Quick Gameplay Thoughts: November 7

Meddler (NA)
submitted in Dev Corner
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 ---------------------------------------------------------------------------- **Reflecting on Odyssey** We've been looking back at Odyssey a bit recently and reflecting on how it went and what we can learn from it. A few thoughts from that: * There's clearly some interest in PVE within LoL as a substantially different experience, not just as an emulation of PVP play (Co-Op versus AI style). Being able to heavily modify a champion's capabilities and raid style encounters were called out in particular as a lot of the appeal. * Most people tried the mode, and a meaningful proportion put quite a lot of games into it. Digging into it both the mode's gameplay and the mode specific missions mattered quite a bit for people who engaged heavily. * Friction trying to find a team who wanted to do the same missions you did was the most common source of frustration reported by an enormous margin. We should avoid creating those sorts of conflicts again, via things like changing mission designs or helping players group together with common goals. * We'll keep an eye out for another opportunity to try more PVE like this at some point. It's not as inherently replayable as PVP is, but is certainly worth exploring in the future. We should also have a dev blog that runs through some stats from Odyssey in the next month or two, covering things like popularity of the different champions, difficulty completion rates, augment usage etc. ---------------------------------------------------------------------------- **Nexus Blitz** As we mentioned a few weeks back we're planning on bringing Nexus Blitz back for another test run from 8.24 onwards: https://nexus.leagueoflegends.com/en-us/2018/10/dev-up-next-for-nexus-blitz/ We're now well into the work on that so wanted to share a few details about how it was going: * We've got a couple new events we're confident in, including one that's especially focused on smaller skirmishes rather than teamfights, in contrast to many of the existing events. * We'll be taking out Snowball Fight. While it had its moments, feedback on it was overall noticeably more negative than other events. * On the rewards side we'll be cutting a couple unsatisfying / frustrating ones like Blessing of Caitlyn and Cursed Minions,and adding some more fun and memorable replacements. * Reshaping of some of the map walls and jungle camp locations is looking promising, giving a bit more of a distinct laning phase and jungle path variety. * The map itself should also end up looking noticeably nicer/less like an early prototype. Not currently expecting it'll be as polished as something like SR for this test, but you should see a fair bit of upgrade aesthetics wise compared to the first version. ---------------------------------------------------------------------------- **Preseason** Is still on track for patch 8.23. We're working on some final polish at the moment, including likely taking a bit of sustain out of the game overall to avoid laning phases becoming too defensive and safe. Also testing keeping minion spawn at its current time, rather than getting minions and the jungle onto the map earlier. Main point under discussion there is how to assess the value of that time for the invades and action it sometimes offers, which can be strong high moments, versus the larger number of games where it's unused time spent afk/alt tabbed until laning starts. http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png
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new
Hey Meddler can i ask for some of the context behind the Rageblade rework on PBE, can i also ask if we may see some EoN changes that captain Gameplay mentioned
Meddler (NA)
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Rageblade we're testing some changes to potentially: * Broaden its effective user pool * Create clearer distinction between it and crit paths (less overlap of items, more distinct power spikes) Edge of Night: * Nothing major looking likely in the short term.
new
Do you think we can expect some work on Sejuani soon? Shes in an awful spot in normal play and feels really bad, worlds is over now, doesn't that mean she can get changes?
Meddler (NA)
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Yeah, we've just started taking a look at Sejuani. That's part of a look at tanks who've been challenges to balance for organized and regular play. Will get some more thoughts on that into Friday's post. Galio and Ornn are the other two we're also testing stuff for.
Is the pre-season (8.23) patch coming the day that season ends or 2 weeks from today?
Meddler (NA)
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Two weeks from today.
LORD27MAD (EUW)
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how do you think the preseason changes would affect competitive play , i really liked worlds this year it was fun to watch so do you think these changes will lead to more highlights moments or back to korean smart safe style of play ?
