@Meddler: It seems a large majority of testers are hating the new jungle plants system in PBE

darkdill··123 votes·38,682 views
Having played with them on the PBE, Plants have to be the biggest mistake made in a long time. (reformatted title) * /r/leagueoflegends

The above Reddit topic should fill you in, but the bottom line is that players feel the plants introduce way too much RNG and are way too favored toward ranged Champions over melee in terms of controlling them.

How are you planning to address this? Will the plants system be scrapped because of too much randomness? It never really appealed to me in the first place, and from what I'm seeing it sounds like implementing it may end up being a major mistake.

338 Comments

RiotMeddler82 votes

I read through that Reddit thread yesterday. It's got a lot of strong sentiment in it that's valuable feedback. It's pretty light on discussion from in game experience with plants though (few actual PBE testers commenting), so it’s not a complete picture.

As with the other pre-season changes on the PBE plants are a work in progress. We’ve got some changes coming this week that should address a number of issues that have become apparent since the last set of changes (which occured just before PBE last week). Key details on those below. We’re also working on some backup plans for other possible issues that have been raised. For those sort of cases we want to have follow up plans ready in case they’re needed, but don’t want to make changes before things have been validated in game. Summary of those below too.

The biggest concern about plants themselves we've seen expressed overall is that they're random and that randomness has no place in a competitive game. Can fully understand the concern there, given randomness can make for pretty miserable experiences in game at the expense of player skill. We don’t think randomness is automatically a bad thing in a competitive setting though. We see it as more a tool that, if used in the right way, can create good tests of skill and emergent play or, if used badly, can nullify skill and create a ‘that was bullshit’ feeling. Examples of what we feel falls into each of those two categories:

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** Controlled Randomness in LoL at present we think is good for the game: **

  • Elemental Dragons

Heavily telegraphed, rewards that support different strategies and counter them, system creates healthy game to game variety of experience. Equally available to both teams.

  • Kindred passive on enemy jungle camps

Creates a series of risk/reward trade offs for the Kindred player that they’re free to engage with or not. Enemies can choose to try and counter or not.

  • Scuttle crab’s exact location

You know roughly where Scuttle will be, and what the reward will be, but not the exact location it’ll be before getting there (assuming it’s up in the first place). Again, also equally available to both teams - it's a fair system, rather than one that biases in one direction or the other.

  • Draven axe landing location

There's some randomness to where an axe could land forcing an adaptive responsive. Possible locations are from a limited pool and, when appropriate are effectively non random (e.g. when chasing)

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** Randomness in LoL we think is or was bad for the game: **

  • Low % crit rates (higher % crit rates are also heavily debated, though a less clear argument)

Small amounts of crit (runes in particular) have a small chance to skew a lane pretty strongly without any engaging gameplay. Crit’s much less problematic once champions have a moderate amount of it (becomes consistent ish), though even then there are arguments it should be removed. Avoiding getting into details of that since that’s a different topic and this is already a long post already. Should talk more about it sometime though, especially since it’s a subject we need a better consensus on internally too.

Regarding crit runes, we’ll be removing the ability to start the game with crit when we do work on runes (hopefully sometime next year)

  • Old Phage

Chance to slow on hit (mini, unreliable Frozen Mallet for anyone that didn’t play back then). Sometimes really lethal, sometimes completely ineffective. Did have some counterplay (e.g. only flash if the slow procs), overall though too much a case of randomness deciding situations rather than creating decisions.

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** Next iteration base off feedback from PBE testers and internal playtesting: **

  • Fewer Blast Cone locations

We’ve been testing a pretty wide variety of Blast Cone locations recently, especially compared to early iterations of plants which only had a few. Conclusion there’s that some of those locations are good fits, others feel more abusive than interesting though and the large number of possible spawn points makes it hard to predict likely Blast Cone locations resulting in a more random than intended result.

