Preseason Development Update 1

RiotRiot Scruffy·8/31/2018, 5:10:57 PM·1 votes·274,697 views
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Hey everyone, it’s been a few weeks since I gave a rundown on our plans for the rest of this year and preseason. I wanted to come back with an update and sneak peek a bunch of the ideas we’re testing right now. We’re aiming this preseason to improve the quality of time spent of LoL games and keep you fighting for a win instead of stuck in a lost game. Our four main goals are listed below with their corresponding changes.

#Laning Phase is improved and slightly longer

https://imgur.com/D9SFGUw

Some early concepts (above) Sion bashing an outer turret prototype (below)

https://imgur.com/XNDAwLh

  • Outer turrets now start the game with a barricade that adds 5 small health bars on top of the turret’s main health. Each piece of the barricade can be destroyed and rewards the local players some gold. Roughly around the 10 minute mark, these barricades go away, removing both the extra defense and the opportunity for the gold rewards.
  • This is giving us a more protected and slightly longer laning phase, but still rewards those early push or strong lanes types with the opportunity to destroy a lot of barricade segments and reap the gold rewards. On top of that, we’re finding that there are a lot of interesting new small moments of back and forth under the tower trying to destroy as many barricade pieces as you can.
  • Additionally we’re exploring some slight damage increases on turrets in the early game so that tower dives aren't more powerful. We still like them to be present, but there are cases right now where it seems like the attacker isn’t taking enough risk.

#Comebacks are more achievable and satisfying

  • It’s worth noting that the lane phase changes mentioned above are actually doing some good work for us here. Fewer early first tower takes are preventing cases where a big gank leads into big gold leads and the winning lane starts roaming the map and crushing lanes that were otherwise going even.
  • Another significant change that we’re currently testing is allowing bounties to scale off of more than just kills. Bounties have been a good tool for us because killing a powerful enemy is both skillful and leads to actively fighting for a comeback rather than passively farming. Especially in higher level play, a lot of the game’s snowball is coming from non kill places, so we think it’s an improvement to the system to integrate all of the gold sources. We’re doing this carefully so that we don’t end up punishing players for farming, which you should still do.
  • Overall we want bounties to increase slightly so may lower kill bounties to compensate for the new system.
  • We’re also testing some reductions in global tower gold, as it’s one of our most powerful snowball sources currently and it deemphasizes the individual differences between players on the team.

#Decided games resolve faster

  • Melee and cannon minion health scales up much higher in the mid and late game. These changes allow games to end more naturally and we’ve been seeing fewer games where a team has clearly lost but it drags on for too long because waveclear is stalling out every wave or the ahead team has to wait for Baron to respawn.

#Rune paths no longer dictate stat bonuses

  • We’re testing new independent stat choices on every rune page. Still working out the details between 2 or 3 choices, but tests on both have been very promising.
  • The stat choices are categorized into offensive and defensive stats. Both systems incentivize or require some mixing of offense and defense. We think this does good things for the game in rounding out player offense and defense while also leaving room for some pretty sharp builds for players that want to invest in one or the other.
  • The current stats options we’re testing:
  • Offensive - Attack Damage, Ability Power, Attack Speed, Cooldown Reduction
  • Defensive - Armor, Magic Resist, Scaling Health, Health Regen

#Miscellaneous

  • We’re moving the minion spawn and monster spawn times about 30-40 seconds earlier. We want to leave room for invades and other interesting early strategies, but in 95% of games players end up waiting around for 30s. In our efforts to make LoL the best game it can be for the vast majority of you, we think streamlining this phase lets you get to the fun quicker.
  • Long term (probably not this preseason) we’re aiming to get text chat built in to the loading screen! This could turn dead time on the loading screen into fun banter and team strategizing.

We’re exposing these features because they’re not completely locked down so we have time to listen and react to your feedback. Also, if you feel like there’s something that we're not doing that you think would be a big improvement to the game, we’d love to hear it. We’re also bringing in a bunch of players (and pros) to test this stuff early and gather their feedback.

Scruffy

502 Comments

Frosted Tips8/31/2018, 5:17:57 PM57 votes
  1. Interesting is there any chance that AP fighters will be getting an item? They lack itemization drasticaly and need some way to kill targets with high MR but building Void Staff on them is comparable to build Last Whisperer items on Darius.
  2. Also I know tanks abuse Conqueror if it is adaptive, but why should that gate AP fighters? Maybe tanks scalings and damages need to be looked at.

