Posts by GalaxySmash

MuggyTheMugMan

Hello! Thank you for your work! I wanted to ask on your thoughts on removing(/reducing) the 1 minute 30 second window of dead time at the start of the game with this mode, feels kinda weird when you go right into loading screen and its supposed to be faster

Not something we are actively considering at the moment but definitely not out of the question.

bisskits
  • Server: NA
  • Type of Bug: In game bug
  • Description: Hubris formula for calculating AD gain is broken.
  • Video / Screenshot: https://imgur.com/a/ux0pLJi
  • Steps to reproduce: Buy hubris, it will show the AD gain as 10+1/champ kill. Randomly it will change to 15+2/champ kill. Then it will randomly swap between them.
  • Observed result: It seems to swap between two formulas randomly

Note this was on ARAM.

I see you are playing as Jayce, it is swapping between the formula for melee and when you are ranged, depending on what form you are currently in.

noppo
  • Server: OCE
  • Type of Bug: Client & In-Game
  • Description: Domination second row runes not replaced in the client. Choosing any of these will lead to no rune in-game.
  • Video / Screenshot: Client Rune Page. In-Game.
  • Steps to reproduce: Open a Rune Page after updating the client, select the Domination Tree and choose the runes. Go into a practice game to confirm whether runes are there. The middle row will be missing.
  • Expected result: Should be the new row of runes added in 15.1 and then visible in game.
  • Observed result: The season 14 runes are available in the client and then you have 1 rune less in-game.
  • Reproduction rate: 10/10

Investigating, thank you for the report

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.

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.

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.

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.

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.

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.

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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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.

Nicksmells34

As someone looking to get into the gaming industry, I do check out Riot's career page quite often, and I personally haven't seen a position for this--nor do I rarely see positions for League of Legends, especially game design positions. Is it simply due to the past 2 years being tough for the industry, lots of layoffs, etc. or are some of these positions not being posted on the careers page?

Junior level positions, as well as positions for both Game Design and Game Analysis are generally only up for a few days total. This is partially due to the volume of applicants for these positions, as they are very, very competitive. When they are available though, you should be able to find them posted on the career page. Game Design would be under the "Design" Craft section and Game Analysis would be under the "QA Group" Craft.

I'm not really knowledgeable enough to comment on the rarity of positions (or if that is actually accurate) unfortunately. I do know that many of our recent openings have been for senior talent and leadership primarily.

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KamikazeNeeko

renata glasc shares the niche of autoattacking midline enchanter

she's always forgotten >:(

The single best scaling support in the game, largely due to her R's berserk duration increasing with rank by .5s.

Can't speak to your specific example but the vast majority of players don't tailor their runes to the specific matchup or situation, and rune recommender ends up doing most of the work for most players. High elo players are much more likely to modify their rune page between each game as well as select more "optimal" choices. Often these optimal choices also require extra effort (weaving in attacks in lane for constant Aery procs for example) that most players either don't want to do or simply would not be able to execute on successfully to the point that the rune selection would become optimal.

There is also just a bit of a different meta at different ranks, often influenced by a small handful of one-tricks or dedicated mains in high elo. In GM+ you might literally just be looking at one or two player's builds on certain champions.

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RiotMeddler

It kinda is.To the best of my knowledge those were only ever given to the League dev team and some associated other teams at Riot.

Yep I just checked my jacket in the closet and it matches. Internal swag from the 2021 Coven skinline release.

RiotSakaar

I don't know if we have any "current" challengers, but I know for sure we have some current GMs and some past challengers.

Unsure about who the highest rank is!

We have one current Challenger who works with Riot https://www.op.gg/summoners/na/Isolde-NA1

(They approved me posting them here)

selganar

#KRKL sent my sides to orbit

They wear Costco merch everyday no meme. Committed to the bit

MoneyChapo

This is the only Rioter I recognize from higher elos

:D

wearssameshirt

Auberon used to be GM/chall idk if he plays anymore

Still plays, just under a different ign. A lot of rioters don't "Riotize" their name out of personal preference, or they change their name occasionally.

Evil_Munkey

WICK MENTIONED

Wickjkr greeting his wicks (his fans)