  • Limit of 2 Blast Cones per quadrant

When it happens 3 Blast Cones in a single jungle quadrant has been resulting in too much Blast Cone chaining, given the proximity between them that creates. Chained Blast Cones are much harder to respond to and the second use seems to be less deliberate by the user as well.

  • Seedling time to 60s (from 30s)

Increasing telegraph time on upcoming plants to improve ability to plan around their presence.

  • Reduced overall plant spawn rates

Plant frequency has been too high in the version of the system currently on PBE, resulting in more frequent interactions than intended and therefore a greater overall impact on the game than desired. We’ll be reducing frequency of plant spawn a bit as a result.

  • Visual Polish

On the art side there’s also still some stuff yet to come (minimap icons that are clear but less dominant, icons for individual plants when clicked on, etc)

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** Other concerns we're tracking and preparing follow up changes if needed: **

  • Ranged versus melee discrepancy

We haven’t seen it demonstrated yet, but it’s definitely possible plants will be too advantageous for ranged champs over melee. Fallback if needed’s to make them operate like Thresh lantern where it’s proximity to plant the allows interaction, not basic attack.

  • Randomness deciding outcomes,

We want randomness to create a range of situations where player decisions and execution can then decide the outcome. If randomness is instead deciding situations however we’ll then want to add additional telegraphing, both to spawn times and locations until players are able to recall possible plant locations and play around the possibility of them being up in an informed manner.

  • Plant interactions still too frequent

Upcoming changes might still leave plants too influential to the game and place too high an interaction burdern on players, junglers especially. Response there would be to continue to adjust spawn rate, maximum number possible per quadrant.

Apologies for the wall of text, lot to cover. I’ve to run off to a thing now, I’ll be back later though to post a bit more.

Marshbouy19 votes

Amazing. Please, please, we bed of you, keep up this level of transparency with the community.

infinyx3 votes

Hi Meddler, I am wondering if Riot has any plans in order to put the elemental dragons spawns into the champ select, which would allow a team to pick a comp around it before the game started, even more reducing the RNG.

Glory ln Death11 votes

I can see that going poorly...

"3 Cloud Drakes?!? Screw that, I'm out!"

"Only 1 Infernal Drake?!?! Heck no!"

Etc. People would be choosing games based on what dragons would spawn as much as they would be choosing team comps based on that.

ModCaptainMårvelous59 votes

See, the main problem is that the playerbase doesn't trust Riot to pull them if they flop even after all the changes.

There seems to be a heavy emphasis on "Sunken cost fallacy" when it comes to many of the decisions Riot makes. The major worry players have is that even if plants are a failure, they'll be pushed to live beyond the preseason. I have a wait-and-see attitude about this but if Riot makes the same mistake, no amount of working on plants could really fix things.

Axantucar12 votes

{quoted}

See, the main problem is that the playerbase doesn't trust Riot to pull them if they flop even after all the changes.

There seems to be a heavy emphasis on "Sunken cost fallacy" when it comes to many of the decisions Riot makes. The major worry players have is that even if plants are a failure, they'll be pushed to live beyond the preseason. I have a wait-and-see attitude about this but if Riot makes the same mistake, no amount of working on plants could really fix things.

Agreed. I fear that even a near-universal, very vocal dislike of the jungle changes would not induce Riot to remove them.

DragonStriker V84 votes

Keep in mind that riot is a dynamic game, constantly changing. These little things is what keeps league going, nothing is perfect, so the only thing to do is keeping working, keep adding new things. Look how for Riot has come since 2009, please give them the benefit of the doubt.

ModCaptainMårvelous2 votes

See, I don't like plants as they are, but I'm not opposed 100% to the system. I think with work and polish, they could be great.

THAT SAID, you work on that stuff in the preseason or in-between Seasons on the side. Don't throw plants in Season 7 and then build the plane as you're flying.

