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Riot employee hurting yet another player Keyru
1 Week Ago 02:22 PM
General Discussion

Keyru

Player Behavior Specialist

1 Week Ago
1 of 3 Riot Posts

We have direct evidence that the account was sold for $50 on 02/24/2014 through a third party website. You then contacted Player Support and attempted to recover the account in order to scam the player who bought the account from you. For these reasons, the suspension will not be lifted.


Oktoberfest Gragas Bugged Riot Ve1vet
1 Week Ago 01:48 PM
Bug Reports

Riot Ve1vet

QA Analyst

1 Week Ago
1 of 1 Riot Posts

Thanks for the report Sslazze, the barrel is trying to make it's escape but we're onto it and will get it back asap!


Huehuehue :p Riot Baconhawk
1 Week Ago 01:44 PM
General Discussion

Riot Baconhawk

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1 Week Ago
1 of 1 Riot Posts

Lol


Master Yi unblindable? Riot Exgeniar
1 Week Ago 01:40 PM
Bug Reports

Riot Exgeniar

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1 Week Ago
2 of 4 Riot Posts

Quote:
Originally Posted by Fomorian27 View Post
Can you go into what a yi player has to do to consistently use alpha strike for the purpose of dodging spells? Is it more likely to happen if alpha early or alpha late?
As per my testing, the projectiles fizzles right when you cast Alpha Strike - right when the cast bar appears. Any targeted projectile cast AFTER you begin the Alpha Strike cast will still follow you.


Riot... I have never been so angry before. WookieeCookie
1 Week Ago 12:27 PM
General Discussion

WookieeCookie

Player Support Lead -
Player Behavior

1 Week Ago
3 of 3 Riot Posts

Quote:
Originally Posted by Fluttuhshy View Post
Thank you for your reply, Cool name btw. Anyway, I'm aware you can't reveal your the evidence on grounds it would give evasion tactics to actual boosters, but can I ask how exactly one can prove he is innocent. From what I've read and understand, you expect the guy to think of how he could be possibly seen as being boosted and disprove it. Essentially, just guessing at games or scenarios where he would be viewed as being boosted. That to me seems a bit unfair and kind of hopeless. Even if he were to somehow come up with the said game where it may appeared he was boosted, how could he prove otherwise? I can't grasp it at all. Seems this punishment is unfairly set in stone.

Another thing, a lot of people think one or your only method of detecting a booster is IP addresses. That's kind of scary. Being accused of boosting because your performance changes on a different IP? Could be due to a lot of factors that don't even involve boosting. Would hate to see more innocents unfairly banned with no way to prove it unjust.
The information you could provide to us would be dependent on the circumstances, but my team would work through it with you on an individual basis. While we try to minimize false positives as much as possible, they have happened in the past and we're always happy to admit when we were wrong and compensate for the false action. Those situations are very few, and definitely that is not the case here.

We definitely don't use IP addresses as the core of our MMR Boosting investigations. We know that a lot of people like to play League at a friend's house, or that they travel frequently, or even use VPN's to connect in some cases. We're not interesting in preventing or punishing this kind of behavior, so there's a lot more factors that we take a look at when investigating this kind of behavior.


Riot... I have never been so angry before. WookieeCookie
1 Week Ago 11:50 AM
General Discussion

WookieeCookie

Player Support Lead -
Player Behavior

1 Week Ago
2 of 3 Riot Posts

Iroctheworld had a pretty extensive conversation with Keyru on our support site last night. We won't be re-posting the conversation here out of respect for his privacy, but he is free to post the exchange if he is willing.

Unfortunately we still don't see eye to eye with him and he has been unable to provide sufficient evidence that he did not participate in boosting.

I can see why some of you guys would be confused, even fearful that we don't explicitly outline our evidence against a player. But our stance is pretty clear on this. We won't compromised the integrity of our investigations by revealing our hand to boosters or those that are boosted. All too often we see people trying to probe us for information on what we do and don't have so that they can evade it for next time.

But, if a player is innocent, we're always happy to take the time through tickets to work with them through any information that they might have.


Update on DDoS Issues RiotGradius
1 Week Ago 11:32 AM
General Discussion

RiotGradius

Associate Information Security Engineer

1 Week Ago
2 of 3 Riot Posts

Quote:
Originally Posted by Jinxed Amulet View Post
Thanks for the heads up!

What if the game doesn't appear in your game history and you were unable to connect to the match? Do you think that is an issue with our ISP or could that be a possible drophack attempt? It happened to me twice where after champ select the loading screen said "Firewall error" and wouldn't connect to the game.

After about several attempts, it kicked everyone back to the main homepage as if the game never existed. We didn't lose LP or anything, but it was still weird o.o

Should those instances be reported?
In that case, I would still suggest that you report the game, and provide as much detail as possible, especially if there were any players on either team suggesting that they would drop the game.


Update on DDoS Issues RiotGradius
1 Week Ago 09:58 AM
General Discussion

RiotGradius

Associate Information Security Engineer

1 Week Ago
1 of 3 Riot Posts

For months now, some players have been using DDoS style attacks to take down individual games, players and servers to avoid losing games. Whilst this affects a small percentage of total games, it has impacted a lot of players, and it's something we'd like to minimize as much as possible.

