Raw (NA)
: I don't think Morello still work for Riot, buddy. http://www.auplod.com/u/uopadl6d63e.png
Still work at Riot, but now on R&D projects as opposed to LoL. Hence low visibility into this now. AFAIK, this is still something the team wants to do, but it's been awhile since I checked. Imma send it on to someone on the skins team for a more up-to-date answer!
: In CS:GO, which side do you personally like most: Terrorists and be destructive or Counter-Terrorists and bring Justice (and blood)
I tend to like T side more, but mostly because I like lerking. Lerking on offense is more tricksy because CTs are essentially in default "lerk."
: My question to Morello: WHERE THE FUCK HAVE YOU BEEN MAN? Holy crud, you went silent on us for a time I thought that Riot gave you the boot and was kinda sad that you weren't there to control everyone else on the Riot team. Glad to see you're still working there buddy, now onto my actual question. I understand that to preform an update to the servers anywhere along the game either via tweaks or complete overhauls, is the coding for a new patch written during the current live patch or is it all summed up a night or two before it's slated for live?
Yeah - when I moved over to an R&D team, I couldn't share much - and then when I got a bunch of LoL questions, I didn't know what was going on since my focus shifted. So everytime I talked to folks, I'd have to give a disappointing answer with no reasoning behind it. Sucked. For updating the servers, I'm not sure - that's something the engineers are much more prolific in. Sorry :(
: I personally love the lore of league. Is there in development or was there ever plan to make a playable story line? Like the stories of soraka and warwick or the wars between Noxus and Demacia.
Playable like a single player thing? That's nothing I think we're planning right now.
Thryale (NA)
: I'd love to get an entry level job with a game studio, I sorely crave to have that chance to learn first hand, but I just can't seem to find any *real* entry level positions. Most companies I've seen expect anywhere from 2-5 years of exp, and even if they say 1-2 years the qualifications they list are way out of my league. And all the positions I do apply for are either left unnoticed, or get told I lack the skills/exp needed. (or worse yet, get the interview, and later get told they found someone with more exp than me) I was unsuccessful in getting any internships while in college, and now that I've been out for a year, and I'm struggling just to remember what I learned. I'm growing increasingly frustrated and hopeless with each passing day.
That I don't know how to help with - what might be missing from your abilities or skills outside of experience? Many temp or contractor jobs are very ripe for noobs, and get you that "paper experience." You might have to do really shitty jobs at the start. :) I was able to get in fairly quickly doing that, with no college and no prior experience outside waiting tables.
: wait isn't that jatt?
No, no, Jatt is the lovechild of me and Phreak.
Nagma (EUW)
: hey , what do you think about {{champion:69}} current gameplay/viability ? does the team balance will ( soon or later ) consider to give some love to {{champion:69}} ? i propably ask to the wrong person , but no one answer in gameplay/balance so. thanks so much if u answer me :) http://boards.na.leagueoflegends.com/en/c/gameplay-balance/yNKQ1PAp-cassio-re-rework-idea
Sorry, this is bit too current/topical for me to have a good handle on :( Since I don't work on LoL These days I have less of a pulse on specifics.
Darlantan12 (EUNE)
: Can you tell something about Cho'gath VU?
Sorry, I don't know anything going on with the LoL team these days.
: Hey Morello is Dragon Master Swain still going to happen? Or was it cancelled? http://forums.na.leagueoflegends.com/board/showthread.php?t=3118000&page=28#post34587568
It will. Half of why I promised it publicly was to force us to do it. BigHandsChang (our skins producer) is going to eventually get me back for that. :)
: What is it that you just don't like about Irelia. Is it her lore? Her kit? Or her appearance? Please clarify. {{champion:39}}
Mostly that she's an avatar of a character with weak interactivity and counterplay. Her mechanics overall are there to cover a huge array of weaknesses, meaning there's no hole to punch in her. She outstats you and then beats you up. Vlad's somewhat similar, as is Jax. These characters are fun to play, though, because having no weaknesses and beating people up IS fun. And they have points to master so they take skill, but they're all internal to the player and not the interesting back-and-forth between two players.
: So, since you work at Riot, do you get in touch with Phreak at all?
Not since our wild times at PAX in 2011. And I do mean __**Touch**__ him.
: Hey Ryan! Where would you point someone towards if they asked you how to learn game design (and not just League of Legends' game design, but game design in a more general sense)? Is there any non-game design related resource that you personally think helps develop a sense / the mindset or attitudes / the knowledge necessary for game design? Thanks!
I think there's a few sources. I learned the "hard way" which was do it a bunch, be wrong and learn :p But I think the resources for improving are getting better. I can't recommend Mark Rosewater's blog enough: http://archive.wizards.com/Magic/Magazine/Archive.aspx?author=Mark%20Rosewater It's some of the best-articulated mechanics design still to this day. Extra Credits (shoutout to Portnow) is also good for just getting in the right mindset. James uses an inquisitive approach that is also a sober reminder of why Game Design cannot be done in a vacuum (takes into account realities like production and business considerations instead of treat it like an academia topic, which is not how games get made) http://extra-credits.net/ Finally, you should apply to a studio and do an entry-level job and learn directly. I'm going to keep bugging you about that :p
bascu (EUW)
: 1. well met mr morelo i wanted to ask how do you think about unconventional suports like lee song?{{champion:83}} {{champion:107}} {{champion:421}} {{champion:33}} and so on and so forth?
