- Champion and Skin Sale 4/25 - 4/28
- 4/24 PBE Update: New VFX for Cleanse , Exhaust, Clarity, and Flash
Dragonslayer Braum's Passive IndicatorAs you may have noticed in the 4/23 PBE update, Dragonslayer Braum's passive indicator received a few changes - becoming brighter and more closely resembling his base skin's indicator.
|Left: Original Indicator from 4/22 Update // Right: Updated Indicator as of the 4/23 Update|
"This is a totally reasonable question.
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."
Warwick is not the next Kit ReworkReplying to a summoner's comment that Warwick is going to one of the next kit reworks, ZenonTheStoic stepped in to clarify Warwick is NOT next:
"Warwick's not next. Sion's going to be before Warwick. Warwick is a bit smaller in scope. Sion is going to be a massive overhaul of the champion."
Meddler jumped in, reconfirming the future Sion relaunch:
"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."He continued:
"In progress (kit and visuals), but not mostly done - while yet. Stuff so far's looking cool though, both visually and in general."
Thoughts on Ranked Team Builder & AFK/DCsLyte returned to reddit to talk about about how to better handle AFK/DC situations and the prospect of Team Builder for ranked modes.
Actually, we agree that we could do more when it comes to better feedback loops (like giving players more information about the results of their reports) or better ways to handle AFKs/DCs.
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.When asked "How on Earth was Teambuilder risky?", Lyte replied:
"Let's be fair, how is restarting games when a player fails to connect risky? How's giving players more feedback about their reports risky?
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?)"
When asked to expand on his comment "But, it takes time to research the underlying problem space and truly understand how to improve it", Lyte continued:
"Consider the feature where we give players more information about their reports--improving that feedback loop seems like an obvious thing to do, and something we may even do one day; however, it's better to just make the play experience better and not give players a need to even report.
What are the underlying reasons that players get frustrated in Ranked Mode? What are the underlying sources of negativity in Ranked Mode? What is difficult to do in Ranked Mode today, that causes conflicts and arguments between players? What are the common points in a game where negativity could spawn?
Understanding these questions allows us to improve the foundation of Ranked Mode and the overall experience. Just doing the feature where we give players feedback about their reports doesn't "solve" anything--it just gives players a feedback loop to know their reports are working. The number of negative incidents remains relatively the same."
Drifting back to the point on AFK/DCs, he continued:
"Well, I wouldn't say nothing is done about it. Players who AFK/DC are actually automatically banned for X games, and they lose LP regardless of the team winning or not.
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."
On 4.6's Feral Flare changesIn patch 4.6, Wriggle's Lantern was changed to require 30 ( up from 25 ) stacks to upgraded into Feral Flare.
Here's Riot Jag with a brief retrospective on that change:
"The logic behind the 4.6 stack requirement increase was that the only way this item could retain a large power spike was for it to continue trading away early game jungle pressure. To be clear, we are probably changing our direction of Feral Flare; the proper tradeoff may have been in reducing the stats/effectiveness of the item instead of the point at which it starts interacting with the map."
Let's Talk About Soraka ... eventually.With all this talk about Soraka and her future rework, Vesh popped into a thread to note that when the time comes he will whip up a community discussion thread.
"I'll be making a thread like this when I'm ready to talk about Soraka in depth. Right now I'm just experimenting with crazy ideas for how to solve some of her core issues. If any of it sticks I'll iterate more in that direction and let you guys know what types of solutions we're confident about."
League's Heading to Chicago for C2E2 this WeekendSeveral Rioters will be hitting up the Midwest to take part in this weekends C2E2 event in Chicago, IL!
Here's Riot Preeti with more info:
"This weekend, for the first time ever, we’re packing up and heading to the Chicago Comic & Entertainment Expo (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. We’re also sponsoring the Crown Championships of Cosplay and the Cospitality Lounge, where cosplayers can get dressed, touch up, and chill out.
Miss the League action at PAX East? We’ve got you covered with tons of cosplay, booth, and behind-the-scenes shots on our tumblr."As for other upcoming NA event, Romulus commented:
"We'll be at NYC Comicon! Keep an eye out for a large post soon including all our live events this year in NA ;)"
[ Reminder ] Double IP Weekend Live for NA, EUW, EUNE, TR, RU, OCEThe previously mentioned Double IP weekend is now live! Enjoy!!
For more information, check out the original post.