Our team has identified many individuals behind such attacks, and we have begun taking actions to limit their access to League of Legends through suspensions and permanent bans.

In some cases, an individual player might be targeted - meaning your home internet service was DDoSed, not the League of Legends servers. This can only happen if your home IP address is somehow discoverable. The good news is that there are steps you can take to protect yourself. First, if you use Skype, make sure to download the latest version. If you think you've been compromised, talk to your ISP and ask for an IP address change. Read this knowledge-base article for a more in-depth explanation.

A large majority of reports we've investigated were likely caused by more ordinary sources of lag and disconnect, such as ISP issues and game server hiccups. But if you have evidence that a player is DDosing, please share it with us through contacting player support. Please include the following information:

  • Title on the support ticket: DDoS/Drophack report
  • Time stamp of the game
  • Screenshots of game errors
  • Screenshots that list out the players in your game
  • Any time when a player is threatening to disrupt a game
  • The game appeared in your match history

Although we may not be able to share with you further details of the reports you've made (e.g. whether someone ended up being banned or not), this data will help us in our investigations and ultimately it helps you, our players.

This is a challenge for us to tackle and we're working hard to make things better. Thank you for your patience in this and please join us in this effort by taking steps to be safe and reporting suspicious behaviors that you see!


Master Yi unblindable? Riot Exgeniar
1 Week Ago 10:12 PM
Bug Reports

Riot Exgeniar

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1 Week Ago
1 of 4 Riot Posts

Hi Hitmanb0b,

I went and just Teemo Darted and Alpha Striked for a good few dozen time, and couldn't reproduce any problems with Alpha Strike removing the blind effect from Teemo's Blinding Dart. What you saw was most likely a perfectly timed Alpha Strike. When Master Yi uses Alpha Strike, he becomes untargetable, and when timed correctly, it can be used to avoid spells and projectiles. Just like what you saw.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 09:06 PM
General Discussion

Lyte

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1 Week Ago
12 of 12 Riot Posts

Quote:
Originally Posted by EvelynnJon View Post
Well, I think the No Team-builder ti'll level 25 is kinda dumb. My Gf and several friends irl That are lower level then me want to be-able to select there roles and stuff since i got them to start playing, But they keep not being able to play where they want, Causing frustration and much much rage, Lmao
We're assessing the data and will decide on some next steps in the next week or so. Sorry for the inconvenience, the intention wasn't to not have a Team Builder experience for all levels; but, it's important for us to understand the issues and pain that different levels face in Team Builder so we can review and figure out how to solve them before a permanent Team Builder launch for all level ranges.


Team Builder is live! Lyte
1 Week Ago 09:03 PM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by UnitHavoc View Post
Will team builder ever count towards your normal ranking?
Yes, this is in the works but no ETA. When we finish this, it'll add your Team Builder stats up so don't worry, your stats are not accumulating for no reason!


Making Cho'Gath viable Zydion
1 Week Ago 08:50 PM
General Discussion

Zydion

Associate Software Engineer

1 Week Ago
1 of 1 Riot Posts

As someone who played Cho to diamond 2 seasons in a row, he's actually pretty strong right now (also possibly because many people don't know how to play against him). When I need to just carry the game as a top laner I fall back to Cho. He is tanky enough but can still one shot the carry late game if you happen to land a q.

However, with the increase in mobility, rupture is almost a joke as a skill since people can literally just walk out of it even if you cast it right on them. If there is one change to Cho that I'd love to see it'd be removing his cast animations (they are all so long... making it impossible to chain qwr in a reliable manner). It would also save me from the frustrating moments where I would have won the fight if my nom nom nom casted a little faster.. That being said.. removing the cast animation may actually make him op.. so tweaks would probably be needed.


Riot... I have never been so angry before. Keyru
1 Week Ago 06:30 PM
General Discussion

Keyru

Player Behavior Specialist

1 Week Ago
1 of 3 Riot Posts

I want to bring some clarification about what we consider as MMR Boosting and our investigation methods towards this. MMR Boosting is the action of a player (Booster) logging into another player’s account (Boostee) with the intent of improving the boostee’s ranking. Duo queuing DOES NOT fall under MMR Boosting nor does improving/being good at the game. We take many situations and scenarios into consideration when investigating for MMR Boosting to make sure that we are punishing the right players (vacation, logging in at a friend’s place, getting hacked, VPN, proxies, etc.).

I can understand the request of evidence or information that was gathered against a boosted/boosters account. We do not release the information requested to preserve our investigation methods. If our methods were revealed, this would allow other players participating in this offense to adjust their methods.

All investigations for MMR Boosting are done manually. There is no bot or automated system used in this process and completely done by a human. Each investigation is looked into thoroughly prior to issuing out a punishment. Granted, we do make mistakes. In the past, we have removed punishments from accounts after players wrote in to us and provided us with the information needed. I would like to emphasize that these have been minority cases. If a player feels that they did not participate in these actions, we encourage them to write in a ticket to us. We will then do another manual investigation to make sure that there was no false punishment made.