I think they're interesting, except when the champion itself is the problem - it being played as a support doesn't tend to be the issue in cases like Yorick or Rengar, it tends to be they have some major problem that fucks things up overall.
Saqib Ali (EUW)
: Hi, It's my first time asking anything from a Rioter anyways, Which champion do you pref Viktor,Xreath,Swain,Brand or Malz? Thanks!
I think Malz, because I think his lane mini-game is a lot of fun. Brand, though, is one of my favorite combo casters evar. Jaina in HotS is a sweet spot for me because she's basically Brand + Anivia <3
: I'm not sure if this is over or not, but I just begun. I think this is a great way to keep in touch with fans. Now, I'm not exactly expecting a response, but I have a few questions. Who is your favorite champion? And how can I join a tournament?
Anivia/Rammus, depending on mood. What do you mean join a tournament? I'm not sure I understand the question.
: Since you mentioned roguelikes: if you had to design a featured game mode for League as a roguelike, what would that look like?
Hmmmm. I'm not sure! It seems easy to theme a standard Roguelike as a LoL IP, but that seems not super interesting in and of itself. I'd have to dig on this a bit. I'm pretty deep into Crypt of the Necrodancer right now, so I keep thinking musically :P
: Thank for your attention reading all the comments here. This question is a little hard to answer. Any tips to improve on understanding Game Balance? Greetings!
Ha, well if you ask the community, I don't know ;) In all seriousness, one thing I think I've learned most over my time on LoL is that you have to think not about just balance in terms of power, but in terms of impact. It seems obvious, but a lot of games get into this issue - especially games with tiny optimizations can have a big effect. One problem we suffer is that the output of too many champions (especially older champions) are too similar. You bring them for the same reasons, so it's easy to just compare numbers and go "this one is best." That limits a lot of diversity and makes balance weaker as you have to [pick winners and losers. A better method, to me, is to focus on the game impact of a character or ability, and try to focus the balancing points around it. Nunu is a good example - he has pretty shitty interactivity on his gameplay, but Consume makes him relevant when you really want to contest PvE objectives. This means he's more tolerant to imbalances because he has inherent value.
: so when are replays coming?
I sadly don't know. I do know we had a big issue back in the day when I saw these where we had to use all server goodness for players being able to connect, and the replay technology would have cannibalized that. Though those problems seem more under control, so I'm not sure where they're at these days.
Shinkada (OCE)
: I saw you mention that you like Bard's ult, in how polarizing it is between success and failure since unlike most failures (eg whiffed Orianna ult) it has much more dire effects since a bad Bard ult is actually incredibly detrimental instead of just ineffective. Personally I loathe whenever I see a Bard on my team. I love his design and I love his ideas, so I get where you're coming from, but as someone in silver I just hate being matched with one. One of my regular friends plays him and it's just fine when he does but random Bards are a nightmare. Last time I played I had almost my entire Tryndamere ult wasted by a horrible Bard ult that only hit me and our jungler and it completely lost us the fight. It took absolutely everything I had to not go full toxic on the guy and it's honestly one of the most crappy feelings I've ever felt in LoL. I get and really like characters who can be either hugely influential or totally useless based on player skill (even if it's frustrating when you have a mediocre one of those and the enemy team has a reliable stat-ball) but do you really think 'poor use can single-handedly sabotage your entire team' is a good path to go down?
This is a big debate overall at Riot; I think the schism is created because it's really rare to see (and therefore shatters your expectations), but getting it more prevalent would go through an awkward "teen phase" where it's not quite there but present enough to be odd. Anivia's Crystallize is another example - you can screw your team if used wrongly, but the power of it can be explored with that cost. I think that's better than having higher predictability, personally.
: Hi Morello! I got 2 questions. 1.How long have you been working at Riot Games? Could you see yourself working in another company? 2.Could we see events like Bilgewater and Shurima to lesser known Runeterra places(Voodo Lands and Mount Targon) in the future?
1) About 5 years. I'm actually worried Riot has "ruined" me against wanting to work somewhere else due to how much I still like it here. :P 2) I think the ones where multiple champions are from seem most likely, so that it's not just a 1-2 champion event. Those places are also likely to be more extensible in an IP way and can have more stuff later if we choose them.
: It might be possible using a "ghost" model of the champ that has the animation and rigging attached. Something like Mordekaiser's ult but centered on the caster. All you'd need is a call to the model (already in that game), its animations/effects (already in that game), and a procedural shader of some kind.
Yeah - if you can do a full transform it could work, so doppleganging (?) isn't off the table, but stealing a specific ability and using it yourself is very difficult.
