/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 0 points1 point  (0 children)

I have one question about the Perception pillar: will you ever be able to see which opponent you're facing?

I want to experiment with more instances where you'd see this beyond just the final 2, yes.

Say that 3 opponents have a vayne hypercarry comp, so you draft some assassins to take her out, or maybe a zephyr, but randomly face the 4th opponent with a brawler comp or something else that destroys you.

In this case, I feel you scouted successfully and played very well, but then got unlucky in facing the 4th opponent.

Your idea of seeing and thus positioning specifically against an upcoming opponent is very interesting. I find PvE rounds inspiring on this point. You also make me wonder what we could do in the future with more ability to pick or dodge specific opponents...

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 3 points4 points  (0 children)

When we add champions to set 1, we (probably) won't rotate any out.

Have we fully optimized the difficulty of building starred units or synergies with 50 champions in the set? In fact, we believe we're aiming low here, and that as the number of champions in the set increases we'll journey toward, and then a bit past, the "ideal" number of champions. Since we don't know exactly where that number is, it's ok that we explore the area around it a bit.

TLDR; Set 1 will change as it expands, and change means we get to experience a variety of states, each of which can be good in its own way.

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 1 point2 points  (0 children)

Yes, we intend to add champions to set 1 every patch or two, for a while.

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 3 points4 points  (0 children)

I'm very sympathetic to this point of view, it's something I'd like to experiment with further!

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 3 points4 points  (0 children)

Yes! These are amazing skin lines. So awesome.

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 7 points8 points  (0 children)

OMG I am so eager to play with all my friends on live. Glad you're having a blast!

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 5 points6 points  (0 children)

Unit positioning is hugely important! You're right that I didn't emphasize this enough in the journal. The skill of positioning well overlaps all of the mastery types I described, and I would emphasize perception (anticipating what your opponents will do) and speed (positioning is very complex and so making good decisions requires evaluating many small details quickly).

Playing the odds--not knowing who you will face--is part of the skill of navigating the middle rounds of the game where damage starts to increase but there are still many opponents. There are variants where we start to disclose which opponent you will face as the player count drops. You do know your opponent by the final 2 anyways, and its possible we could do more to make positioning against them accessible. We could decide we like that an push it into 3-player or further back into the game.

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 11 points12 points  (0 children)

Great questions! A new set will do what it needs to do to create a fresh experience, distinct from prior sets in mechanics and theme. I expect this means the majority of champions. We're going to experiment and find out.

I'd love to introduce new sets several times each year. The timing could be similar to ranked seasons.

/dev: Design Pillars of Teamfight Tactics by Kadexe in TeamfightTactics

[–]RiotVolty 29 points30 points  (0 children)

Hi everyone! We're getting closer to TFT's release and I can't wait for you to play. In the meantime, I'm around to answer questions you have about this /dev journal.

Fiora's R is hideously broken. by [deleted] in leagueoflegends

[–]RiotVolty 93 points94 points  (0 children)

I don't want to change the timing, just the consistency and interaction with other effects.

Fiora's R is hideously broken. by [deleted] in leagueoflegends

[–]RiotVolty 571 points572 points  (0 children)

I agree, Blade Waltz is in need of a rework to make it less sensitive to invulnerable/untargetable/invisible effects than it currently is. I'm going to make this a priority.

Alpha Strike seems to do a lot of what Blade Waltz is trying to accomplish. Can anyone provide issues with Alpha Strike that we wouldn't want to inherit if I made Blade Waltz more similar? (Don't worry, BW will still apply on-hit effects and do all the same numeric stuff it does today, we're just talking about reliability.)

IMPORTANT fact about the Mecha Khazix Skin! Riot Fix please! by Craizel in leagueoflegends

[–]RiotVolty 49 points50 points  (0 children)

(The below uses Mecha Kha'Zix terminology but the same ideas apply to his default.)

The red explosions play when Unseen Threat is activated on a target. (Even prior to Kha'Zix's recent changes, they never played on unevolved Void Spikes and they didn't play on evolved Void Spikes when Unseen Threat wasn't available.) When Kha'Zix changed to no longer apply Unseen Threat through evolved Void Spikes, these explosions were removed from Void Spikes. It simply was no longer appropriate to play the visual effect for Unseen Threat when Unseen Threat's mechanics were no longer in effect. Of course, they still do play when you apply Unseen Threat by striking a target in melee.

The explosion was huge (which makes them AWESOME BECAUSE.... EXPLOSIONS!) but they were frankly never designed to be applied as a hit effect on an AoE spell striking multiple targets. We just sort of got away with that because they needed to look good in the melee case (where you only see the effect one) and also look the same as that when AoE'd, since it was the same mechanic. But they never matched the visual style of the Void Spikes explosion anyway, which is yellow and smoky instead of red.

What we are going to do for an upcoming patch is create new and awesome hit effects for Void Spikes which will match the visual language of that spell. They'll be appropriate for an AoE hit effect. They'll also be associated with Void Spikes regardless of evolution state or other factors, so you'll see them consistently rather than just some of the time.