I have double, triple, and quadruple investigated your account manually. The account has been boosted during the 2014 Season. If you would like to discuss more about your account and its suspension, I would be happy to talk to you more in your ticket.


Why's quinn's ult CD so insanely long Phreak
1 Week Ago 03:58 PM
General Discussion

Phreak

Shoutcaster

1 Week Ago
4 of 4 Riot Posts

Quote:
Originally Posted by Wolfenstyne View Post
Question is... what is she good at to offset an adc having to go into melee? I hold to the opinion she was the worst designed champion of 2013 , and serves no role on a team where multiple other champions do it better.
Only if you're looking at her as a plug-and-play ADC.

There are champions like Quinn, Galio, Master Yi (at least in top-tier competitive) that can't just show up in a team comp. They are specialized, talored, and more unique than average. Quinn fits in more lanes than someone like Ashe. She also brings a whole lot of different things.

No, she's not Caitlyn-like in her team fighting. She's probably the best lane bully if you get an advantaged matchup. She can duel any ADC in the game late-game as well as find those 1v1s to force the kills.

If you're in a game where your team looks to shut down squishy split-pushing. If you're looking for a ton of picks all the time... Quinn is the best at this. She forces openings no other champion can. She's opportunistic.


Game Modes Thread RiotForScience
1 Week Ago 01:35 PM
Art Feedback

RiotForScience

Senior Environment Artist

1 Week Ago
21 of 21 Riot Posts

Quote:

That is really funny.... Finally my Bloodthirster Nunu build will get the respect it deserves


Another 'Lesser known fact' Thread Riot Afic
1 Week Ago 11:37 AM
General Discussion

Riot Afic

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QA Analyst

1 Week Ago
1 of 1 Riot Posts

Turret damage is actually very complicated!

1. Turrets have 30% armor penetration
2. The first shot against a champion deals 90% of the turrets max damage (less noticeable because it evens out with the 30% armor pen)
3. Each consecutive shot from a turret against ANY champion gives the turret a buff that increases the damage vs. champions by 20% (maximum of 3 stacks at 60%, bringing total damage to 150%)
4. AFTER the turret has finished buffing it's own damage by 60% to 150% total damage it will place a DEBUFF on it's target that increases turret damage that champion takes by 20% up to three times for another 60% damage (maximum turret damage is then 210%)
5. The modified turret damage percents reset after 3 seconds of not hitting a champion.

What does this mean??
'Juggling' turret agro during a dive doesn't reduce the amount of damage a turret does per attack unless the turret has shot more than 3 times. If the turret switches targets, it keeps the SELF buff to damage but obviously doesn't gain damage if there is no turret DEBUFF on the new target.

When you see someone like Dyrus doing his random troll turret tanking, he is actually buffing up the turret damage. Simply going out of turret range and then back into turret range does NOT reset the turret damage, and instead you need to wait 3 seconds for the damage to reset.

Knowing is half the battle!


Why's quinn's ult CD so insanely long Phreak
1 Week Ago 05:37 PM
General Discussion

Phreak

Shoutcaster

1 Week Ago
3 of 4 Riot Posts

Quote:
Originally Posted by Shaella View Post
yes, but unless they're alone its useless
Good thing we're all playing solo queue :P

And in a teamfight, she's an ADC, so she's got plenty of protection.

It's like... If she was just as good as Caitlyn in every respect BUT ALSO got to run around assassinating people, she'd be broken. Everyone's got things they're good at and things they're bad at.


Why's quinn's ult CD so insanely long Phreak
1 Week Ago 02:15 PM
General Discussion

Phreak

Shoutcaster

1 Week Ago
2 of 4 Riot Posts

Quote:
Originally Posted by Shaella View Post
the cooldown still feels REALLY LONG lategame, and when you're ahead having an ult thats cripplingly long on cooldown means you can only force that advantage once before the other side can catch up.

Her ult seriously feels like a worse version of highlander, and all your skills feel weaker when you ult.

And the execute while its ok, its just not that great.
Well, one of the big parts of her ulti is the huge duration and out-of-combat speed. More than Highlander, it allows you to find picks from afar and go BAM!


Why's quinn's ult CD so insanely long Phreak
1 Week Ago 11:12 AM
General Discussion

Phreak

Shoutcaster

1 Week Ago
1 of 4 Riot Posts

I know it's extremely long, but basically this is what happens:

If Quinn gets ahead, her ult is REALLY REALLY good at forcing and securing kills over and over again. Any time Quinn picked up any sort of a lead, she could just ulti on cooldown and force another kill in the lane, making it pretty unrecoverable. The balance then was struck between how often she could force kills vs. power of the ability and we settled on a longer cooldown.

Certainly, it's not that useful when behind. Going melee on an ADC is risky. But because Valor is so damn good at chasing down and assassinating a squishy Marksman, we opted for a long cooldown early game.


(FACTIONS) Signup Thread RiotNurseFlan
1 Week Ago 08:48 PM
General Discussion

RiotNurseFlan

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1 Week Ago
9 of 9 Riot Posts

Demacia, reporting for duty!