: You may not be able to achieve tight balance at low elo, but there are some inevetible truths at low elo. Is it too much to ask for loose balance at low elo, with tight balance at high elo? Are these two things really mutually exclusive?
No - not at all, but I think the type of brush you use is. General "have a usable response to things" is good for mid- and low-ELO, but tight tuning and optimization should be saved for high level. We do have stats and track for both and focus a lot of QoL improvements at the majority of players as opposed to pros.
: Hey Morello I've really only got one question because I love dragons and that is: What's happened to Ao Shin and his entire idea? Will he keep getting postponed or actually created at one point? And Why do you guys continue to not make him into a real champ? How is a dragon champ not totally awesome?
When we were working on him, we were trying to get gameplay for a storm dragon down and just kept hitting a wall. We could have forced it and released the champ with what we'd consider uninspired gameplay, but instead chose to go back to the drawing board. The issue isn't that a dragon isn't cool (it is!) it's that the hard part, making it work effectively, didn't come to snuff.
Kei143 (NA)
: Hi Morello, I got a few questions, not sure if you are still going to answer them, but I'll ask anyways!! ***Random Related*** 1) Do you still play LoL ? 2) If so, what ELO are you? 3) Do people in the office throw “Gotta nerf Irelia” jokes at you? 4) How much of LOL (in-game, boards, design etc etc) do you keep track of now? Or would you consider yourself more like a player now (and everything is dark .. need more wards…) ***R&D Related*** 1) Is R&D related to products created from Thunder Dome? 2) If it is related to Thunder Dome, what are the chances of us seeing that fighting game I saw in the Thunder Dome trailer? Or even that real life caster minion? Maybe a different game modes? 3) Does your R&D relate to social R&D? similar to what Lyte is doing and finding out that female gamers get harassed much more than male counterparts over voice? 4) Can your R&D help improve science? Improve mankind? Solve toxic behavior? Even save us from Cancer or Mental Illness?
1) Not super often, as my "cook time" on almost any game is about 5 years. I do like the occasional friends game. 2) Silver 3) Not in the office, but in public I get that one a lot. 4) Not much overall - broadly only. R&D 1) Not usually - they're often non-League related. 2) N/A 3) In this case, it's product R&D, so not the same thing. Research and Development is a mode that teams can enter to solve a tough problem as well, but different than the new product stuff. 4) No :)
: Hi Morello. I've got a _real_ question for you. Why are you no longer the Nerf Master? Did you have to demolish Suck Town? (Okay, I know that last one's false. {{item:3070}} {{champion:2}} {{item:3070}} )
A couple reasons: 1) As the team has scaled, it's been tough for me to keep up. I haven't really developed good skills to do that and wanted to let the next generation have their hand at the wheel. 2) I'm really excited about some new stuff we can make for players and want to go be a part of that. :)
Wazard (NA)
: Why is {{champion:41}} DEAD!?!?!? NOOOOOOOOOOOOOOO RIP Gangplank 2010~2015 (I think)
: It has already been confirmed that Morello wears chainmail underwear. I would link but boards archive contains no search feature :/
Sjafi (NA)
: Hello, friend! I have questions for you. As both a gamer (I'm assuming you play LoL) and an employee, what are your views and opinions of Riot's priorities when it comes to delivering content, and are they (gamer/employee) different? As a player, I am almost always happy to see the continued development of new content, be it these extravagant events like Bilgewater, or Riot's support for the game and realizing it is basically a living document, patching every two weeks. I must say, Bilgewater is right up there with the Shurima event when it comes to new content; all that's missing is a cinematic. That said, I believe that Riot has had a somewhat narrow, or even obsessive approach, when it comes to bringing NEW content, rather than improving things that are vastly outdated. I do acknowledge the champion updates and I think that is wonderful, but what about the larger scope? To name a few, client, replays, and custom games. Everyone knows the client is incredibly old and not flattering--at all. After having been playing this game for 3 years, I can't help but wonder why this hasn't been a much larger priority. Replays! Why is this still not a thing? Custom games. So many of us want to get into a custom game to test builds, or practice certain aspects of the game. Have you ever considered implementing a feature much like is in Starcraft 2, where you have full control of running simulations where there is no gold and you're able to purchase items at will? Lastly, as a designer, what were the overall thoughts of pushing the HUD to live as it is now? In my opinion, so much of the new HUD is a complete disaster in terms of fundamental design philosophy. I mean no disrespect by saying such things, but as it is now, I think the HUD designers should emphasize clarity more so than anything else; it feels like they forgot about it. Thanks for the game. I love it and still play every day!
I think our approach is more clumsy than intentionally focused on different things. Much of this is 5 years ago, we were about 90 people, and now we're 2000. We've yet to catch our tails on this and I think it impacts our development. There are people who's jobs it is to work on improving this, but it's like turning a cruise ship :) Client is something that's more of a technical challenge than I understand well - a lot of the reasons aren't around importance but how to do, with who and how. More a logistics problem (speaks to the above a bit). I don't have a strong opinion on the HUD, except I like that it's "out of my way" more.
: What do you think of Star Guardian Lux?
I'm not the audience for it, but I'm very glad we did it.
