Ask Riot on Runes, Splash Art and Buttons

Riot·9/1/2016, 2:15:18 AM·1 votes·41,227 views

Welcome to Ask Riot, where we focus on your questions and give you answers.

This week, we talk about how we make splash art, how we decide which abilities go on which buttons, and our current thoughts on Runes and Masteries.

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My question is about the splash arts of champions. I really like them and they look fantastic, but I wanted to know: How long do you usually need to design a splash art of a champ or skin?

It takes our team around four weeks to complete a piece of splash art. Splash art is arguably our most important asset outside of the game as it’s frequently a player’s first interaction with a champion or skin. This gives you a chance to first fantasize about playing as the champ (or skin). If done well, it could give you a deeper idea of a skin’s alt-fantasy or a champion’s motivations. You know what they say about first impressions, so we want to take our time and get it right.

We start with the champion or skin concept art being shared with the splash artist. From there, we create some really rough thumbnail images to get an idea of the composition. This is shared with the team and broader illustration team at Riot for feedback. We’ll create a variety of thumbnails to choose from, usually 3 to 6, and then pick one and continue to explore it. We’ll iterate and execute changes and move into Color Composition. Here, we’ll try out a few different color schemes on the single thumbnail to lock down the right mood and tone.

Once a color composition is picked the artist then goes and creates a line drawing. These initial stages account for about the first two weeks of a splash's development. The final two weeks are the render stage, where we create really tight details and materials to get the level of quality players know today. Another factor we sometimes have to consider is preparing the splash to be animated by the Motion Graphics team, which can take extra time to build out!

One of the other questions we hear often, is “How do you decide something is ready?” Well, this can be a little ambiguous to answer as we'd love to keep polishing forever but that means we’d never actually get it to you so that won’t work. While a splash is being rendered we monitor it pretty closely with the team to make sure we incorporate all the correct details and ensure the right level of visual hierarchy within the composition. Feedback can range pretty drastically! Sometimes in really colorful exciting compositions, like PROJECT: Ekko, the feedback will have be more geared towards making sure the character pops out from a busy background. For art like Pool Party Miss Fortune, we had to pay really close attention to (and edit) the character herself to make her feel like the champion who players know and love. There’s always new challenges with developing splash art so we really do have to take them on as they come!

3rdColossus, Champion Splash Artist and Riot Ve1vet, Personalization (Skins Team) Production



What was your vision for runes and masteries when you first created them and how might you change the system?

The original intentions behind runes and masteries were two-fold. First, they gave players some ability to customize their champion’s power and abilities above and beyond Summoner Spell and item choices. Second, they served as a form of progression system for level 1-30. As you obtained levels, you earned new mastery points and rune slots.

In terms of runes and masteries providing meaningful customization today, the experience is only average at best in my opinion. The update to keystone masteries we did last season helped to provide more choices for players, but we still have a long way to go. (Working in Adobe Air also proved to be pretty brittle to work with technically, which makes ongoing adjustments painful to players and developers because they tend to cause bugs, but we do have plans to rewrite this code.) Because rune benefits are passive stats, which can be easily solved by the community, it’s hard for them to ever be interesting decisions. In their current form, runes will probably always be something you just look up on the internet and copy from a guide, and that’s not awesome.

In terms of runes and masteries providing meaningful progression today, we’re just not hitting the mark. I’d argue that for players who are truly new to League, it’s hard for them to appreciate whether buying a new Lesser Quintessence of Mana is really noticeable when they’re still mastering the basics of the game. But even worse, a power delta between a lower level and higher level player exists because of runes and masteries. It’s the worst of both worlds: a system that doesn’t feel meaningful but in reality is really meaningful, in a bad way. This power disparity makes learning things like last hitting harder for the players who needs help the most, as well as making them weaker when compared to bots, or allied or enemy human players.

When League launched, the Summoner leveling system was pretty much the only progression in the game. At this point in the game’s life cycle, most League players have been level 30 for some time, and they have other progression systems that they can focus on, such as ranked progression or champion mastery, and we have long-term plans to offer additional progression systems as well. We recently reduced the time it takes to reach level 30, but we have acknowledged before that League’s onboarding experience needs much more attention. When we do that work (which is a priority, just not as high as many other priorities), we think we can offer a more compelling experience for truly new players that isn’t based around earning small passive bonuses (for example, Hextech Crafting is arguably a better system for delivering incremental rewards to players).

