Zileas comes clean on the Gunblade nerf Posted by Jeff Morgan (11/06/2011 @ 5:09 pm)
I’m not happy about the Gunblade nerf. It’s not that I don’t think the item should have been nerfed – it absolutely should have been – but rather that the item nerf didn’t solve the problems with champions that use Gunblade. The most obvious offender here is Akali. Zileas posted on the forums this weekend, claiming that Akali “WAS toned back by gunblade nerf.” That could mean a lot of different things. It might mean Riot thinks her damage is now at a reasonable level. It might mean she’s being banned less and running away with fewer games. It might mean all of the above and more, I can’t really say. I will say that I disagree. I don’t even build Gunblade on Akali in most situations. She doesn’t need it in order to be successful. Plain and simple, it’s just bonus damage. Zileas said a bit more about the nerf, and it’s his latest statements that really have me confused. Here’s the quote, answering the question, “Why did you decide to nerf gunblade instead of akali directly?”: Because [Gunblade] when stacked was causing the majority of the problem due to the stats being of such high value relative to other items. We believe in taking the minimal effort required to adjust for OP situations, and a number of OP situations were coming out of gunblade. Rather than get into the hazy territory of nerfing several of champions who would then use gunblade as a crutch, we just did that. Less undesirable side effects.
First of all, stacking Gunblades have absolutely nothing to do with Akali’s current state. Was it problematic on Dominion? I don’t know. I never saw it. But I have never seen a Gunblade stack on Summoner’s Rift on any champion other than Kat. Never. And Gunblade is hardly a crutch for Akali. It’s more like the minigun that gets strapped onto War Machine in Iron Man 2. He already had a massive arsenal. Did he really need that minigun? Same goes for Gunblade on Akali. Most importantly, though, I really dislike the whole “minimal effort required” when it comes to nerfs. I’m not saying “you guys aren’t trying,” because I know that they are. But to see a problem with multiple solutions and say, “which one is easiest?” is shoddy balance at best. This would be a fine approach if the easy solutions were actually solving problems, but they just aren’t. The Gunblade nerf is almost perfectly analogous to the age old “attacking a symptom instead of curing the disease.” Akali is a plague on this game in her current state. I know she has counters. I know there are plenty of bad Akali players. But for every Akali I see play poorly or get countered I see another 20 run away with games they had no business running away with, securing double kills and triple kills with ease, and essentially ruining the game for at least five other people involved. I understand you guys don’t want to disrupt the game too much, Riot, but an Akali nerf is long overdue. Her combination of burst, mobility, and survivability is just too high, even for an assassin. Stop doing the easy thing. Stop attacking the symptom. Cure the disease. Posted in: Development, Editorial, league of legends Tags: akali, akali buff, akali nerf, easy way out, game design, gunblade, gunblade changes, gunblade nerf, zileas
Zileas gives us a little insight into Riot design Posted by Jeff Morgan (10/18/2010 @ 7:34 pm)
Over the weekend Zileas gave us a rare gift – a list of development patterns that guide the design process for League of Legends. I can’t tell you how much this kind of thing interests me, though I’m sure you can guess from my own detailed critiques of several champions. This also gives us a chance to consider some of the recent champion releases against this list to help understand just how complicated the design process can be, especially when the company has committed to a bi-weekly deadline for champion development. Consider Swain: a big part of his problem was that he was originally designed under a burden of knowledge, that is, the player had to be aware of a complex mechanic in order to understand its use against opponents and against himself. It was undesirable enough that Riot decided to make it more understandable, but there wasn’t enough time to rebalance the character before release. Even the champion spotlight was released with the original skill in place. Personally, I don’t think burden of knowledge is a good enough reason to change a hero like this. After a point, there will be too many heroes with too many different mechanics in play for new players to truly understand the game. In that case, the game has to adapt, to be better suited for a player to pick up. Make the knowledge more available, don’t dumb down the game. I still see people who don’t know the basic mechanics of some heroes. It’s not that they are incapable of understanding, just that they haven’t yet discovered the mechanic. Make the discovery process easier and burden of knowledge only becomes an issue in extreme cases. As Zileas notes, we could find examples of each design pattern he mentions within League of Legends. I’ll be referring back to it often to help me better understand what’s behind a champion. We’re getting Lux tomorrow, so you can bet she’ll have my full attention during the week ahead. Riot staff should stop trolling Posted by Jeff Morgan (07/21/2010 @ 3:48 pm)