Meddler (NA)
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We've been really happy with the pro meta recently, so aiming to stay fairly similar. If the preseason changes end up shifting things dramatically we'll do some follow up work on them most likely. In terms of safe versus aggressive play we're not trying to remove safe/scaling play from pro, but don't want it to be as dominant as it has been for a long time.
new
So you are trying to remove situations like 4 guys having 2 augments and one has 5 to ruin everyones experience? Could there maybe be mission based que? so you could choose where to que and not fully random?
Meddler (NA)
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Yeah, that's a good example of the sort of problem we want to avoid. Mission based queues are a possibility, though they do limit the number of possible missions that can be available at any point in time (there's a limit to how thinly you can slice a mode's population and still get good matchmaking times, even when you only need one team's worth of people in PVE).
Rahambe (NA)
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Have you guys ever thought about putting Nexus Blitz during the downtime in which there is no roaring game mode?
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If everything with Nexus Blitz turns out well, it’s eventually going to be a new permanent mode like ARAM. It’s not a rotating game mode.
Vaermina (NA)
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> [{quoted}](name=AvantelWings,realm=NA,application-id=A7LBtoKc,discussion-id=hpAdqhBw,comment-id=00090000,timestamp=2018-11-07T15:10:38.766+0000) > > If everything with Nexus Blitz turns out well, it’s eventually going to be a new permanent mode like ARAM. It’s not a rotating game mode. They actually said it could be a RGM. Probably if it isn't popular enough to be permanent.
Meddler (NA)
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Yeah, we'd consider an RGM if permanent doesn't make sense. Our focus with it right now though is on improving it as much as we can before the next test, see if we can get it to a state where it justifies being permanent. Will assess other options afterwards if that doesn't work out, don't want to take away time from getting ready for that test right now though.
Jedre555 (EUNE)
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Hey Meddler, So, the delay to Lissandra passive hitting PBE was caused that she had a skin in the works, and skin team had to change it to new passive aswell when you finished testing that spell? Or it was just coincidental thing?
Meddler (NA)
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The two are related, though not in the ways you might think. Some of the team working on the new skin actually helped out with some of the art for the new passive for the other skins as well. We weren't on track to ship the passive change for 8.23 otherwise, so really grateful they jumped in even though it's not their area of responsibility and they've got a lot of other work to do too.
Vekkna (NA)
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I know it's not your area, but you guys should be really proud of that Coven Liss skin and the theme overall. Knocked it out of the fucking park.
Meddler (NA)
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Agreed, the folks working on that skin nailed it IMO.
new
I'm a bit too late to ask this but... a while back you talked about Miss Fortune Voice Over update and why she hasn't had it updated. I think I remember waaaaay longer ago you mentioning Varus aswell, probably not long after having their lore updated with the darkin. Do you still consider updating their VO? Or is it at least still in on a "future to do list"? Thank you!
Meddler (NA)
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Definitely future possibility list, nothing currently underway though.
Syllvanas (EUNE)
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Has the balance team considered nerfing damage on Lissandra's E instead of W to compensate for the new passive? The AP ratio on W was already low enough, this will hit her 1v1 potential and early gaming even harder... And her E is particularly used as an initiate/escape tool so nerfing the damage on it seems more reasonable. Also, I didn't see the speed change on her E in the changelist, is that still on the radar or has it been written off?
Meddler (NA)
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I've avoided cutting damage from the E because, as you point out, it's often not very relevant when used for entering or exiting a fight. Taking damage from it doesn't buy much ability to put power elsewhere as a result, but does meaningfully reduce the subset of times where you can optimize the E around hitting enemies with it. E speed change is still in, though it's not something likely to get datamined so easily while on the PBE. AA changes are also in, not sure if those have been picked up on much yet (better animation alignment, slight faster missile speed, bit of extra starting attack speed).
new
Hey Meddler, Any thoughts on Pantheon VGU. His character looks terrible and outdated. Was thinking he would get an update because a bunch of other champs are getting updated.
Meddler (NA)
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He's fairly high on our list of VGU candidates. Not absolute top of the list, but in the top tier.
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