btw Lexi thanks alot for your replies both here and twitter, sucks that you became lead producer of champs in troublesome times
I want to ask if older/recent VGUs are kind of considered as risky projects and that's why the team moved resources from them and into ASUs meaning they don't always have positive outcomes, yes they always have the benefit of modernizing the roster but it is kind of apparent that they won't always increase the playrate of the champion compared to ASUs:
Udyr has same playrate he had before his VGU 1 year ago, Mundo has almost same playrate as before his VGU
. (I don't mean to criticize the awesome peeps who worked on them, just an observation and I believe you were still in LoR back then)
ASUs on the other hand are always a success, Ahri's playrate increased by 50% after her ASU earlier this year and she retained that playerbase
So my question is Did you guys shift priorities away from VGUs due to that? Small increase in a champion's playrate at the cost of so much resources wasn't worth the effort?
Also this applies to "newer" champions, Renata for example has been bottom 5 pickrate champ for months despite a positive winrate
Playrate is often tied to winrate I know but there are many champions old and new who retained high playrate even with negative winrates (Lee, Kai'sa, wind bros, etc.)
TLDR: Do you consider new champions /VGUs who failed to retain the playrate to be not successful projects? Is it the reason why VGUs and new champs resources were diverted to other projects (ASUs and modes)?