So if we don’t think runes and masteries have aged well, what are we going to do about it? We need to make changes. I will be frank that they won’t be coming in the 2017 preseason. These are complicated systems for developers to work on, and they affect everything from game balance to League’s IP economy. We don’t have details to share yet, but I didn’t want to confess that we aren’t happy with the current system without offering some commitment that we are going to change it. We think we can deliver on a system that offers some amount of customization without the current power delta that occurs while leveling. While there are champions that are underpowered or overpowered at any moment in time, overall we think most players would agree that they have a lot of champions that they can choose to play. In the same way, we think we can offer that level of choice in runes and masteries, or whatever the system that replaces them turns out to be.

GhostCrawler, Game Design Director



How do you decide which abilities get assigned to which buttons?

There are a couple of guidelines we try to follow with ability slotting to help players when they’re first learning a new champion.

First, if an ability is shaping up to be the bread-and-butter spell, the one that’s cast most frequently and ranked up first, we tend to assign it to Q. While players will eventually try all kinds of skill orders, we try and make sure that for a player trying a champion for the first time, maxing Q is a decent choice.

Second, some types of abilities have trended into certain slots, and we try to follow those trends. When working on Kled, for instance, we were prototyping an early version of Jousting, his dash ability. We looked at similar melee fighter champions like Riven and Yasuo, saw that their dash abilities were in the E slot, and followed suit with Kled’s dash. Similarly, his purely passive attack modifier, Violent Tendencies, has similarities to abilities like Vi’s Denting Blows and Vayne’s Silver Bolts, which both live in the W slot.

By following existing trends, we can leverage skills players have already learned from other champions to help get over the hump of playing an unfamiliar champion. It’s similar to how games in other genres follow shared conventions - if you’re playing a new, complicated FPS, for instance, you at least know that pointing the cursor and clicking the left mouse button will (generally) shoot your gun.

Oh, and we like putting ultimate abilities on the R button. It just feels like the most powerful letter, you know?

Harrow, Game Designer

288 Comments

TheOneAndOnlyJMC9/1/2016, 8:37:25 PM130 votes

WE WANT URF WE WANT URF WE WANT URF

hehexd

boiledhams9/1/2016, 11:43:13 PM28 votes

maxing Q is a decent choice.

Proof that Tiger Udyr is best Udyr.

kennith m9/1/2016, 9:09:19 PM26 votes

Also, I was wondering, can you remove the tier 1 runes from my inventory? Or maybe reintroduce the rune recycler thing? These tier 1's are driving me nuts

God Raijin9/1/2016, 9:46:18 PM19 votes

If they replace the rune system, what is going to happen to all the thousands of IP people have spent on runes and RP/IP for rune pages?

NewGuy1019/1/2016, 9:39:53 PM17 votes

I find Rune Pages to being the reason why people don't like/appreciate runes to begin with. When starting out League, buying/seeing a champion with a 6300 IP price seems daunting, but eventually achievable. Unfortunately, Free to Legends has a bad trade-off: either buy champs to have more variety, fun, and increase overall skill, or buy runes/rune pages to get "better".

Now advancing from the previous trade-off, most players go with more champs, which is where Problem #2 comes in. Starting with only having 2 rune pages intentionally limits the number of play-styles that a person can forego. For instance, suppose I'm a mid main and I hop into a queue with midlane-mage runes. All of a sudden my team says that I need to be the adc. This effectively cripples our win potential compared to if I had adc runes. This becomes even more cumbersome when you main the jungle: the role where a wide variety of mages, tanks, fighters, and even some marksmen thrive, requiring the most time invested to become efficient at all your jungle mains and the most diverse rune page strategies (Fiddlesticks runes don't work well for Khazik or Trundle).

Now I'm not saying that Rune Pages need to be scrapped, but their steep prices and the list of pointless runes to buy (Greater Quintessence of Energy Regeneration: +1.575 Energy regen/5 sec = 2050IP, no one in their right mind buys this in general, and no one buys this to use on the whopping total of 5 champs) need to be properly adjusted to better accommodate to League as it is today.

sparrowhawlk9/1/2016, 8:32:55 PM14 votes

Any hint as to when a new jhin skin will be released? Really looking forward to that.