: Hi Morello, long time no hear. Rather than video games, I will ask about ye olde miniature games. 1) Is Deneghra 3 really that bad, or are Cryx players whiny that she isn't straight up broken like Deneghra 2 or Gaspy 2? 2) Age of Sigmar. Good change, or desperate change? 3) Does GW removing Slaanesh make you sad, or does it align with the goals of Tzeentch? 4) Play any cool new tabletop or board games lately?
> [{quoted}](name=DragonPup,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0077,timestamp=2015-07-29T21:25:51.443+0000) > > Hi Morello, long time no hear. Rather than video games, I will ask about ye olde miniature games. > > 1) Is Deneghra 3 really that bad, or are Cryx players whiny that she isn't straight up broken like Deneghra 2 or Gaspy 2? > > 2) Age of Sigmar. Good change, or desperate change? > > 3) Does GW removing Slaanesh make you sad, or does it align with the goals of Tzeentch? > > 4) Play any cool new tabletop or board games lately? 1) I haven't seen the modern Warmachine stuff, so not sure on that. Though Cryx players whining wouldn't be anything new :P 2) Desperate. This is just wtf levels of not getting your audience and making a clear money-grab. As a Fantasy Player, count me out (and it's not like I'm not sympathetic to developers...) 3) A bit sad, because I think it captured something Tzeentch does not - the "allure" of Chaos. It's true Slaanesh never had the right identity, but I think if they treated it like the 5th Ed split between Vamp/TKings (from "Undead") and used that as an opportunity to develop them, could have salavaged. YOU MADE CHAOS DWARVES AN ARMY, C'MON! :) 4) Forbidden Stars is a current favorite. Awesome hidden information, big strategy, great production values. I recommend.
: I feel as though Riot has become scared to talk about things that they're working on, and then justifying that by calling it a "surprise". This was due to mishaps like Ao Shin, I imagine. I believe this to be an incorrect approach. Road-bumps aren't unique to game development or Riot Games. I strongly believe that as long as Riot is vocal about these bumps, and is so in a timely manner, they would not receive nearly as much backlash as they did for previous projects. For example: 1) Riot teases development of champion Ao Shin 2) Riot discovers problems with kit development ~~3) Riot silently moves on to another project, only to later disclose that it didn't work out~~ 3) Riot tells the community what isn't working, and what their plans are to move forward We are a community of gamers. We know that sometimes, in development, things don't always work out. But as long as you are timely (cough replays, new client cough) vocal about development issues, I bet you we'll surprise you. Thoughts?
> [{quoted}](name=Alpha Fetus,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0078,timestamp=2015-07-29T21:26:49.510+0000) > > I feel as though Riot has become scared to talk about things that they're working on, and then justifying that by calling it a "surprise". This was due to mishaps like Ao Shin, I imagine. I believe this to be an incorrect approach. Road-bumps aren't unique to game development or Riot Games. I strongly believe that as long as Riot is vocal about these bumps, and is so in a timely manner, they would not receive nearly as much backlash as they did for previous projects. For example: > > 1) Riot teases development of champion Ao Shin > 2) Riot discovers problems with kit development > 3) Riot silently moves on to another project, only to later disclose that it didn't work out > 3) Riot tells the community what isn't working, and what their plans are to move forward > > We are a community of gamers. We know that sometimes, in development, things don't always work out. But as long as you are timely (cough replays, new client cough) vocal about development issues, I bet you we'll surprise you. > > Thoughts? I agree we're too measured and careful. We should be clear and create a pattern of transparency - then these things are easier to discuss and players can generally expect that 'things change' - which is true in development. If we all talked in this way, then the backlash would be smaller as I think the community would work to contextualize it for people who were disappointed, too. So yeah, I think we need to do better here. I'm hoping things like this will help a bit.
: Will there be a Between Two Turrets for Meddler sometime so we can ask him all these balance questions we have? :D
: In your opinion, what makes for the "perfect" champion? I don't mean perfect as in a champion that can do everything without flaws. I mean what components of a new, hypothetical champion (let's call him/her/it Ulrich) would make them the best and/or most balanced in their role (tank, marksman, assassin, etc)?