I understand that the crew at Riot is probably a little miffed at all the negative feedback surrounding the launch of Season One. Despite the problems, LoL is still a free game with an impressive feature list, and I’d probably be a bit peeved if people were constantly bitching about this thing I was offering up for free. But trolling isn’t the way to deal with that frustration, and it’s probably going to make things a whole lot worse. Take this most recent troll post from Zileas, the game’s design director wherein he claims they’ll be making Xin Zhao’s ultimate refresh any time he gets a kill or an assist. It’s a joke, but if you weren’t reading the forums regularly and didn’t know that they were planning to nerf Xin’s ultimate you might easily assume this is real and get fairly pissed off. Now, some would say it’s the responsibility of the reader to find out what’s real and what’s not – can’t trust everything you read on the internet. I would say, though, that it falls to Riot to keep its forums safe and enjoyable for old and new members alike, and making troll threads just to get a laugh out of the council and the forum regulars doesn’t do any good for the community. If Riot wants new players to get involved in the game and the community on the forums, it has to put an end to this crap. LoL: We’re just now getting the MM fixed? Posted by Jeff Morgan (04/28/2010 @ 2:32 pm) Matchmaking has long been one of the hottest topics of discussion around LoL. For most players I’ve talked to, the system is hit or miss. You’re either paired with a team that does reasonably well usually against a team that’s not so good, or you get the reverse, stuck on a team that has some less than skilled players playing against people that know what they’re doing. In rare (sometimes even not so rare) circumstances, you’ll matched with someone who has no business playing in your games, someone like the level 3 I was matched with just a few days ago. The Garen patch brought with it a bunch of changes to the matchmaking system, including some optimization for level balance alongside the current ELO balance. There were also some changes made so that 5-man premades would be placed against other full premades more often. While all of this is good, I have to ask, now? We’re just now getting these changes and also getting word of them? Why hasn’t this been a part of the forum discussions for months. No doubt one of the highest contributing factors in the number of forum posts lambasting the matchmaking system is the lack of a Riot response. There was very little indication that these things were being worked on, and the general sense was that it just wouldn’t be fixed. Now Zileas has stepped forward requesting feedback on the new changes, and he uses language that I think points at some of the design attitude around matchmaking. Take a look at his last point: “4) Any other weirdness that is obviously very bad, not just subjective “this guy really sucked’ type stories.” While a player’s assessment of another’s skill is subjective, there is also some empirical data we can look to for determining whether matchmaking is doing its job. A while back I cited a player who had a significant number of losses in his last 10 games, nearly all of which included stats to support the theory that he’s not a very good player. I’d hardly call that amount of data subjective, and it took me a total of three minutes to discover without any analysis tools. The bottom line here is this – if you want a more accurate ELO, you need to find four friends you believe to be of similar skill level and premade, premade, premade. Riot’s matchmaking system will never be able to account for individual skill in the midst of unskilled teammates unless it moves to some sort of performance-based system, which is unlikely at best. Until then, its probably best to just keep quiet and enjoy the five to ten percent of your games that turn out to be a decent match. Posted in: Reviews Tags: arranged team, at, elo, fix mm, matchmaking, matchmaking broken, matchmaking by level, matchmaking fix, matchmaking sucks, mm, premade, zileas
LoL: The way surrender might have been Posted by Jeff Morgan (03/10/2010 @ 11:11 am)
One of the best differentiators between League of Legends and Dota is surrender. If at 25 minutes it seems a sure loss, teams with a heavy majority vote – 4/5 – can surrender the game by simply typing /surrender. It’s a great mechanic for those steamroller games, whether you’re on the giving or receiving end of a brutal beating. It saves time and a lot of frustration for most everyone involved. It can be annoying, though. I’ve had many games that have been close, only to have the other team surrender as we’re pushing down inhibitor turrets. It’s a small thing, but sometimes it’s nice to have that complete victory. The thing is, the minor frustration of not finishing a game is nowhere near the frustration of enduring a guaranteed loss because your teammates won’t surrender. Quite a few players believe there is some sort of surrender penalty and won’t surrender because they don’t want to cripple their IP gain. It was almost implemented – luckily, Riot was smart enough to see the problem and simply moved surrenders to 25 minutes instead of keeping it at 15. Apparently Zileas posted a few months back suggesting a penalty for surrender. I haven’t been able to find that post – what I found was an old post asking Riot to reconsider. Zileas posted a couple times inside, both of which provide a disconcerting look what was then the possible future of the surrender mechanic. Basically Riot wanted to distinguish between true losses and surrenders so that it could properly “reward” players who stay until the bitter end. In turn, teams that surrender will be subject to a penalty, likely in the form of reduced IP gain. His first response is below: Players tend to do what they are rewarded for. Players get a lot of satisfaction out of “Finishing” opponents off in our game, and everyone enjoys that sometimes. We want to reward people to not surrender for this reason.
This “reward” system completely ignores the fact that players can “surrender” by standing afk at fountain while the other team pushes it in. The strategy is used all the time with AFK players because it’s a waste of everyone’s time to play the game out. The new system wouldn’t have “rewarded” anyone, it would have incentivized people to AFK, effectively ruining the game. This was one of Dota’s major problems, one Riot combatted with the surrender vote. Zileas’ second response revealed that the game would be going to 15-minute surrenders if a penalty system was implemented. we want 15 min surrenders — but the platform doesnt distinguish between losses and surrenders presently. Once it does, we will go 15 mins. Right now, if we did that, the optimal behavior would be to chain surrender at 15 mins every game.
Luckily the system never went through. I’m not sure I would have noticed if that was the way surrender had always worked. We likely would have just seen a lot more AFK once a player thought the game was decided. |