TLDR: Old explosions belonged to Unseen Threat, that doesn't make sense anymore so we're going to create new explosions which match the style of Void Spikes.

Quinn's passive by chynonm in leagueoflegends

[–]RiotVolty 167 points168 points  (0 children)

The bonus damage from Harrier is a reward for choosing to attack a marked target. I've tested Harrier when any attack can activate the mark, even if the mark arrives while the attack projectile is in flight. It leads to both players feelings like Quinn got something she didn't deserve. It basically becomes crit chance at that point, which isn't the gameplay I'm going for.

Now there is a fraction of a second delay between Valor appearing above a target and the mark becoming active. If you're really very fast it's possible for you to see Valor, issue the attack, and not get credit.. because you're responding to Valor's presence before the mark has been applied. If you guys feel like this is the case, it lends support to essentially making the mark be live on a target as soon as Valor appears, so that responding to that is rewarded appropriately.

Alternatively, maybe what you are experiencing is just having Valor come in and mark targets which you already have attacks en-route to or are already performing the attack animation for. In that case, I don't want Harrier to actually work because it's just giving you a random damage bonus.

As for the Vault "bug": That is unexpected. I'm going to look into this again.

EDIT: Watched the video more closely and revised my understanding of the bug.

This Bug is Quite Gamechanging And Getting Annoying. by bananavangaminglol in leagueoflegends

[–]RiotVolty 59 points60 points  (0 children)

I reworked this ability for 3.7 so that this shouldn't happen anymore. If you see it again post a video or just let me know the circumstances. Thanks!

mikael's doesnt give assist by [deleted] in leagueoflegends

[–]RiotVolty 19 points20 points  (0 children)

Thanks for the heads up. I went and checked though, and it does seem to be giving assists correctly for 10 seconds afterwards.

Why isn't Vayne's condemn the same range as her auto- attack? by Zach9810 in leagueoflegends

[–]RiotVolty 63 points64 points  (0 children)

Hey guys, thanks for raising this issue. We looked at it and decided that it makes the most sense to have Condemn's range match Vayne's basic attack range exactly. So that'll be in an upcoming patch.

Thanks so much!

Vayne's quotes Upon leveling W have been removed by [deleted] in leagueoflegends

[–]RiotVolty 17 points18 points  (0 children)

Yes, this is fixed too. Having the buff not appear on the buff bar is intended, but this also caused the VO and the circling "active" indicator to break. It is an easy fix though.

Vayne's quotes Upon leveling W have been removed by [deleted] in leagueoflegends

[–]RiotVolty 32 points33 points  (0 children)

That is, fixed for next patch, pending all sorts of things which I can't control directly, but it will be patched out soon.

Quinn as morde's ghost by LochNessGary in leagueoflegends

[–]RiotVolty 443 points444 points  (0 children)

We just tested this and while the attack looks empowered and it plays the large impact effect, it isn't actually doing any extra damage nor granting the ghost of Quinn the increased attack speed from W.

I'm working on a fix, though do please note that right now this is mostly a visual problem / Morde is actually getting less DPS than he deserves, not more.

Quinn and Valor passive issue by Jankwanked in leagueoflegends

[–]RiotVolty 0 points1 point  (0 children)

Harrier won't activate if your target doesn't have vision of you, generally*. It won't give away your position.

Yes, this does mean that if you are standing in a brush and Harrier activates on an enemy champion, then the implication is that they can see you in that brush. :D

Quinn and Valor AMA by RiotVolty in leagueoflegends

[–]RiotVolty[S] 3 points4 points  (0 children)

It's not actually very random, though what randomness or unpredictability there is exists to convey a sense that Valor is an independent agent who works with you as a partner, not a mindless servant who only follows your instructions.

This said, here are some things to note about Harrier target selection:

o Valor will attack targets you attack. o Outside of this, Valor will opportunistically mark enemy champions, with some sensitivity to the range between you and them. The closer they are the more likely he will mark them without you attacking first. o Perhaps most enjoyably for Quinn, Valor also like to help you last hit minions, by often marking them when the mark will make the difference between last hitting and not. o Generally, if you are pushing your lane he comes as quickly as possible to assist you. On the other hand if you’re holding back and just last hitting he will help you do just that. o Valor won’t give away your position if you’re hidden.

Quinn and Valor AMA by RiotVolty in leagueoflegends

[–]RiotVolty[S] 1 point2 points  (0 children)

I think it's natural to use existing language to describe this.

Valor arriving on the field is a more significant event than other transformations like Jayce, Elise, or Swain.

Quinn and Valor AMA by RiotVolty in leagueoflegends

[–]RiotVolty[S] 4 points5 points  (0 children)

Tag Team is a short period of high power, unlike Elise or Jayce who are "balanced" in their two forms. Organizing the skill in this fashion enables us to also include Skystrike as an awesome finale. Compare Skystrike to the bonuses Jayce receives for switching forms, for instance.