The Blue Rajah4 votes

Well, they are working on it in preseason. Did you see that list of changes that are going to the pbe? Hell, technically, preseason hasn't even begun yet and they're working on polish.

RiotMeddler18 votes

Bit confused here. This is the pre-season? Not sure when in the year you're suggesting would be a better time (this is the period where ranked's off and there's the smallest amount of pro play, some from a competitive perspective it's the best time to schedule big changes).

RichardHenri2 votes

I have an opposite feeling about what you think is good RNG and what is bad RNG.

For me a good RNG mechanics should be forced by the player. If you look at a game like CSGO, sometimes players will try to jumpshoot over a wall for example. The accuracy is really random in this case but it's a risk taken by the player. He will jump knowing that he will probably not hit but still takes the risk. That's a good RNG mechanic for me because it's based on what the player chooses to do. If you look at crits in League, it works the same way. You state that low % crit is a problem. I don't think it is. The player trades his normal output damage for a small chance to hit a crit. That's a trade the player is willing to take. He's taking a risk by trading an AD rune for a crit rune. If he does not hit his crit, his rune choices did not help him in any way. The same way a CS player takes a risk when he jumpshoots and if he misses, he puts himself in a bad position.

What you call good randomness in League like elemental dragons are not, in my opinion, in a game like League. It takes out the decision away from the player. If you cannot choose the drake spawn, you just have to deal with it. The variance between games is too great for me to make this game a good environment for competition. Same for Kindred's passive.

President Swa1n17 votes

Flawed logic. Low crit chance may be the choice of whoever using it, but whoever is on the receiving end will feel really bad getting crited by a player with low crit chance.

No matter what supposedly player controlled mechanic you bring up, there will always be ANOTHER player which CANNOT control whether or not they play against it.

Thus, the most fair and equal RNG is that which no player can control, but is not game breaking.

The Yetii Rider5 votes

Speaking of elemental dragons, any plans for Ocean Drake in the preseason? It feels much more unappreciable than the other drakes right now.

Gixia19 votes

The issue with Ocean Drake is that it gives health/mana regen. Both of those stats are extremely powerful, but like auras they don't feel powerful, and if it does feel powerful, it means it's actually overpowered as fuck.

RiotMeddler23 votes

Nothing currently planned. Wouldn't rule out changes, but there's a lot of other stuff going in already for 6.22 that we're still finishing off. One stack, early game especially, does still tend to be fairly impactful. Multiple stacks late game though aren't necessarily hitting the mark. Might be worth exploring a non linear growth in effect per stack or something similar.

Having said that, there's also always going to be one of the drakes that's perceived as worse than the others. Might be appropriate to buff Ocean a bit, wouldn't want to get trapped in a spiral of constantly buffing the weakest drake though just to catch up to the others.

6Sfool12 votes

I'm surprised that people consider ocean drake to be weak. I can't count how many times the sustain has saved me. Every single time I go tank support, I demand that my teammates not allow the other team to have the ocean drake.

I do wish, however, that ocean drake and cloud drake had more impact while in combat. Maybe have the ocean drake give a small amount of life steal/spell vamp to help out the squishies who don't really notice the regen, and the cloud drake give some tenacity/slow resistance to help with positioning inside of a fight.

warpenguin5551 votes

While we're on the topic of epic monsters, are there still Rift Herald changes coming in 6.23?

RiotMeddler4 votes

6.22, and yes, lowered damage and later spawn time.

Dominick Destine53 votes

Remove plant.

Thank you Morello.

Vanjie33 votes

They will force us to deal with it. Riot has shown a great dedication to horrible ideas and forcing their players to deal with it. It will be half way through the season and they will decide to remove it. It's going to be the same concept they did with Dynamic Que; a horrible idea they forced down everyone's throat that no one liked. On paper plants are a great idea. In reality it is poorly designed for a game that specific classes of characters can take advantage of. What Riot should be doing is stop wasting time on stupid ideas like Dynamic Que and Plants . . . . and fix and touch upon what is already great in the game. Why don't they just new items, champions, masteries, runes, and other stuff to make jgling more interesting? We don't need useless plants.