Team Builder is live! Lyte
1 Week Ago 09:10 PM
General Discussion

Lyte

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1 Week Ago
18 of 20 Riot Posts

Quote:
Originally Posted by rathelord View Post
I'd be happy to play support... if I could get into Team Builder. Still awaiting ANY information on why it's been locked for sub-25 players. Still feel it's a horrible idea that will almost certainly drive off potential players (and, obviously, customers). Still disappointed by lack of communication about this as it apparently hasn't been mentioned ANYWHERE and is an entirely stealth nerf to the system (and our fun).
Quote:
Originally Posted by Contra Malum View Post
We have to be lvl 25 to play teambuilder now??
We're running a lot of experiments in Team Builder at all times, and messaging for this one slipped a bit.

Right now, we're trying to see different ways we can improve the Team Builder experience, and we're seeing some queue time issues and match quality issues with lower level players. The vast majority of Team Builder games are Level 30 games, and because there are fewer low level players playing Team Builder, queue times are longer for low level players and the matches tend to be pretty lopsided (and sometimes stomps!). This is ultimately a poor experience for brand new low level players getting their feet wet in League of Legends.

We'll collect some data for awhile with Team Builder set to Level 25 while we brainstorm ways in the future to make Team Builder accessible for all level ranges without the decreases in match quality. For example, maybe it's something as simple as allowing you to be invited into a Team Builder game by someone who is Level 25 or higher. But, we haven't figured out what we want to do here yet.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 05:51 PM
General Discussion

Lyte

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Quote:
Originally Posted by RedneckPunisher View Post
Hey riot how about make it for captians to be a level 25 plus with anyone filling to be any level. u want better team comps higher level players understand that better but the fill role of being any level addresses the need for less experience players to get most comfortable role. to make this a better experience for everyone have more people playing willing to do or learn certain roles the level cap is by no way improving the lol community this is my first post and wonder where it will get me.
This is an interesting idea, I'd have to mull over the numbers to see how it would affect Captain-to-Solo ratios and queue times.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 09:52 AM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by MiyokoShadow View Post
@Lyte

When can we expect for the level 25 requirement for Teambuilder to be done??? Or is it permanent?
We'll probably assess 1 week of data again, and see where we're at.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 09:52 AM
General Discussion

Lyte

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Quote:
Originally Posted by Maskanio View Post
I'm level 30 and gold elo and even I dont agree with the level cap. This limits the already small pool of players that are willing to play TB, thus giving us an even longer waiting time. This isn't ranked, so why limit it to inexperienced players?

IMO Blind pick should just be removed in general, and instead replaced by TB with the addition of your said random role. Whenever people go into blind pick they call their roles at the beginning anyways. If people truly want the satisfaction of playing a random role, then they can pick "fill" and do whatever hasn't been called. However 90% of the players who queue for blind pick call their roles, and so it doesn't make much sense to have a TB and blind pick queue.
Level 30 players weren't playing with low level players anyways unless they specifically invited a low level player into the match--this change doesn't affect queue times for high levels in any way. In fact, the vast majority of Team Builder games are at level 30, which is why we're concerned about queue times of low level players that are trying to enter Team Builder games alone.

We do want to create a low-level Team Builder experience, but just want to collect some data with the new level restriction and then we'll decide next steps.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 06:41 PM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by Vortex IV View Post
You're going to have to start offering supports something extra to que up, just like WoW had to with tanks and healers whenever they did their LFG que interface. I stopped using team builder completely because we'd spend an hour just waiting for a support to appear, and when one did appear it was something stupid like AP miss fortune. I do like everything about team finder except that, and the fact that it doesn't match MMR even close to correctly (or didn't whenever I tested it originally).

Or the balance team could balance traditional supports and make them fun to play too. Either or.
We're working on ways for players to see what's currently in demand by teams, and choose options to fill for those teams; however, I don't think we're at the point where we need to give players rewards for playing specific roles.

If you think about the psychology behind Team Builder, a lot of the reduced negativity / increased teamwork comes from the fact that you made a choice and got to play your champion, your position, your role, when you want. Your fellow teammates made the same choices, and together as a team you can now collaborate far easier than before. If we start paying players to play a specific role, you lose a lot of the benefits of Team Builder; this is related to research on the psychology of motivation, and how giving people a reward could change the motivation for why a person is doing something. We want players to play a Mage because they want to play it, practice it, or enjoy it--not because they are being paid to do so.


Team Builder is live! Lyte
1 Week Ago 06:27 PM
General Discussion

Lyte

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Quote:
Originally Posted by binaryPsychic View Post
Not too upset about the long queue time, but yeah that could be improved.

HOWEVER

I really wish that the teambuilder wins would count for PvP (because really that's the only mode it can be used for) wins because really this queue is easier to play because people don't argue for positions, do the "x position or I'll feed", and no one's forced into a role that they don't want.