Edit: Formatting

Gone Away8/31/2018, 5:18:55 PM45 votes

We’re moving the minion spawn and monster spawn times about 30-40 seconds earlier. We want to leave room for invades and other interesting early strategies, but in 95% of games players end up waiting around for 30s. In our efforts to make LoL the best game it can be for the vast majority of you, we think streamlining this phase lets you get to the fun quicker.

With this are you planning on doing some sort of compensatory buff to a jungler like Shaco who relies on specific times to set up boxes to clear jungle?

Twai8/31/2018, 5:21:08 PM31 votes

Hi I don't usually comment but this is my thought for the last part of what you said.

If minions spawn earlier can something be done for loading screens and the first 30 seconds of the game? Quite recently with the patches my loading screens have be 50-75%+ longer and the first few seconds of the match there's this huge lag or pause that will cause my timer to skip forward a few seconds or more. My computer is more than capable of handling League and many others have had the same comments towards long loading screens and the first 30 seconds of the match

meowwow78/31/2018, 5:20:33 PM21 votes

i hope the barricades don't give too much gold because then it will just snowball more than it aimed to prevent

Nascy8/31/2018, 5:28:45 PM18 votes

Everything seems fine but the earlier spawn times , don't really seem that alright. Minions first spawn at 0:35 , reach midlane at 0:57 and sidelanes 1:07. Anyone loading slightly slower or going afk for a minute while loading and missing the actual start of the game would actually get punished. Plus less mindgames of checking "Are they invading?" And also less opportunities to the invading team to screw up and accidentally get seen.

Edit: On the bounty part I am really fond of the idea of objective based bounties. I assume they'll just increase the bounty for killing any one champion. However the decrease in bounty per champion might make farm lanes more preferable as less minions will be required to earn the same gold

Hi im Gnar8/31/2018, 5:24:46 PM16 votes

is atma's (or other items that were in the pbe) going to be for this pre-season?

Kagusutchi8/31/2018, 5:49:26 PM13 votes

Hi Scruffy ! First of all, I'm really excited about all this stuff, can't wait to see them ! Though all those changes look pretty interesting and innovating, they have left me with some questions. Firstly, I think the new independent stat choices are definitely a good idea in order to let players adapt to certain matchups and give them the opportunity to diversify their builds. However, some stats look very doubtful on paper such as the health regen stat so I wanted to ask you if that wouldn't be better to have flat health stats rather than this ?

Also, do you plan on adding new offensive stats such as armor penetration and magic penetration ?

Thanks for sharing us your thoughts, keep up the good work !

RankOneWakanda8/31/2018, 5:50:06 PM11 votes

@RiotScruffy

please consider removing the change that was implemented in season 5 that made winning teams minions push harder/stronger . I think that is problematic to split pushing for the behind team. or if the ahead team has a split pusher its hard to deal with

players should move waves as they please. it shouldn't be automatic

also please consider giving us smite buffs back and reducing scuttle crab xp and gold. whil

an s10 warlord9/1/2018, 1:33:40 PM10 votes

"Comebacks are more achievable and satisfying" "decided games resolve faster"

Aren't these two goals kind of contradicting themselves?

gubigubi8/31/2018, 6:19:56 PM10 votes

I don't think I like those turret changes as a top laner.

Stuff like Jayce Gnar Quinn are going to get buffed quite a bit from turrets giving gold just from taking damage. While all melee champions are going to get punished because of the increased tower damage.

Also even worse than that I can easily see this turning into just another lane swap meta where the duo bot wants to start against the solo laner just so they can break the shields ASAP and then lane swap to the next lane to do it their as well.

Also late game melee top laners are getting triple hit because not only is their going to be more value on the early game but in the late game minions are going to be harder to wave clear against to push up to objectives slowing down their split push as well.

Looking forward to seeing what you guys bring in the preseason but these are just my concerns.

Spideraxe8/31/2018, 5:21:32 PM10 votes

Hey Scruffy can i ask why you guys are offering health regen as a choice? Since that doesn't seem like the most satisfying option for defensive stats

AirKingNeo9/4/2018, 2:57:56 AM9 votes

can the Transcendence rune be changed to increase CDR by 1% per level, max at lv 10.

ModKnightsKemplar8/31/2018, 5:36:13 PM9 votes

What's the current level of concern about overcomplicating the game? As a 6 year vet of the game, I think the changes make a lot of sense, but is there discussion about making the barrier to entry even higher?

Things like tower barricades and increasingly complex bounty systems are things that I think would turn me off if I were a new player, tbh.