Linna Excel32 votes

Plants: riot's revenge for having to remove DQ.

The Deckowner31 votes

RNG has no place in a competetive strategy game.

Mira Arya Enthe17 votes

250% agreed damage with a 100% agree chance.

TehNACHO91 votes

Well designed RNG has its place in competitive strategy games. Being on Red or Blue side changes buff placement and how to enter Dragon/Baron pit, and for the vast majority of us not in E Sports land, that's a mostly random feature for us that is mostly fair either way, or Wolf's Passive on Kindred since if you can manually select what Jungle camp you want, that would just be abused to no end and the hunt mechanic as it exists would be fucking tedious without RNG.

High variance RNG that can favors one party over the other however does suck. Like Crit Chance. Fuck how Crit is currently designed.

Supreme Senpai698 votes

Nothing worse than giving first blood to a random crit rune.

MetalGearTeemu22 votes

Riot only hates RNG if its dodge.

they're A-OK with you losing your lane because lol yolo 1% crit.

Or having you lose a mid game defining teamfight because jinx crit 3 rockets. etc

Ahristocats4 votes

totally this, and ghostcrawler showed this statement when riot did the adc rework.

Ryzing2Diamond2 votes

[{quoted}](name=The Deckowner,realm=NA,application-id=3ErqAdtq,discussion-id=PwMsBp6f,comment-id=0002,timestamp=2016-10-24T04:26:58.711+0000)

RNG has no place in a competetive strategy game.

Uhh... yes it does................................. How you 'USE' the RNG is what should be what matters, though, rather than the buff itself. Strategic options are what makes a STRATEGY game, and having to contest Randomly generated buffs like Red Drake? that adds real and GOOD strategy to the game.

The Deckowner4 votes

The best stretegic option for the RNG plant is to get rid of it before it gets involved in anything.

Elemental dragon was never a good thing, because there is no stretegy involved. If you have strong bot lane and infernal drake you win, if it is not infernal you don't take it unless it's free. Drafting a strong bot lane for infernal drake is a strategy, getting infernal drake when you have strong bot lane is luck.

Ryzing2Diamond1 votes

[{quoted}](name=The Deckowner,realm=NA,application-id=3ErqAdtq,discussion-id=PwMsBp6f,comment-id=000200030000,timestamp=2016-10-24T17:54:37.649+0000)

The best stretegic option for the RNG plant is to get rid of it before it gets involved in anything.

Elemental dragon was never a good thing, because there is no stretegy involved. If you have strong bot lane and infernal drake you win, if it is not infernal you don't take it unless it's free. Drafting a strong bot lane for infernal drake is a strategy, getting infernal drake when you have strong bot lane is luck.

As a Plat-level all of your points are incorrect. Control of Drake doesn't secure you the game, it just increases your chances. You can still throw very easily, which is the case a good 60% of the time, believe it or not. And my point on the plant is pointless in this debate since I wasn't even mentioning the plant, I was mentioning RNG as a whole. I view RNG as very healthy if kept to a low level of benefit. Just another thing to micromanage to take advantage of, and I approve of that.

The Deckowner5 votes

I view RNG as very healthy if kept to a low level of benefit.

"Infernal Tribute" grants 8 / 16 / 24% (+50% if they have Mark of the Elder Dragon) increased attack damage and ability power.

Doesn't seem like low level of benefit.

The Yetii Rider27 votes

The PBE is not a testing ground for positive or negative feedback. It's a bug finder.

There have been instances where Riot has changed certain numbers or added features to a rework after getting feedback, but this is a huge coding change. No way they're going to just scrap it.

M Dragon145 votes

Wut? That is not true lol. What about the special ward that didn't show vision, but pinged if enemies were nearby. That was in the pbe, but never made it to live.

