
We totally think that the dragon face icon was cool, but pushing towards our game design goal of clarity we felt in this case making the gameplay oriented decision of providing a consistent symbol was the best choice for all players experiences.
If you have any questions for me, feel free to ask me atÂ @NoL_Chefo.