Why is so hard to test "crazy" things on PBE?

DropFill··2 votes·319 views

After all, it only for testing. You could test naut W shield damage to not stop after it breaks for example.

5 Comments

mjack332 votes

You kind of have to remember that the more things they test, the harder it is for any one change's effects to be measured. Testing one really big thing at a time tends to get better results than testing 30 of them, and so on.

DropFill1 votes

{quoted}

You kind of have to remember that the more things they test, the harder it is for any one change's effects to be measured. Testing one really big thing at a time tends to get better results than testing 30 of them, and so on.

I know but, it seems like they don't do tests at all, nor hear community feedback

ModThe Djinn1 votes

{quoted}I know but, it seems like they don't do tests at all, nor hear community feedback

Again, I think this is due to the "it hit PBE, so now we can demand it make it to Live" phenomenon, which is unfortunate. Either that, or it has been tested internally, and the decision was "this doesn't accomplish what we want well enough to merit further PBE testing."

ModThe Djinn1 votes

{quoted}After all, it only for testing. You could test naut W shield damage to not stop after it breaks for example.

I think a large part of the issue is that things that go out on the PBE are known and spread to a large portion of the community through sites like reignofgaming.com or surrenderat20.com. This leads to an unfortunate situation where people get their hopes up when they see new content, and those same hopes crushed if some beloved content fails to actually make it into the game.

I personally agree with you though: I'd love to see a few PBE cycles that really mix things up, perhaps with an added pop-up of some sort that tells players "This particular PBE cycle will be testing some extreme systemic changes to League of Legends. This is highly experimental, and content released in this cycle is not necessarily ever going to be pushed to Live."

But I'd reserve this for more than Nautilus shield tests, for example: I'd use this for changes to the item system, large-scale jungle or tower changes, changes to gold flow, and other crazy but potentially worthwhile (or at least informative) things that might benefit from experimentation in a larger environment than Riot's internal testing.

NoMonku1 votes

I personally don't know if I'd like the naut shield to do dmg when it breaks. If you do that, you'd have to change the premise of the skill. The intention for the shield is to make it so the enemy has to focus him to stop dealing the high amounts of damage he outputs with it until his shield is broken. If you make it so he does damage even IF his shield is popped, you will most likely need to both lower the duration it lasts on him and also the amount of damage it does, which to me doesn't really make me happy. It would make his early clears a lot easier, though, but I don't feel it would be worth the tradeoff personally.

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