Quick Gameplay Thoughts: November 22

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 http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png ---------------------------------------------------------------------------- **Preseason so far** Hopefully preseason's treating you well so far. Thoughts on a range of topics below. * Bugs Getting high impact gameplay bugs addressed is one of our main focuses after each preseason ships. We've hit the highest urgency ones through hotfixes (Fiddle R missing its visual effects, Death's Dance and Infernal Soul interacting incorrectly, Elder sometimes executing at too high a health threshold). Aim is to hit a range of other preseason associated gameplay bugs in 9.24. * General Balance Early indicators suggest the game's in a reasonably good state so far for just after a large patch. Champion win rates have changed at most one or two percent generally, with most not moving much at all on average. A few specific categories covered below, next up we'll be looking at how the difference SR types (Cloud, Ocean etc) affect the win rates of different champs (e.g. how much does an Ocean game actually help Rengar?). After that we'll also be digging into various other things not touched on below (e.g. impact of RH changes or side lane alcoves, how jungle and top lane agency have changed etc). * Kleptomancy and Oministone Balance Klepto users look to be down meaningfully in power as expected. We'll be putting some power back into some of their kits as a result, starting with a hotfix (probably out already by the time you read this) to Ezreal who's been the most affected. Early indications are that Omnistone is too weak so we're discussing a potential hotfix buff to it. It's not the optimal choice on any champion at present, though is moderately close to being so on a few champs (Kayle, Kennen, Illaoi, Twisted Fate). * Balance impacts of Crit, Lethality, Support item changes Crit changes so far seem pretty power neutral to crit users. Lethality users seem to be somewhere between neutral and slightly weaker. Support item changes don't seem to have shifted the balance of power substantially between different types of support, with no clear trend yet for how tanks versus enchanters versus damage supports have been affected and win rate changes almost all below 1%. It's early days still though when it comes to assessing these sorts of changes. Things like players adapting their builds, the meta being a bit uncertain and team comps being less optimized with ranked off will likely impact assessment of item changes somewhat. We're going to keep digging into them as a result, early signs are things are pretty balanced though. * Infernal Screen Tint We'll be toning down the amount of screen tint the infernal SR transformation creates. Feedback on that's been pretty clear that it's overly dominant. We'll have some changes on the PBE the next time it updates and would love feedback on whether the change feels right, goes too far or doesn't go far enough. Plan is to then ship a change in 9.24. ---------------------------------------------------------------------------- **Worlds Champion Diversity** One of a number of things we look at each year post Worlds is how champion diversity compared to previous years since we believe that's one of the components that supports both a great viewing experience and a good competitive experience. 2019 was overall quite a good year in that regard, even if a few champions (Panth, Qiyana, Kai'Sa and Xayah) were much higher profile than ideal, leading to some meaningful staleness of champ select/team comps at times still. Some slides one of our analysts (thanks Blaustoise!) put together below that show some of the ways we look at that sort of data. https://imgur.com/a/0J125gD For those unfamiliar, the Gini Coefficient is a statistic usually used to measure income inequality. In our case, we're using pick/ban presence instead of income. A score of 0 means perfect pick/ban equality among the entire roster, so lower's better. https://imgur.com/a/KChXZaH ---------------------------------------------------------------------------- **TFT Ranked Season start** TFT ranked kicked off on Wednesday with the new set. For this set we opted to go for a complete LP reset and a partial MMR reset. From discussion we've seen so far that's creating both some confusion and some frustration, particularly in cases where LP and MMR feel very far apart (e.g. LP climbing slowly for Masters players because max LP is capped per game at one division's worth). Feedback on how the reset's felt to you much appreciated, we'd like to refine our approach here. Since TFT seasons are much shorter than SR ones issues will be felt more often, though on the positive side it also means we've got more opportunities to make the sort of large improvements that can only happen at a season start.
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