League of Legends Dev Tracker

crazydavy

Yea I played 4 swift matches this morning and every game was between 28 and 36 minutes long. I feel like we need more damage to structures of even 3 less towers per team. Maybe even start us at level 3 or 6. I love the concept of a faster game and more even gold generation. I just want it to actually be a shorter game lol.

28 minutes is far above the average so that is quite surprising, but either way we will definitely look into cutting down game time on the high end. Average game time is still hovering around 20-25

HaxorViper

Would making objectives and waves come up in less time help with this? I was thinking something similar to Wild Rift which has really quick games. The accelerated gold is neat but I also feel like getting full build quicker doesn’t necessarily make the game faster, especially if a full build is tanky.

You run into an issue where all you are doing is fighting objectives if we reduce their spawn times. Making objectives give more powerful rewards is a more likely direction.

BuizelNA

Lobby UI is atrocious. It's like trying to do champ select on ⅓ of the normal size. Champions Sort by: Mastery would be great.

For swiftplay itself, some elements of summoners still feel so sluggish. Why do we still have to afk for nearly 2 min before minions spawn?

Death timers also feel really rough. Having to afk for 65+ seconds at 20 minutes is awful

Definitely noted feedback, appreciate it

Caffdy

How soon is ASAP? This one is pretty frustating

Now! A micropatch went out for it about 20 minutes ago; ran a swiftplay on live and saw progress.

Totally agree on it being frustrating. I wanted to do my OWN missions in swiftplay too

At the risk of diving into a minefield here, I do want to separate the difference between idea and execution.

Chemtech Soul we definitely took as a point of comparison of things we want to avoid. The question is, do we think the concept of a "revive" to be a concept that is completely off-limits in League.

I think the answer to that is no. And given that one of Atakhan's [the LoR card] main thing is about reviving people we wanted to pay that off. But I do think the execution matters a lot. Chemsoul being permanent, having pretty minimal counterplay (you can't really do anything differently) made it notably different from Voracious buff in our mind.

For Voracious, we expect a lot more gameplay around waiting the buff out as it's one time, perhaps prioritizing trading objectives more than straight up fighting the opponents, etc. At the end of the day though, taking Atakhan is meant to give an advantage for the team that takes it and it's a new set of gameplay that may take a bit ...

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Beans2618

eternals still don't level up in swiftplay, but mastery and challenges do. is this intended?

It's not, sorry. We were able to resolve Mastery and Challenges like you noticed, Eternals are still in progress but we didn't forget! Hoping to have that fixed today for the weekend.

StickyMoistSomething

I’ve heard that with the removal of capsules on level up, all the old new player related content has also been removed. Do you know if that’s the case?

Nope, I do not know anything about that. It doesn't _sound_ correct to me.

Dapper-Welcome-5286

I figured, since the quickplay system cuts down on the interstitial time between games so much, but thought it worthwhile to ask! 

One more question, if it's cool with you! What kind of balance support are we going to be seeing with swiftplay in the weeks and months ahead? Is the plan to implement mode-specific nerfs a-la ARAM or Arena, or to essentially let it ride as a mirror of summoner's rift? 

We are gonna use ARAM and Arena style balance, using direct champion modifiers to abilities as well as general % buffs. So if for example we though Kassadin was too good we could nerf his R cooldown directly and also apply a -5% damage dealt buff to him.

Kingofthered

I really want to like it, but I was under the impression it was going to be tuned to be much faster than a regular rift game.

I'm happy people are liking it, but I've been surprised with my 25-30 minute games so far. Doesn't really feel like it's significantly different to a draft game, aside from the time saved queuing up.

Game pacing is something we are keeping an eye on. I think 20-25 minutes is both ideal and realistic, our main concern is the occasional outlier game going 35+ minutes. Honestly I don't think we would make the game be that much faster than it currently is (the core Summoner's Rift experience starts to get unrecognizable at that point) but we do want to come closer to guaranteeing that when you pick Swiftplay, you aren't running into the possibility of being in a game for 35-40 minutes or more in some cases. So less about "really fast games" (they should still be faster) and more about "we assure you that this experience in total will not be more than 30 minutes (rough estimate) from start to finish"

We have a few options of how we go about that, including sudden death, but we are still waiting to see what exactly game time looks like first.