I've played more TeamBuilder than regular pvp and have more wins, but the only stats counted on the client AND lolking.net are the pvp wins.
We'll be fixing Team Builder stats to count towards Normal Stats in the EOG and Summoner Profile in the future.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 06:24 PM
General Discussion

Lyte

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Quote:
Originally Posted by poopdood View Post
Hi Lyte,

I am very fond of everything about team builder. I think it should be the main queue mode. It is still blind pick and I see no reason why normal blind pick is still up; other than as a faster way to queue up. Normal blind pick is detrimental to team builder's development because players still instalocks and calls lanes and champions in the beginning of the queue in normal blind pick. In addition, people prefer normal blind pick because it's more populated and queue time is much much faster. If we remove or disable normal blind pick for a week, people will be able to appreciate the awesomeness that is Team Builder and more data can be evaluated from that aspect. What do you think?
I think there's potential in expanding Team Builder to possibly replace some queues; however, it's too early to tell. We're still very much iterating on Team Builder and running experiments every few days, and it wouldn't be responsible (or fun for players) if we made Team Builder the main queue when it's going through so much iteration.

Let's revisit this question down the line, when we've created a polished, awesome system.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 06:23 PM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by TeacherTrish View Post
I hadn't noticed TB was back to normal until I actually joined a lobby. So I queued as Annie support, it said wait time was very long and estimated time was 51 seconds. Found a lobby in 16 seconds and now we're 13 minutes in just waiting on a mid laner.
Estimated wait times are currently very inaccurate. The system is collecting data, and we'll be doing a pass soon to update estimated wait times across the board so players have an actual representation of how long it might take to get into a game.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 05:59 PM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by The Legend Momo View Post
So lyte, do you think there could be a way for ad carries to choose what supports they prefer, to help them find the right support? Or, they could put in what type of champion should be in each role, kind of like being a captain. Wouldn't that help optimize queue times?
Right now, Team Builder only looks at Position and Role when matchmaking players onto teams. If you think about it, if you choose to play Karthus-Mage-Middle, the Team Builder system is currently only trying to find teams that are looking for Mage-Middle, and not specifically looking at your Karthus proposal.

If we were to add more champion-specific filters like "I want to play Caitlyn, but only with a Taric," we'd 100% increase queue times and not optimize them! But, if we keep optimizing the system in other ways, and more players keep enjoying Team Builder (and reduce queue times through player volume), there's always potential to expand the capabilities of Solos or Captains in the system.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 05:54 PM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by EdenFinite View Post
So basically, even though the experiment saw improvements in the area that the queue was most highly criticized for, you decided to back-pedal because some whiny ******bags complained about not having a feature that they don't need in the first place, which doesn't help to make matchmaking queues shorter in any way and doesn't benefit the community as a whole. Way to have no spine.

On top of that, you made it impossible for those below level 25 to use the queue, decreasing the amount of people matchmaking is capable f finding by about 95% and essentially ruining any chance of this queue being successful.

I mean it, **** you, riot.
I'm all about feedback, but let's keep it constructive.

The experiment saw improvements in queue times--but not enough to justify removing the ability for Solos to become Captains entirely. In fact, if we dig into the data at a higher resolution, some demographics of players saw improvements, while others did not--that's not a slam dunk. We're going to work on a feature that suggests more Captains or Solos depending on what's in demand, which is going to be the best of both worlds.

That's not back-pedaling, that's just making a tough call, but one we think is the right one.

---

About the restriction at Level 25 for now, that's an experiment. One, 95% of players playing Team Builder aren't below Level 25. In fact, the majority of players playing Team Builder are Level 30, which is why we're seeing some queue time issues and match quality issues for low level players. We want to provide a Team Builder experience to players of all levels, but we need to take a moment to assess the data and see what the right next steps are.


Rengar Thread of Bolas and Roaring RiotScruffy
1 Week Ago 05:29 PM
General Discussion

RiotScruffy

Game Designer

1 Week Ago
21 of 21 Riot Posts

Quote:
Originally Posted by RyuPhalian View Post
Until he gets a bug fix, he isn't worth playing.

The bug is fixed on the pbe as we'll.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 05:27 PM
General Discussion

Lyte

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1 Week Ago
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Quote:
Originally Posted by Pyrrasu View Post
A friend of mine who is level 19 probably won't be playing League of Legends until you allow level <25 players to use TB again. He really dislikes Blind Pick because he pretty much only plays Kog'Maw but doesn't like fighting over his position. He's also afraid to play normal games alone, so he only plays them with me, but if I can't lane with him then he feeds mid and people on our team rage at him.

I would actually suggest encouraging low-level players to use Teambuilder. It would allow them to practice a single champ to learn the game itself, while also removing a lot of the toxicity that drives new players away. I know when I was <30 I would have loved to use TB.
As far as we know, the Team Builder flow or user experience is a pretty positive one for new players to League of Legends or MOBAs in general. So, I agree there's immense value in giving a Team Builder option for lower level players; however, right now, the majority of Team Builder games are at the Level 30 range. If a low level player has a high-level friend invite them into a Team Builder match, they usually have no issues with queue times because they end up playing higher-level players. But, if you're a brand new low level player queuing up to Team Builder alone, the long queue times and poor match quality is a concern that we'd like to address.

We want to modify Team Builder to be accessible for all levels, but we want to take a moment to gather the data from low level play in the first two weeks and see how we'd like to iterate on the low level experience.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 01:08 PM
General Discussion

Lyte

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Lead Social Systems Designer

Follow RiotLyte on Twitter

1 Week Ago
2 of 12 Riot Posts

Quote:
Originally Posted by Contra Malum View Post
We have to be lvl 25 to play teambuilder now??
We're running a lot of experiments in Team Builder at all times, and messaging for this one slipped a bit.

