Midseason Update - Utility Contribution

RiotQuquroon·4/18/2017, 8:14:07 PM·1 votes·24,661 views

Hey all!

In the Intro to Midseason we talked about highlighting the contribution of non-carry roles in League. This is the first step of many towards this goal, and it’s aimed at making supports and tankier champions feel more rewarded and recognized for their actions. It also comes with the added benefit of improving tactical clarity for both players and viewers.

These features are currently on PBE, but we'd love to hear your feedback all the same!

Crowd Control Name Display: http://i.imgur.com/WuIErsl.png

By giving CC states a more in-your-face treatment, we hope that players and viewers will be better able to track the flow of a fight and help teammates figure out when to follow up or turn tail. While CC is already appreciated when noticed, this new display works to improve that feedback loop so everyone can bask in the light of a 5 man Leona ult.

The system follows a strict prioritization to deal with situations where multiple CC types are applied to a champion - after all, if you’re airborne or suppressed, being blinded as well is the least of your problems.

End of Game Stats:

We’re getting more relevant stats onto the End of Game screen! Again, this is only our first offering - expect more in the future.

  • Crowd Control Score, a sum of all the CC effects applied to champions during the game - hard cc is weighted higher than soft cc.
  • Vision Score, a calculation of contributed vision over the course of the game - further details to come.
  • Damage Dealt to Structures, the amount of damage dealt to towers/inhibitors/nexus.
  • Damage Mitigated on Self, the amount of damage a champion reduced or blocked, through abilities or shields

Please note that these stats are still in process of being implemented, as will have more updates as the PBE cycle continues.

Better Item Feedback: http://i.imgur.com/D98mz8R.png

Have you ever found yourself wishing how much damage you’ve blocked with your Locket? This change will add more of these stats onto active items, so you can better evaluate how well you’re using them.

Please note this feature will not be showing on PBE for a couple of days, as we put in the remaining work to get it ready.

Spell Attribution: http://i.imgur.com/HNBVkHg.png

Have you ever been drive-by ignited, or you think you heard your lane opponent pop heal, but you’re not sure? We’re adding a new VFX trail from caster to target on most summoner spells and active items to make those moments clearer. There’s a visual for both enemies and allies, so it should be easier to discern who cast what in a skirmish.

Death VFX: http://i.imgur.com/qlcgIwm.png

Our old death VFX (for those who noticed it), was slow and subtle. We are updating the effect for both enemies and allies to be snappy and more noticeable so the flow of a fight is more clearly communicated.

Active Item HUD: http://i.imgur.com/B9EGZha.png

Active items often contain a lot of power and gold-efficiency of an item, which is great when you remember to cast it, and awful when you don’t. This change adds a thicker and more prominent border to our major activatables, separate from consumables and trinkets.

65 Comments

Deep Terror Nami4/18/2017, 8:18:01 PM24 votes

I want the game to yell PENTASSIST when I give my Vayne that gets a Pentakill a Relic Shield heal. I earned it and the whole game should know my contributions and revel in my glory.

Spideraxe4/18/2017, 8:18:38 PM5 votes

OMG I love some of those end game stats, especially damage dealt to structures since you can never tell with turrets killed. Does this also factor in new Rift Herald and like Zzrot

Mordepool4/18/2017, 8:25:13 PM3 votes

Damage mitigation on self will be a very useful stat to Monitor on my Boi Mordekaiser

Mysticman894/18/2017, 9:57:55 PM3 votes

There are a lot of technically distinct CC effects in the game, are they all individually recognized? Or will the arguably more intuitive terms end up being used instead?

For example, 'entangle' is a specific type of CC unique to amumu, but in practice most people think of it as a stun (although it is not technically a stun). Will people actually get more exposure to those cc names now?

Will we be provided with that cc priority list? While it's pretty clear supression trumps almost everything (maybe not stasis), it's less clear if say, teemo blind is a bigger deal than a quinn nearsight.

Are the various new end of game stats going to impact our mastery grading? Might they be things that already were considered but we just weren't shown, or were they simply not tracked at all, but might be added to grading now that it is available?

Will we know how the calculations for vision/cc are actually done, or will it remain a behind the scenes calculation left for players to try to figure out?

Who is the damage mitigated on self stat really aimed at? It seems to me it's basically just braum, with almost every other shielding support focused on shielding others, rather than shielding themselves and body blocking.

Will the damage mitigated to self stat interact with yasuo wind wall? it's an ability that blocks a lot of potential damage, but theres also no garauntee that any skillshot projectiles it stops would have actually hit yasuo.

C9 Squeeky 4/20/2017, 6:35:29 PM2 votes

I hope Vision Score can be toggled in Replays and Spectator games. Even interested to hear Color Casters refer to it in the future, because they talk about vision (control) a lot, including warding ENEMY territory as well as toggling team vision during the cast.

Also for CC Score, is it possible in the future to add like an average CC score per (support?) champ? Not strictly only for supports but since many supports contribute via CC when they don't have shields/heals, mainly tank supports but I would even consider Morgana despite having a Black Shield to mitigate damage/CC. Speaking of which, would be nice to see CC negated via Black shield, Sivir E, Fiora W and the like, possibly including untargetability and stasis effects as well at opportune times. Anyway, I would like to see an average CC score for champs like Morg or like get an achievement for surpassing a certain score in a single (or multiple) games. As a way to shoot for...wait for it...Mastery!

Also maybe add how many skillshots hit/missed stat? Even if it's only dmg and not CC

Oelyk4/18/2017, 8:18:16 PM2 votes

Horay! Clarity!

Risk of Fate4/18/2017, 9:16:40 PM2 votes

[deleted]

Zegers4/19/2017, 1:24:23 AM2 votes

Will the CC's above health bars be able to be turned off?

(P.S. How about a Super Galaxy Rumble icon, the other Super Galaxy champs got one. wink-wink)

Northmund4/19/2017, 4:01:20 PM1 votes

Seems cool. How about reducing the amount of stacks black cleaver can apply to 5 from 6, but leave 5%.(25% total) It would be like nerf, but not total like you do on PBE where it is 4% and 6 stacks.(24% total) I mean if assassin abuse fighters item why fighter must pay the price :(

MrBuffington4/18/2017, 8:33:49 PM1 votes

I commented in the PBE thread, but just to be sure, does the summoner spell attribution work on Flash? I assume no, since it'd be a shame to get rid of flash jukes

Overall I like the changes though, thanks!

Solideus4/18/2017, 8:21:50 PM1 votes

It's interesting to see you pushing CC to be MORE in-your-face and visible, where in the past the focus has been only on clarity and removing clutter. It makes sense that you are doing it, but makes me curious if there's been a directional shift internally regarding stuff like this.

Fisherman Fizz4/18/2017, 8:40:02 PM1 votes

The CC display reminds me of Battlerite :D

Solidair34/18/2017, 9:12:51 PM1 votes

So what's the deal with shield on self? Shouldn't we be seeing damage mitigated on allies as well? I wanna know how much damage my big Karma AoE shield blocked :(

Also, have you considered having a counter that shows when a shield saved the life of an ally and how many times it happened?