> [{quoted}](name=Rockabananza,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=007c,timestamp=2015-07-29T21:30:32.182+0000) > > In your opinion, what makes for the "perfect" champion? I don't mean perfect as in a champion that can do everything without flaws. I mean what components of a new, hypothetical champion (let's call him/her/it Ulrich) would make them the best and/or most balanced in their role (tank, marksman, assassin, etc)? 1) ability to apply skill in unexpected and creative ways 2) Being skilled with the champion makes the game more interesting and more decision-rich for everyone 3) Sharp tradeoffs of what teams and situations you'd pick them in 4) Unique value to the team's capabilities and strategies (not just "better stats")
Atrinoch (NA)
: In my group of friends, you are known as the "King of Nerfs". My question is, what champion that you hate are you constantly trying to convince others to nerf into the ground, only to be be reborn 2 seasons later?{{champion:39}} {{champion:28}}
> [{quoted}](name=marioman14,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=007d,timestamp=2015-07-29T21:31:53.352+0000) > > In my group of friends, you are known as the "King of Nerfs". My question is, what champion that you hate are you constantly trying to convince others to nerf into the ground, only to be be reborn 2 seasons later?{{champion:39}} {{champion:28}} Well, if we actually ever nerfed Irelia, maybe it'd be an ebb and flow. She's just always been relevant :)
Bivouac (NA)
: It seems that a lot of the balance changes made to SR are geared towards or in response to LCS and other professional leagues. If this is the case, why balance the game around the top .01% of players and not the 99.99%? This would create an issue champions get nerfed because they are 'too strong' in competitive, which is a completely different animal from solo q. As you know, in a competitive environment you are dealing with literally the most skilled players in an entire region, which may alter the perception of how strong the champ is when compared to a solo q environment. Secondly team coordination is a lot more evident in professional matches than solo q. So while champions like Twisted Fate may be considered ripe for a nerf based on his ability to TP around the map the impression of this may be skewed by results in professional matches. TLDR: Shouldn't the game be balanced for what the vast majority of players experience and play; not a select few?
> [{quoted}](name=Epoque,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=007e,timestamp=2015-07-29T21:39:23.472+0000) > > It seems that a lot of the balance changes made to SR are geared towards or in response to LCS and other professional leagues. If this is the case, why balance the game around the top .01% of players and not the 99.99%? This would create an issue champions get nerfed because they are 'too strong' in competitive, which is a completely different animal from solo q. As you know, in a competitive environment you are dealing with literally the most skilled players in an entire region, which may alter the perception of how strong the champ is when compared to a solo q environment. Secondly team coordination is a lot more evident in professional matches than solo q. So while champions like Twisted Fate may be considered ripe for a nerf based on his ability to TP around the map the impression of this may be skewed by results in professional matches. > > TLDR: Shouldn't the game be balanced for what the vast majority of players experience and play; not a select few? Quote from other thread > [{quoted}](name=Morello,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=00800000,timestamp=2015-07-29T21:51:25.012+0000) > > No - interestingly, tight balance does not apply to suboptimal play. To explain: > > Master Yi is god at Bronze. Why? Is it because he's overpowered? It's because the knowledge you need to beat Master Yi is something that is not consistently applied at lower levels of play, so the counter to that is "play better." Players can overcome, improve and conquer a legitimate challenge. > > For the high-end, where players wring every ounce of power out of a champion, is where balance tuning actually effects game outcomes and variety.
: What's your thoughts on {{item:2049}} / {{item:2045}} ? To me they are an essential item to supports/arguably junglers but at the same time despite their amazing utility, they still feel boring to me. Also I can understand not wanting them to be too strong or everyone would run them.
> [{quoted}](name=Kakkarotlol,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=007f,timestamp=2015-07-29T21:40:28.838+0000) > > What's your thoughts on {{item:2049}} / {{item:2045}} ? To me they are an essential item to supports/arguably junglers but at the same time despite their amazing utility, they still feel boring to me. Also I can understand not wanting them to be too strong or everyone would run them. Yeah, you pretty much nailed it on the head. We also did this to make sure Supports go some gold too (which has worked to some extent)
: Shouldn't the game be balanced for what the vast majority of players experience and play; not a select few
> [{quoted}](name=steinerbilly,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0080,timestamp=2015-07-29T21:40:47.618+0000) > > Shouldn't the game be balanced for what the vast majority of players experience and play; not a select few No - interestingly, tight balance does not apply to suboptimal play. To explain: Master Yi is god at Bronze. Why? Is it because he's overpowered? It's because the knowledge you need to beat Master Yi is something that is not consistently applied at lower levels of play, so the counter to that is "play better." Players can overcome, improve and conquer a legitimate challenge. For the high-end, where players wring every ounce of power out of a champion, is where balance tuning actually effects game outcomes and variety.
