Quick Gameplay Thoughts: May 3

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 ---------------------------------------------------------------------------- **Getting back into posting** I've been back at work for a little bit now so will be getting these posts going again. For now at least they'll be weekly, might sometimes go back to twice a week though when we've got a lot to cover and time permits. Also looking to have some of the other folks who've been posting some stuff while I've been out continue to do a bit more of that. ---------------------------------------------------------------------------- **Adjusting Matchmaking's Speed versus Accuracy at high MMR** We've made some adjustments to high MMR matchmaking this week based off some problems we've been seeing this season with too wide an MMR discrepancy occurring in really high skill games. That will be primarily felt in Masters, Grandmasters and Challenger games, with player MMRs being closer together but queue times up from around 4 minutes to around 9 minutes. Changes that increase queue times are something we're always cautious of, in this case very high MMR player sentiment was pretty consistently in favor of the trade off and the MMR discrepancies were pretty noticeable. Likely this change is also felt a bit by high diamond players, who won't find themselves in a Grandmaster+ game as often or have their games joined by a surprise challenger. We're not making this change in other skill ranges because when we look through matchmaking data we're not seeing the same pretty substantial MMR differences between players. Not to say there aren't ways to improve matchmaking there too, and we're always trying to figure out how to deliver on the best combination of speed of match and quality of match we can, along with other factors like auto fill rate etc too. ---------------------------------------------------------------------------- **Yuumi post release** As I'm sure you've seen Yuumi's coming out real soon! Figured it was a good time to share some thoughts on a few things we'll be watching particularly closely post release (in addition to the usual stuff like power level). 1. We're expecting Yuumi to be quite strong against a number of champs while also having clear weakness against many others (e.g. can dodge a lot of threat via frequent attachment to allies but isn't strong against champs who really need to be peeled off her team). Will be watching to see whether the ratio of strong against/weak against is appropriate and whether the difference in performance between the two cases is too extreme. Those are things we'd track for any champ, but of increased interest for Yuumi given how much her attachment gameplay departs from normal strengths and weaknesses of a champion. 2. Yuumi's intended to be a pretty accessible champ who nonetheless has quite a bit to master. We'll want to make sure that's the case on both fronts, so will be tracking her learning curve closely. 3. Where is her kit falling in terms of overall counterplay? Finding the sweet spot where she's sufficiently reliable to feel decent while still having enough potential to be outplayed is going to be very dependent on the tuning of some timings on the kit (e.g. Q missile speed and turn speed, W attach speed, R speed/range). Planning on monitoring some specifics like those a lot early as a result so we can fine tune as needed. ---------------------------------------------------------------------------- **Rageblade Context** We've got some changes in testing for Rageblade at the moment that should be part of the next patch. The key change is shifting phantom hit from every second hit to every third hit, with a goal of decreasing just how much Rageblade performs better on champions with very strong on hit effects in their kit, then putting some power in more generally accessible stats.Our belief is that a fairly small subset of champions getting so much more value from Rageblade than others has contributed a lot to challenges keeping it balanced. While we do want items to synergize with some champs more than others it's certainly possible to go too far in that regard and we're pretty confident that's the case with Rageblade at present. http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png
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