Right now, we're trying to see different ways we can improve the Team Builder experience, and we're seeing some queue time issues and match quality issues with lower level players. The vast majority of Team Builder games are Level 30 games, and because there are fewer low level players playing Team Builder, queue times are longer for low level players and the matches tend to be pretty lopsided (and sometimes stomps!). This is ultimately a poor experience for brand new low level players getting their feet wet in League of Legends.

We'll collect some data for awhile with Team Builder set to Level 25 while we brainstorm ways in the future to make Team Builder accessible for all level ranges without the decreases in match quality. For example, maybe it's something as simple as allowing you to be invited into a Team Builder game by someone who is Level 25 or higher. But, we haven't figured out what we want to do here yet.


A conclusion to the Team Builder Captain requirements experiment! Lyte
1 Week Ago 09:43 AM
General Discussion

Lyte

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Lead Social Systems Designer

Follow RiotLyte on Twitter

1 Week Ago
1 of 12 Riot Posts

Hey everyone,

When we first launched Team Builder, we saw an overwhelming number of Captains and not enough Solo players to fill out teams. For the past week, we've been testing an experiment in Team Builder that requires players to invite at least 1 friend to their group to become a Team Builder Captain.

The experiment saw some queue time improvements; however, we also received a lot of feedback that Solo players enjoy being Captains, and were willing to have longer queue times to have access to that feature set. We also uncovered data showing that a large number of queue time issues were due to players who were high (or low) MMR not being handled well by the matchmaker.

In light of the data and feedback, we're going to stop the experiment and go back to allowing anyone to be Captains for the time being; however, we'll be working on the following features to improve queue times:

  1. We'll be working on a way for Solo players to see what roles and positions are currently in demand, allowing players to "fill" for teams.
  2. We'll be working on a way for the system to suggest more Captains or Solos depending on what's currently needed.
  3. We'll be optimizing the matchmaker specifically for Team Builder, to solve the issues with high and low MMR players having trouble getting paired onto teams (or finding teammates for their teams).

As a quick reminder, Team Builder is a living system. We want to continue working on improvements to the system, whether it's optimizations or new features but because of the constant experimentation, there's going to be rough patches here and there once in a while--please be patient, give us feedback and help us make this the best system it can be.

See you in Team Builder,

Lyte


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 10:07 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
8 of 8 Riot Posts

Quote:
Originally Posted by Limakoko808 View Post
Honestly i think this issue applies to a very small part of the community. For everyone else ip gains are ridiculously low.

Having said that, BuboBubo what do you think of the idea to have the option to buy all champion icons to use? I think if you price it at around 2000 ip it could be a significant ip sink for the people who own everything while not being overpriced for other players.
It's clear that some players would definitely be interested but there are a lot of additional questions that are beyond of my scope (should it be purchased, unlocked via play, how does it fit in with our other personalization efforts and tons more things that I haven't considered). My opinion here is of limited use as other Rioters are much more informed/have thought about this issue far beyond me.

Sorry if that's not too helpful I'd definitely slog through a best of 5 aram with Fated if it got me a Darius icon!


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 08:44 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
7 of 8 Riot Posts

Quote:
Originally Posted by FatedTitan View Post
I chose Lissandra's tribe, but I liked all of them. I just recently switched from the Riven icon from Lunar Revel because no one else really bought it so I was one of my only friends, or anyone I saw for that matter, with it. I'm kind of a completionist. My Pokedex is filling up fast lol.
Yeah I have a small completion-ist itch but usually my laziness wins out - maybe the watermark suggestion above would happen in the future but I wouldn't expect it. I am not on the events team so I will stop discussing that stuff for now. I do appreciate the suggestions and sentiments in this thread though.

Without getting in to feasibility or pros/cons, the main themes so far are IP to skins in a gated way (rental, expensive, Small IP gains etc), gifting/transfers, gameplay (pick priority) and other types of customization (icons, league names, profile banners etc). Did I miss any categories? Would love to hear some more ideas outside of these areas if you have them!

Just to reiterate, there are no immediate plans to tackle this but it would be good to have a longer list of ideas for when the time comes.


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 03:53 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
6 of 8 Riot Posts

Quote:
Originally Posted by FatedTitan View Post
Technically, the Lunar Revel icons were an event as well
It looks like we are not currently planning to bring these back. I think that the "Choose your allegiance!" nature of this event makes it not a good fit. Sorry dude =(

Which one did you choose?


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 08:30 AM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
5 of 8 Riot Posts

Quote:
Originally Posted by FatedTitan View Post
Hey BuboBubo, any way that you can put the three Freljord icons in the store for 1500 IP so that we can grab the two we didn't choose?
Had not seen this suggestion before - I will bring it up - I have no clue what the stance on this would be (since they were event related)


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 11:53 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
4 of 8 Riot Posts

Quote:
Originally Posted by Aerothal View Post
I thought that being able to buy small stuff (like the two icons) for IP was great. I dont expect skins, since that's the cash flow that keeps your company alive, but giving small incentives like the icons and name changes is awesome!
Glad you liked those! Admittedly they are small things, but happily in this case, small also meant low risk and easy to implement.