: Couple of questions good sir: 1. How is {{champion:105}} balanced? Like, having read your balancing articles and other about how the design and balance team goes about doing things, is Fizz considered Balanced? He still seems to me like one of the most overpowered, frustrating and anti-fun champs ive ever seen and had the {{champion:21}} of playing against (Even more so than {{champion:17}} .). What weaknesses does he have that we are meant to exploit? Because at times it seems he is invulnerable do to the low cooldown of his E. 2. Any word on Ao Shin? 3. Many games have borrowed from LoL, how many ideas is LoL considering borrowing from other games? Some of which could be very good. Like Smite's ability to 'auto-upgrade' skills during the game, or a copilation of stats (i want to know how many double triple quadras towers sprees dragons evs ive killed). 4. Has Riot ever considered doing anything other than the MOBA with League of Legends? Ive always would have loved a kind of 3rd person massive open world single player RPG kinda like Witcher 3, Shadow of Mordor, Skyrim combined, that allows you to make your own character and interact with the huge colorful world of League of Legends. It would make for a hell of a game. Has Riot AT LEAST CONSIDERED doing anything else with LoL? Its kindoff a cradel of infinite posibilities, could even surpass DC or Marvel if you where to dive into stories, comics, books, and other kind of games. Anyway, love your work, wish you appeared in more videos :P
> [{quoted}](name=NA Darklarik,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0081,timestamp=2015-07-29T21:43:48.624+0000) > > Couple of questions good sir: > > 1. How is {{champion:105}} balanced? Like, having read your balancing articles and other about how the design and balance team goes about doing things, is Fizz considered Balanced? He still seems to me like one of the most overpowered, frustrating and anti-fun champs ive ever seen and had the {{champion:21}} of playing against. What weaknesses does he have that we are meant to exploit? Because at times it seems he is invulnerable do to the low cooldown of his E. Even more so than {{champion:17}} . > > 2. Any word on Ao Shin? > > 3. Many games have borrowed from LoL, how many ideas is LoL considering borrowing from other games? Some of which could be very good. Like Smite's ability to 'auto-upgrade' skills during the game, or a copilation of stats (i want to know how many double triple quadras towers sprees dragons evs ive killed). > > 4. Has Riot ever considered doing anything other than the MOBA with League of Legends? Ive always would have loved a kind of 3rd person massive open world single player RPG kinda like Witcher 3, Shadow of Mordor, Skyrim combined, that allows you to make your own character and interact with the huge colorful world of League of Legends. It would make for a hell of a game. Has Riot AT LEAST CONSIDERED doing anything else with LoL? Its kindoff a cradel of infinite posibilities, could even surpass DC or Marvel if you where to dive into stories, comics, books, and other kind of games. > > Anyway, love your work, wish you appeared in more videos :P I can't really answer much about Fizz - unsure of his current state. Same with Ao Shin. I shamelessly steal from non-LoL games, it's part of design. Ideas themselves aren't the interesting bit, so I'm happy to steal :) One I like is Johanna's [HotS] D skill - basically self-black shield on a melee. Could make some good soak gameplay on something more like a Juggernaught in our game, like Garen or Darius. R&D is exploring a lot of the new opportunities, and I think both in- and outside of LoL's IP are on the table for possibilities.
: Just a question what is the thought process behind having in certain cases adcs with primarily or half and half ap ratios instead of ad ratios? Is it to enforce a lack of scalate game or is it for some other purpose? Sorry did not read the entire thing at the being, so the real question will be when it comes to genres of games what is the genre you want to work on the most that you have yet to do?
I've never worked on a turn-based strategy, FPS or board game and I'm very passionate about them as a player. I don't think I'd do a great job on them though, so I'd have a lot to learn. :)
: Morrelo 1st: Will the first shopkeeper ever return and a winter map arrival? 2nd: Also their should be a game mode which brings back old items, models, and what the champion used to be back in season 1 or so. I know its a lot of work but maybe for League of Legends anniversary? This also includes old Twisted Treeline!
> [{quoted}](name=Velaron,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=005f,timestamp=2015-07-29T20:58:15.048+0000) > > Morrelo > > 1st: Will the first shopkeeper ever return and a winter map arrival? > > 2nd: Also their should be a game mode which brings back old items, models, and what the champion used to be back in season 1 or so. I know its a lot of work but maybe for League of Legends anniversary? This also includes old Twisted Treeline! I'd be reticent to do a "vanilla" mode outside of a featured game mode, though they'd have to answer if they are tackling that.
: Why did you guys stop with the patch previews that were done before by you and phreak? I always enjoyed those since they were simple yet got straight to the point these new patch rundowns feel like they talk a bit to much non related things towards the patch. Lastly do you think people should wait before upgrading to the newest windows 10 so that any bug/errors are fixed that can occur with league?
> [{quoted}](name=shadowwzrd,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0060,timestamp=2015-07-29T20:59:19.091+0000) > > Why did you guys stop with the patch previews that were done before by you and phreak? > > I always enjoyed those since they were simple yet got straight to the point these new patch rundowns feel like they talk a bit to much non related things towards the patch. > > Lastly do you think people should wait before upgrading to the newest windows 10 so that any bug/errors are fixed that can occur with league? I don't know. I loved those. They were quick to make too, so we could always do them :) Unsure on Win10
Declined (EUNE)
: Could I please get your take on this? http://boards.na.leagueoflegends.com/en/c/tips-tricks/64VFYEZy The EU version was stickied, but I'd like a somewhat professional take on it, considering I've asked at least a hundred people about it by now. Yes I am fully aware that I could've easily gone more in dept, but frankly it is big enough as is, and I wouldn't want to put people off from reading it. And could you possibly cannibalize parts of it for whatever project you're working on? Considering that the principles I discuss, can be applied to almost any moba game out there.
This subject is way out of my depth - I have a weak understanding in current LoL trends or eSports implications these days :( Sorry.
: I'm thinking I am too late for this but here's hoping. The story around and in the characters and world of LoL is awesome and super fun to read.....when its there. i remember y'all used to do the like Runeterra Newspaper but then that stopped suddenly. With the Frejlord and now Bilgewater story game modes can we expect to see more or more frequent story content come out. I'd love to see a Noxus vs Demacia game mode.