EndersBread9/1/2018, 4:38:01 PM7 votes

Remove item 3147 ?

EROTIC RAID BOSS8/31/2018, 5:28:02 PM7 votes

any fear that you guys keep cutting out time at the start of the game, when people are often afk? I mean, its a big disadvantage if someone walks away from the loading screen, comes back, and they've already missed the first wave or didn't leash for the jg. I see this happen a lot already, especially in lower elo games

WintersWard8/31/2018, 5:19:29 PM7 votes

Sounds pretty good any possible Support changes happening in preseason? Like maybe as follow up to the Enchanter changes or something. Because imo support itemization is kinda one dimensional.

serem u carapu9/4/2018, 9:06:13 AM6 votes

MAKE A FULL GAME REMAKE OPTION!!! A player or even more of them can go afk even well after the 3 or 4 minute mark. If that presents a problem(even though i wouldn't know why), atleast make a system that recognizes 4v5 or 3v5 games(generally games that aren't even)and make it count the game as a loss prevented or something.

Retocyn8/31/2018, 5:46:05 PM6 votes

How will it affect match-ups in which one side has clearly push adventage. Be it Caitlyn Karma into weaker bot lane duo. On usuall Cait gets cs lead already, because of her range allowing to take less poke and take cs safer.

The same goes for Jayce in top lane, he can get massive cs leads over the opponent in the lane and on top of that he would be rewarded even more, by pushing the wave and hitting the turret, which he already commonly does anyway.

About the earlier spawn time for minions and monsters. It might kill creative invade routes like for red team - bot tri bush > kurgs > turn on red, to catch some people off-guard. Or it as well might not give enough time for pro teams to ward against lane swap and lane swaps are something people considered boring to watch, as far as I recall. (now I assume the bot lane turrets are still squishier, but there might be a strat that let's people to get a massive adventage with lane swaps now)

One thing I'm glad about is these barricades might help top lane shake off the mandatory TP, which is good.

About armor and magic resistance being pickable in the runes again. I hope you take it into consideration that every ranged champion gained magic resist per level and burst mages won't drop too much because of that.

Slice οf Life9/2/2018, 10:39:05 AM6 votes

We’re testing new independent stat choices on every rune page. Still working out the details between 2 or 3 choices, but tests on both have been very promising. The stat choices are categorized into offensive and defensive stats. Both systems incentivize or require some mixing of offense and defense. We think this does good things for the game in rounding out player offense and defense while also leaving room for some pretty sharp builds for players that want to invest in one or the other. The current stats options we’re testing: Offensive - Attack Damage, Ability Power, Attack Speed, Cooldown Reduction Defensive - Armor, Magic Resist, Scaling Health, Health Regen

More freedom for runes, hmm sort of like the old system right? :P Never forget

MOuHahaHAhahaaaa9/2/2018, 1:27:52 AM5 votes

Hello i just hope you'll be able to make this season a little bit more player friendly instead of lcs centered. In my oppinion Season 5 should be an example of what should be done. For Jungle items i really hope that we will get new interactive effects and visuals when using smite. I hope that power spikes will be revelant again (early, mid , late). Finally i think longer games with less damage should be a good thing for the game. No one should be os by a full spell rotation unless you are an adc or a squishy character getting attacked by an assassin. Opressive damage metas makes people angry and leave the game as you saw this year.

DCYOUNG8888/31/2018, 6:27:28 PM5 votes

Are the bruiser items going to come to preseason?

Cowardly Clown9/1/2018, 10:25:34 PM3 votes

What do you think about the games starting sooner and Shaco? A fun part of his kit is creative cleats because of his boxes and if it started 30 or 40s earlier that would fk us

fabfan8/31/2018, 5:32:03 PM3 votes

Will you add more keystone to the game for the preseason ? I heard that you planned to add one in the Sorcery Tree.

Pokemonred2008/31/2018, 5:36:09 PM3 votes

With the initial spawn timers of the minions and monsters going down, is there any plan to decrease the spawn timers of jungle camps as well? I know you've said jungle isn't a role that is being changed this season, but the spawn timers still feel really obnoxious and there are still times where I can afford to sit idle in a lane brush waiting for the perfect gank because I don't need to worry about my camps respawning before the gank begins.

SanKakU8/31/2018, 5:40:33 PM1 votes

Those tower changes seem odd. Like would a pusher jungle champ be good? Does such a thing exist? I know in Dota 2 it's a thing because there are some characters that can summon multiple troops to fight for them.