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 11:45 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
3 of 8 Riot Posts

Quote:
Originally Posted by Cardboardowl View Post
it's not supposed to be worth it

it's just supposed to be something ridiculous
Do you think it's worthwhile to distinguish between expensive and ridiculous? My current feeling is that justifiably expensive is okay but offering a "ridiculous" option would damage players' trust in us.

For example, since summoner name changes are purely cosmetic (minus the sheer intimidation factor of being yoloswagmaster420) the high IP cost (both absolute and relative to the RP cost) was considered fair. But what if they cost 40k IP or 80k IP? Even though the additional IP option only increases the options available and can't make a player worse off - Is there a point at which players would interpret it as a trap or "scumbag riot"?


Problems with Super Galaxy Rumble Riot Galetta
2 Weeks Ago 02:00 PM
General Discussion

Riot Galetta

QA Analyst

2 Weeks Ago
1 of 1 Riot Posts

Hey Telosa!

First off thanks for reporting this Rumble issue! I've been looking into this bug, but I was wondering if you could supply me with some more information.

1. What game modes have you had this issue occur in? SR, ARAM, URF, Dominion?
2. Do you notice this issue happening more on enemy champions, minions, or both equally?
3. Your item build would also help me out.
4. Any other specific information you feel is relevant to me reproducing this bug!


(Not too) Old Man Streaming Riot SeitanBBQ
2 Weeks Ago 12:12 PM
General Discussion

Riot SeitanBBQ

Software Engineer

2 Weeks Ago
1 of 1 Riot Posts

I'll just leave this here:

http://www.riotgames.com/careers/int...evops-engineer


Warwick Rework Concept ZenonTheStoic
2 Weeks Ago 01:04 AM
Champ/Skin Concepts

ZenonTheStoic

Champion Designer

2 Weeks Ago
1 of 1 Riot Posts

Hi! Some quick pointers from someone who just wrapped up preliminary work on a new WW kit:

1) The biggest issue here is direction. What would that new WW be? My impression is a very mobile fighter (three moveblocks now plus the old MS buff) who'd stack AD and mostly benefit from some little self-heal on the side. Once we'd be done balancing this kit, one of these aspects would have gone down the drain.

2) Your Q is something we considered and discarded early on. Two reasons:
a) Mini-knockbacks are SUPER ear-flicky. There is actually a LOT more power in them than you assume, but even when you bring them down to the point where there isn't excessive power, it still feels awful to be disrupted with such frequency. The ratio between WW's satisfaction (lowish) and the enemy's frustration (highish) is off.
b) The "claw moves from left to right in a small cone" is what I call imaginary gameplay. You'd imagine there'd be decision making involved in such an ability for WW and his enemy, but there really isn't. A melee range ability with a hit shape like that is either reliable enough for WW to hit (in which case there is no playing around it to dodge it) or so unreliable that it'll randomly miss.

3) The secondary resource is overly designery. What you actually get from it is some amount of in-combat ramp-up, which can be cool on certain kits (specifically kits that allow you to stay in combat until the ramp-up kicks in), but on your kit would only lead to an unkillable duelist who cannot function in teamfights (since he'd get burst down before the ramp-up kicks in). Also, having a resource that both gives you persistent bonuses AND is consumed for active effects is just awful for the player; it's messy unclear optimzation. You really don't know what your optimal play is and you'll never know after an engagement whether you did it right or not. We stay away from dual purposes resources for that very reason. (I also had a consumable resource that gave you persistent effects on the kit early, and it failed for exactly that reason).

Your instincts are spot-on thematically though!

And btw, this isn't stuff that we magically know better than you because of some secret designer bible; this is all stuff we've tried out and learned from in countless playtest (we playtest new / in development kits twice a day, every day; you quickly learn a lot of lessons)

My own decisions when it came to these questions were:

1) Warwick is a drain tank. This means we're decoupling his aggressive stats from his defensive stats entirely. Warwick heals more based on the bonus health he buys (and based on how long he stays in combat). Drain kits that dual-scale (e.g. a lifesteal Yi) tend to be extremely binary: they either don't live long enough for the drain to matter or they do and kill you while being immortal.

2) It is good to have a low mind-share, high reliability ability. My Q is almost the same as live. The only subtle difference is it counts as two attacks and thus double-procs on-hits (and builds two stacks). It's the button you press to top yourself up. It also does more damage to tanks, again thanks to the passive, leading to the subtlest of decision points in combats, but 99% of the time WW will use it against the nearest enemy to heal, and that's AOK.

3) Ramp-ups are cool, but they need to be appropriately gated and lead to an understandable pay-off with understandable counterplay. Currently, WW heals from basic attacks, Qs and Rs. The amount of healing he gets from these effects scales with his bonus health, but additionally whenever he procs his passive (the healing) with one of these effects, he puts a stack of Eternal Thirst on himself, which increases the heal effect by x% (currently 11%, stacks up to ten deep). That's totally overtuned, I'm sure, but we've not moved into competitive balance yet.

