Quick Gameplay Thoughts: March 6

Hi folks, ------------------------------------------------------------------------------- **Usual Disclaimers** These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler ---------------------------------------------------------------------------- **Clash Tests** It's been a bit since we talked about Clash, work continues though to get ready for a full release. The next major step are some upcoming tests this coming weekend in BR and LATAM. Those are focused on testing two things primarily: 1. Tier based phasing. Matches for different skill tiers start at different times of the day to spread out how many players hit the servers all at once basically. 2. Caps. There's a limit to how many teams can compete each day. The limit's very large, so shouldn't be hit in most servers. We do believe it's better to stop taking new teams into a Clash tournament if a server gets really full than to let a few more players in at the expense of degrading game performance for everyone already there. ---------------------------------------------------------------------------- **Ranked Update** As you might have seen already we put out an update on how Ranked's going last week, talking about both what seems to be working well and what isn't: https://boards.na.leagueoflegends.com/en/c/developer-corner/voxV8l2u-ranked-2019-dev-update-3 This Friday we should have follow up on the things that aren't working well enough, including details on what we'll be changing as a result. ---------------------------------------------------------------------------- **Urgot** We've got some meaningful changes to Urgot on the PBE at the moment. Some are just straight power (he's on the weak side now as expected since we hit him with some meaningful nerfs). Wanted to talk through some of the changes that might benefit from more context though: * We testing moving his shield from his W to his E. Goal there is to make so that if Urgot wants to trade using his shield he has to put both of his defensive tools (dash as well) on CD. That increased risk to his trading then means we can probably give him power in other regards. * We're increasing his ult range noticeably. In retrospect we were potentially overly cautious on the range restriction originally, especially given it's easy to block or miss. * We're making AD builds less sub optimal, with the aim of opening up his itemization a bit more. Goal is still to have him as a juggernaut who tends to want to build fairly tanky. Would like to narrow the gap in effectiveness between AD and tankier builds though. ---------------------------------------------------------------------------- **We're looking for a few associate designers** More details in this Twitter thread in case it's of interest and you haven't already seen it: https://twitter.com/RiotMeddler/status/1102988737175216128 TLDR - we've got a few open spots right now for associate game designers. These are roles aimed at people with moderate or no games industry experience. Things like having worked on big mods, making your own game projects, CS degrees and professional experience in other analytical fields (sciences, engineering, law etc) are meaningful pluses if you're thinking about applying! http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png
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