> [{quoted}](name=STRIFEsHORSEman,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0064,timestamp=2015-07-29T21:06:14.965+0000) > > I'm thinking I am too late for this but here's hoping. The story around and in the characters and world of LoL is awesome and super fun to read.....when its there. i remember y'all used to do the like Runeterra Newspaper but then that stopped suddenly. With the Frejlord and now Bilgewater story game modes can we expect to see more or more frequent story content come out. I'd love to see a Noxus vs Demacia game mode. Unsure on plans, but one thing I think we should take ownership for is that we wanted to (rightly) overhaul and improve lore/IP. The issue is that we took what we were doing away before we had anything new to show, which is something I think we're too quick to do at Riot. The new events are awesome though, so that helps a bit :)
: Do you still have your nerfbat lying around somewhere? Perhaps hung over your hearth? Do they even have hearths in California?
> [{quoted}](name=Praetor Don,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0065,timestamp=2015-07-29T21:07:40.830+0000) > > Do you still have your nerfbat lying around somewhere? Perhaps hung over your hearth? > > Do they even have hearths in California? The hearths are those things that remind is we don't get winters, but I'll need the bat again someday. _The Lich King doesn't just toss aside FrostMourne!_
: For someone with limited formal Game Design experience (also read: none) but wants to one day apply for a position in that, what sort of route would you advise them to take? I'm currently self-teaching Python and I'm fairly sure that you guys use Lua for ability scripting. Just kind of looking for guidance! I've played for about 5 years and I figure that's worth something since I've watched League's design principles change over the years. Also, thanks for the AMA!
> [{quoted}](name=Swippinfrafes,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0066,timestamp=2015-07-29T21:07:59.371+0000) > > For someone with limited formal Game Design experience (also read: none) but wants to one day apply for a position in that, what sort of route would you advise them to take? I'm currently self-teaching Python and I'm fairly sure that you guys use Lua for ability scripting. Just kind of looking for guidance! I've played for about 5 years and I figure that's worth something since I've watched League's design principles change over the years. > > Also, thanks for the AMA! Scripting is the easy part; I'd say try to get it to application. Make stuff as mods. Go get a job doing anything you can and learn OJT style. Build a community somehow. There's lots of ways to get some chops and get into doing more with game design, but the problem is the golden path isn't clear nor laid out. My path was entry-level and learn, so I know it CAN work. :)
Nouo (NA)
: How do you choose to balance certain champions? There are so many and I've seen a lot from season 2 going from strong - weak, to weak - strong, to underbalanced - ok. There's a whole list of things you could do just from what the community is yelling(frankly) about.
> [{quoted}](name=Nouo,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=0067,timestamp=2015-07-29T21:08:06.742+0000) > > How do you choose to balance certain champions? There are so many and I've seen a lot from season 2 going from strong - weak, to weak - strong, to underbalanced - ok. There's a whole list of things you could do just from what the community is yelling(frankly) about. I think a lot of the easy balance tuning problems are largely solved; most remaining issues are when there's weak gameplay. Some characters are binary - and are either dominantly strong, or hilariously weak, and never in between. These champions (and the reworks/more aggressive balancing changes) tend to focus on these problems more.
Likaru (NA)
: Will there be community involved events in which it involves the lore of LoL. Similar to the Noxus vs Ionia match. Will there be champions who go through changes, if so, will it be reflected on their lore section alongside a skin to demonstrate his present state?
> [{quoted}](name=Likaru,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=006a,timestamp=2015-07-29T21:10:45.107+0000) > > Will there be community involved events in which it involves the lore of LoL. Similar to the Noxus vs Ionia match. > > Will there be champions who go through changes, if so, will it be reflected on their lore section alongside a skin to demonstrate his present state? Unsure due to not working on LoL these days sorry :(
Veraska (NA)
: I got a question that's been itching in my head for awhile now, not sure if you're the guy to ask but you know a lot about game design stuff sooo... here goes. A way while back a rioter said that melee top laner combat was really lacking in strategy compared to mid and bottom lane, while understanding the threat of minions was often pointed out top lane duels were usually compared to "wet noodle fights where the person with higher stats one". At the time the big 3 top lane picks were renekton, shyvana, and dr. Mundo, with trundle creeping up as the occasional anti tank fighter, top lane was boring yet whenever something was added to create variety in its laners (such as jayces range or shen's global pressure) it would dominate the meta simply because fighters offered nothing comparable to those unique strengths. Another problem with fighters was that they offered a ton of general strengths you would want with no real identity, Irelia being the most notorious example, some rioters told players that better fighter itemization wouldn't fix the top laner fighter problem, as the problem was within fighter combat and play patterns themselves. Fast forward to now I wanna talk about 3 fighters who I feel are in the right direction, gnar, Gangplank, and most recently the fiora update, these champions have windows of power and gameplay that revolves around things besides pressing your abilities and clicking on your enemy, playing around gnars fury, the Gangplank barrel mini game and my favorite, fioras passive. All offer varying levels of power that are less dependant on stats, these to me are the fighters that should be the standard bearers of what a modern healthy fighter in league of legends should look like. So do you have any thoughts on this analysis of recent design trends? Are these updates the true fighter rework? What do you wanna see in future fighters/fighter updates? When will my wukong get to have 4 decoys out at once? Also less related how did you get into game design? Particularly in the moba game space, I've helped work on a few board games and I really wanna start doing work for my favorite genre. P.s. thanks for doing this Q&A it's always good to read from riots design philosophy (your post about drain tanks and Aa champions being incompatible was interesting, making me wanna try my hand at a paper champion who would be a healthy drain tank) it's always good to hear from reds as it always furthers my understanding on game design. So thanks for that.