Urcade9/1/2016, 9:42:41 PM11 votes

Riot please try changing the league cursor

Keevalroy9/1/2016, 8:58:10 PM11 votes

"For art like Pool Party Miss Fortune, we had to pay really close attention to (and edit) the character herself to make her feel like the champion who players know and love."

"You know what they say about first impressions, so we want to take our time and get it right."

Ahri Ummm...please help her. Her current base splash does not resemble what she looks like, when every new Ahri skin comes with a splash that does. I've been begging you to revert or replace since October of 2014 when the original base replacement was shown, so please tell me that when the eventual skin splash updates get to her, she gets a new base as well, or would we need to wait for her VU?

Wonder Pet9/2/2016, 7:25:35 AM8 votes

I would like to suggest that runes/masteries be an add-on to each champion's profile (similar to skin selection) attached to the champ rather than its own individual section, with like 2 or 3 options you pre-setup so you can choose to play a specific champ damage/tank, damage1/damage2, etc. Currently I can set up before ban phase everything ready to go and in ARAM i custom build a mastery for whatever champ I get. I have a friend I play with who isn't so sharp, having this ready and added on to any of the champs he plays would help.

Another thing I would like to suggest is an auto-buy item set. When you hit the platform if you have the gold you can auto-buy the next item in the set. I know items can vary for what you are playing against (especially for tanks who build to counter the enemy team) so optionally if using auto-buy you can do just the essential stuff, then take over after it auto-buys those first 2 or 3 essentials or whatever you pre-game add for it to get. My friend will sometimes buy 2 pairs of boots by accident. Most of the time it makes me laugh because you can't win them all and it lightens the mood, but there's some of those games where it just makes me really mad.

Also, I think it would be really helpful to have an auto-fill QWER system that you can pre-game set up for max order. There has probably only been 1 time it has really screwed me when the point didn't go in R. I was Garen vs a Nasus top and I would have had first blood but my R never went off lol. I main support so it really bugged me because I was trying really hard to do good at an unfamiliar role.

If runes/masteries don't get added on to each champions individual profile (which I think is a great idea and hope it gets used) I would be super grateful if there was a way to arrange the pages and delete the tier 1 runes. I'm a little OCD about grouping the AD runes, AP runes, and tank runes to be close to each other. Same with masteries. Support pages, marksman pages, mage pages, etc.

Oh and this might be asking way too much but I love to keep 1 vision ward on the map at all times and cannot when I am full build. RIP the pink ward trinket upgrade, I bought that back when it was 450 gold or whatever. I would like a way to do that, maybe a consumables only item slot?

MrSneyupur9/2/2016, 5:44:29 PM8 votes

**About the runes: ** It's annoying to have them so expensive. The only thing they are capable of doing right now is making long-time league players "better" at the game. The rune pages system falls under the same boat. They are so expensive that players would prefer to use their IP/RP on champions and skins. Rune pages should work more like mastery pages, and runes shouldn't be so expensive, or even have a cost associated with them in the first place. They are essentially a pay-to-win feature, which is frowned upon in competitive games.


Also please add a Quintessence of Bard that replaces all champion and ability sounds with Bard noises.

Bard

Memphis Ghoul9/1/2016, 11:12:33 PM5 votes

Still salty about exiled Morgana splash

kennith m9/1/2016, 9:08:43 PM3 votes

I have been playing the game for about 2 years now, and I have helped a number of people get into League of Legends, and the hardest part is always explaining why runes and masteries are important, and how to tailor them to specific champions. I was wondering if the runes and masteries systems would ever be explained to new players or if even the meta would be explained. the lack of teaching from the game itself makes a larger gap than actual experience. I still have a bunch of tier 1 ad glyphs etc that I bought when I didn't know better.

RakanButTHICCer9/1/2016, 10:16:09 PM1 votes

never played urf... ut from what ive heard/read its pretty much pick a broken and enjoy or get screwed over by ppl playing broken champs- In other words, it doesn't sound fun so I say WE WANT ONE FOR ALLL WEWANT ONE FOR ALL (cmon plz ive tried all my fav champs except mordekaiser an I think that would be kewl ;-;)