The Yetii Rider14 votes

That wasn't because of player feedback. Riot just figured out how bad it was for the game.

Zelorxon17 votes

Hey riot, just a quick brainstorming: -Nobody wants the plants in the jungle -Revert yorick's W and E changes, i want to cast my W outside range (because people haven't figured out yorick has to pick ghost since he deals damage as long as he's in range and this helps to set up those sick Ws) and i want to use my E on caster minions to push the wave faster, also i don't remember if you changed ult too but i'd like to have that change reverted too, if you did any, i want an intelligent being to assist my fights, not a hehexd running it down lane especially if i haven't attacked creeps yet -I GOT IT, YOU HATE SHYVANA, plese stop cucking her -I know that you guys at riot are la creme of bronze-gold-silver-plat, but, with your jungle changes to "promote unique playstyles and jungle diversity" you are missing the fact that this way you'll force the usual 6 champions pool in jungle and against a player that has played at least 2 games in jungle he will just ward it and screw over and over the enemy jungler since your paths are not predictable as fuck, they're FORCED, the same monotonous clear until it's late game enough that it doesn't actually matter, i know you want to "promote cooperation" by forcing the junglers in a shitty spot, but this won't be cooperation, this will be poverty, also i know you have been purposefully done stupid changes over 6 years just to fix them to enable a feeling of "hey this game is never the same!", not really, there have been like a dozen of patches that i actually liked and i wasn't forced to play around them since when i started playing (ashe was mid back then) -I noticed and i appreciate how you made almost every champion viable this season, but for the next season i'm afraid we'll fall back again into the "aoe tanks and eternal sustainers" in the jungle, and they'll become farming supports (nothing wrong with them, but it'd like to keep lulu, ori, ivern, nunu and karma to this role) like they used to be when junglers were forced to buy the most cheap tank items or just sacrifice everything for gold (I KNOW you want to "promote choices in the jungle", these aren't choices, this is a blackmail)

aaand for now i think, i'm done... as soon as i get new ideas i'll share the insight of this scrub noob right here salutations!

TheHappyReaperz1 votes

Why does Riot hate Shyvana?

Ralanr13 votes

She's kinda stat checky? Honestly I'm not sure, but they seem to ignore her obvious problems (like her ult) for some reason.

Droogzy6 votes

Thing that stuck out to me was how they left her out of Juggernaut rework because they felt she was more of a diver. Now she's being left out of diver rework because they feel she falls more in line with a juggernaut.

...wut?

vampirekid1310 votes

It's on the pbe so it's not getting scrapped. It's coming whether we like it or not I can count on 0 fingers the amount of major changes that got scrapped after being introduced to the pbe

NineTailedMystic34 votes

Riven "Edge" rework?

General Esdeath 3 votes

To be fair, that took the combined efforts of every Riven main to tell Riot that it would break her at higher elo and ruin her for lower elo.

Dextix LT16 votes

That did not work out well for mordekaiser players, did it?

SociopathFriend9 votes

I've only seen a few Youtubers play on the PBE but they both seem to like the plants.

Igglet3 votes

Which ones, though?

JQKAndrei17 votes

One of them is probably brofresco.

TheHappyReaperz5 votes

Nightblue seemed to like them

Velzard of Koz10 votes

I saw one of his videos and it looked like he found it hilarious. More like child with new toy. He was literally jumping of them out of blue, just because the jump effect was hilarious, no itention to run away or something. Lol.

Eedat27 votes

I would wager a week's pay that it's clickbait YouTubers like Nightblue, brofresco, pants, etc.

"NEW PLANTS ON PBE OP?!?!?! FEATURING BOOSTED NIDALEE! WOW WOW WOW WOW!!!!!"

Carnicore6 votes

Ugh, even Jeremy's "Gaming Curios" has been getting pretty awful about this.

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