> [{quoted}](name=Veraska,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=006b,timestamp=2015-07-29T21:10:48.979+0000) > > I got a question that's been itching in my head for awhile now, not sure if you're the guy to ask but you know a lot about game design stuff sooo... here goes. > > A way while back a rioter said that melee top laner combat was really lacking in strategy compared to mid and bottom lane, while understanding the threat of minions was often pointed out top lane duels were usually compared to "wet noodle fights where the person with higher stats one". At the time the big 3 top lane picks were renekton, shyvana, and dr. Mundo, with trundle creeping up as the occasional anti tank fighter, top lane was boring yet whenever something was added to create variety in its laners (such as jayces range or shen's global pressure) it would dominate the meta simply because fighters offered nothing comparable to those unique strengths. > > Another problem with fighters was that they offered a ton of general strengths you would want with no real identity, Irelia being the most notorious example, some rioters told players that better fighter itemization wouldn't fix the top laner fighter problem, as the problem was within fighter combat and play patterns themselves. > > Fast forward to now I wanna talk about 3 fighters who I feel are in the right direction, gnar, Gangplank, and most recently the fiora update, these champions have windows of power and gameplay that revolves around things besides pressing your abilities and clicking on your enemy, playing around gnars fury, the Gangplank barrel mini game and my favorite, fioras passive. All offer varying levels of power that are less dependant on stats, these to me are the fighters that should be the standard bearers of what a modern healthy fighter in league of legends should look like. > > So do you have any thoughts on this analysis of recent design trends? Are these updates the true fighter rework? What do you wanna see in future fighters/fighter updates? When will my wukong get to have 4 decoys out at once? > > Also less related how did you get into game design? Particularly in the moba game space, I've helped work on a few board games and I really wanna start doing work for my favorite genre. > > P.s. thanks for doing this Q&A it's always good to read from riots design philosophy (your post about drain tanks and Aa champions being incompatible was interesting, making me wanna try my hand at a paper champion who would be a healthy drain tank) it's always good to hear from reds as it always furthers my understanding on game design. So thanks for that. Your fighter question: This has been very difficult and intentional, because doing it itself isn't that hard, but unravelling it is. If you have one character who's competitive and has the old style gameplay, that character can invalidate the interesting decisions you've built into 10 others - that's why I think a lot of these reworks are important. I got into game design at about 26, when I decided to stop waiting tables and go get into the games industry (this was...holy shit...10 years ago -_-). I'd never gone to college or had professional skills prior, so I decided to get in on the ground floor as QA at Microsoft as a contractor. After doing that for awhile, I was able to get a job at ArenaNet as QA (being a hardcore GvG guy helped) and learned over several years about game design there. From there, I'd come over to Riot to help the early League design team get rolling.
: Morello, this has been a question that possibly a lot of people have been wondering but riot seems to dodge the question but, I would like to ask who is getting a rework next? You have overlooked a lot of champions like {{champion:83}} who needs a complete overhaul and {{champion:78}} who's changes arent as {{champion:15}} but even so we have seen countless new champion after new champion why have you been dodging making reworks for some of the champions that need it desperately? You have also been nerfing a lot of champions that aren't on a really high area when it comes to being OP for example a champion that can do damage with 0 damage items {{champion:102}} {{champion:106}} {{champion:223}} . You even went as far as to buff an already OP champion to make him even more powerful and annoying. {{champion:223}}
> [{quoted}](name=Violation Irelia,realm=NA,application-id=cIfEodbz,discussion-id=ac8IwuH1,comment-id=006c,timestamp=2015-07-29T21:11:06.012+0000) > > Morello, this has been a question that possibly a lot of people have been wondering but riot seems to dodge the question but, I would like to ask who is getting a rework next? You have overlooked a lot of champions like {{champion:83}} who needs a complete overhaul and {{champion:78}} who's changes arent as {{champion:15}} but even so we have seen countless new champion after new champion why have you been dodging making reworks for some of the champions that need it desperately? You have also been nerfing a lot of champions that aren't on a really high area when it comes to being OP for example a champion that can do damage with 0 damage items {{champion:102}} {{champion:106}} {{champion:223}} . You even went as far as to buff an already OP champion to make him even more powerful and annoying. {{champion:223}} I have to dodge it because I don't work on League. I have no insight into what's when on a schedule or what's even in the hopper right now. :x
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Morello

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