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Wrevellyn

Can you elaborate on this? I tried a game and just got obliterated, enemy team was way out of my league. Some of my teammates were really good too, but I am *not good* at the game (trying to get better), and I just had no shot. Been maybe better after some of my friends teamed with me, but I have yet to have a good experience after 4 games which is about all I can manage in the time frame.

Can't really get too specific related to matchmaking and MMR but we didn't fully take into account your skill level from other queues to help inform your swiftplay rating when you first played.

Jeremithiandiah

My only concern is that I remember years ago that draft pick was removed from some regions. I think everyone should have access to an experience that is exactly like ranked for practice reasons, or so new players understand how the game really works in a competitive setting, without risking lp. The way swift play works, it could have completely different meta than the original game and may evolve into a quite different experience in the future.

A reasonable concern, unfortunately when draft pick is removed from a region that is generally because of player population as we dont want to spread players out too thin between different queues. I'm not too much of an expert on queues though to answer your question more in depth I'm afraid.

Dapper-Welcome-5286

Big fan of the casual, comeback heavy nature of the mode so far, kudos to y'all for the hard work! When y'all were workshopping swiftplay, was it always the intention to use the quick play champion pre-select system, or did you explore other queue styles before settling on the quick play format. (This is a long-winded way to beg for blind pick back)

From what I recall we always used the champion pre-select system when working on swiftplay. Never explored blind pick from what I recall, unfortunately.

nikkicocoa7

played it once to try it but you can't make eternals progress so probably won't really play it much unless a friend wants to

All forms of progression were not functional at launch (challenges, etc), should be largely resolved. I think just eternals might not be fixed yet but they should be fixed within the next few days.

Sweprolle

How was the matchmaking for you? Every game so far me and my premades have gone up against people level 10 to 30..

Matchmaking was bugged at launch, should be fixed now. If you played games already you might need to play a few more to get into a more ideal MMR state. Sorry about that.

Jeremithiandiah

What do people think of swift play? I actually quite like it because it feels like a normal summoners rift game but you just get to late game faster. It doesn’t feel like an accelerated normal game but it is.

Very glad to hear that you like it, happy to answer any questions/discuss it with people here, I was one of the devs that helped get it out the door.

Hello! This page should still be there. Please reach out to support!

We will have our QA review though it could be a bug related to specifics so reaching out to support ensures we make your account is all in working order!

Very cool work! The ability has to interact with a ton of abilities so we will keep our eyes open for any issues that slip through.

I see you are using multi-player practice tool which is also very new, let me know if you had issues with it.

Knowka

If you can’t get every champ in the game within a year of reasonable playtime, that’s fucking absurd (and you could argue even that is giving you guys way too much leeway, considering DOTA, Overwatch, Marvel Rivals, etc. give you all characters for free lol). I don’t even see an argument about it from a purely money-making perspective, considering people playing more different champs = more chances for a person to play a character they like, and thus want to buy skins for.

If this is your definition of “pretty thoughtful” you guys must not have many thoughts going on up there.

I don't think its reasonable personally to compare a MOBA to a hero shooter, given that they let you swap characters mid-match as a gameplay mechanic not to mention have a significantly smaller roster (37/42 respectively). Dota 2 is closest as another MOBA, with 124.

I've seen comparisons to the IP system. So some more maths: In 2014, a causal F2P player earned a champion about every 6 weeks based on the rate of IP earned and the average IP cost of champions. This nets out to ~9 per year. For Reference: There were ~120 champions in League at that time. I think this is much faster than that.

I do think our champion acquisition system could use some love, but not strictly on the basis of how fast players can get champs. I think it could be better at helping you identify champions you should love and get them into your hands faster than today.

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alaskadotpink

Okay, thanks for clarifying. I misunderstood the original text so I'm happy to be wrong. Sorry!

All good and you're welcome

Barsonik

Not sure if you could answer this, but how does her abilities recolouring skills VFX work? Is it just like a shader or something that replaces the original one?

We use a shader and a special texture for that shader. Base Mel and Arcane Councilor Mel actually have different textures for that shader, that's why base Mel reflects are golden and Arcane Councilor Mel reflects are blue.