The effect here is that WW will try to somehow get these stacks up as soon as possible in a fight, but will generally need like 5s to get all the way there (unless he can afford to open with R, which gives him 6 stacks). Gameplay we've seen has included WWs stacking up on minions before going into a teamfight, waiting in the jungle and stacking up on durable monsters just before an engagement, WW kiting the hell out of the enemy tanks until he hits 10 and then turns, etc. It's very important that this ramp-up only benefits WW on ONE axis: defense. He doesn't get ANY more threatening through the stacks, and I believe that's a good thing. Additionally, the stacks fall off aggressively. They currently linger 1.8s and then fall off rapidly at 1 stack every 0.25s. This allows WW to "catch" himself as he falls, but it also makes it clear to the enemy what to do when the wolf becomes trouble (i.e.: kite, kite, kite).

Thank you for sharing your kit with me and let me know if you have any more questions!


FPS Issues on Death Using Mac Client Brentmeister
2 Weeks Ago 07:49 PM
Mac Client

Brentmeister

Associate Software Engineer

2 Weeks Ago
14 of 16 Riot Posts

Thanks for the additional information. I've looked into it but we don't have any leads on it so far. Attempts to time this in the code show Windows/Mac having similar issues on death (and not with Kog/etc). We'll keep looking. Is it possible disk access on your machine is unusually slow? Maybe cleaning some hard drive space and/or defragging might fix the issue. We've seen similar instances with anti-virus getting in the way.


Rengar Thread of Bolas and Roaring RiotScruffy
2 Weeks Ago 05:12 PM
General Discussion

RiotScruffy

Game Designer

2 Weeks Ago
20 of 21 Riot Posts

Quote:
Originally Posted by RyuPhalian View Post
Can we at least get an update to his W? I have read it like 20 times and I still don't know if it means that at a base of 30, the bonus 50% would mean +15 per enemy champ/large jungle mob hit or if it means that the first would give 50% but then the second receives 50% of the first so it's 30+15+7.5
The way the numbers work out, if you hit 1 enemy champion or large monster the numbers are exactly the same as the old Rengar. Any more than that and you are getting more Armor/MR than he used to have.


Rengar Thread of Bolas and Roaring RiotScruffy
2 Weeks Ago 04:05 PM
General Discussion

RiotScruffy

Game Designer

2 Weeks Ago
19 of 21 Riot Posts

After getting some data, we're also looking into buffing his early lane/jungle clear through damage on Q. These changes should go out with the next patch.


How can my friend got a free Dreadnight Garen?! RiotNurseFlan
2 Weeks Ago 09:51 AM
Bug Reports

RiotNurseFlan

This user has referred a friend to League of Legends, click for more information

QA Analyst

2 Weeks Ago
1 of 1 Riot Posts

Ah! If you follow League of Legends on Twitter, you'll see a Tweet of theirs that gives you a link to the Dreadknight Garen skin :]

Here you go, hope it helps!
https://twitter.com/LeagueOfLegends/...26845276696576


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 09:29 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
2 of 8 Riot Posts

Quote:
Originally Posted by Shadow Merchant View Post
Hey didn't expect a red to comment on this! Thanks for saying something though ^_^
Been thinking about if/how to respond for two days. On one hand, since I have nothing specific to share it seems like the benefit to you guys would be minimal. On the other hand, if me responding sets the expectation of changes coming soon (nothing immediate is planned atm), then I have created downside for everyone involved.

We really are listening for feedback whenever we can - replying/posting is just scary stuff.


i have almost 300k IP and riot told me to make a thread about it BuboBubo
2 Weeks Ago 09:00 PM
General Discussion

BuboBubo

Business Analyst

2 Weeks Ago
1 of 8 Riot Posts

Hey Cardboardowl, I just wanted to pop in and thank you for your long term support and to let you know that this is on our radar.

Right now, having hundreds of thousands of IP with nothing to spend it on is a pretty rare thing. But it doesn't feel great for players that have supported us for a long long time and it will likely become more common in the coming months. I don't have any specifics to share but your suggestions and the responses are definitely noted and will help us figure out how to address this. Thanks again and please keep the feedback rolling!


RiotPenguin's Fan Art for Fans! RiotPenguin
2 Weeks Ago 08:26 PM
Fan Art

RiotPenguin

Concept Artist

Follow RiotPenguin on Twitter

2 Weeks Ago
56 of 56 Riot Posts

Quote:
Originally Posted by Drakonitus View Post
Vi-King Vi
OH MY GOD MAKE IT HAPPEN PLEASE
INSTABUY

Draw Me Like One of Your French Girls Taric
MY EYES ARE HURT

Wrecking Ball Orianna
WHAT A AMAZING IDEA, PLEASE MAKE IT HAPPEN

Dark Lord Wukong
THATS LIKE A COMPLETELY DIFFERENT CHAMPION
MAKE
IT
HAPPEN
PLEASE

School Girl Renekton
WHAT HAVE YOU DONE TO MY RENEKTON NO PLEASE NO


Man... you have a incredible talent.

That Wrecking Ball Orianna is just... just one of the amazing things I ever saw in LoL.

I hope you can make some of your skins became real. Seriously. And thanks, just seeing those images made my day.

Yeah...I'm right there with you on that second one >.>

Lol, thanks! Glad you like them