Wednesday, August 1, 2018

Red Post Collection: /Dev: Position Ranks in 2019, Quick Gameplay Thoughts July 27 & August 1st, & more!

This evening's red post collection includes a new /Dev on position ranks in Ranked 2019, the winners of the Champ Memotions contest, Meddler's quick gameplay thoughts for July 27 and August 1st, and more!
Continue reading for more information!

Table of Contents


/Dev: Position Ranks in 2019 

Here's Riot SapMagic with an update on Ranked in 2019;
"Hey everyone! Ed “SapMagic” Altorfer, the lead for Ranked, back again. Earlier this year, we detailed a broad set of updates to Ranked aimed at making your games more fair, your rank more accurate, and the grind less, well, grindy. A month ago, we ran you through additional changes we made based on your feedback, and now we want to take a moment to share next steps on position ranks and Ranked as a whole. In short, most of the Ranked changes have been well received and will go out as planned. You’ve given more feedback on position ranks, and we want to get it right, so we’re planning to run a handful of single-split, regional previews to get hands-on feedback from you before we roll it out everywhere. 
YOUR FEEDBACK SO FAR 
Since Riot Pls and with each dev blog, we’ve been following the sentiment on the Ranked changes. We saw pretty much the same feedback from every region: You told us you felt good about most of the changes, like tiers, splits, rewards, and placements. At the same time, some of you were worried the benefits of position ranks, such as better matchmaking and a more accurate rank, could be outweighed by new abuse cases and compromised competitive integrity. 
As a direct result of that feedback, we hauled position ranks back into the workshop and introduced focused changes that uphold competitive intent and curtail abuse cases. We feel good about the adjustments, but we know we’re going to need your hands-on feedback—something we can’t get before the start of the season. 
SO, WHAT’S HAPPENING? 
We’re going to roll out position ranks in a way that lets us gather feedback before going broader to all players. This means a handful of regions will get a preview of position ranks for the first split. While the previews run, we’ll iterate based on your feedback. We’ll also track both single and position ranks so we can switch between them as needed. 
We’re also going to release positional matchmaking and detection in Normal Draft in the next couple months. This will help us make any necessary adjustments and gain confidence it’s working as expected before we turn it on in Ranked queues. 
The other Ranked features will go out to all regions later this year: a full rework of placements, a revamped season structure, new and evolving rewards, and two new tiers. We’re working now on solidifying our preseason plans and we’ll share more details soon. 
UP NEXT 
In the coming months, we’re going to break down the rest of Ranked for Season 2019 and introduce you to the team behind the changes. Next up is (still) tier and division changes, as well as placements. As always, thanks for taking the time to read these dev blogs and share your feedback—keep it coming! 
Oh, and if you’re having a hard time remembering everything we’ve announced so far on Ranked for 2019, don’t worry. We have your back! Check out our other blogs below: 

Check out the Champ Memotion Winners!

Here's SandalwoodGrips with the winners of the Champ Memotions contest:
"The community submitted over 4,000 entries to the Champ Memotions contest and we've spent all week combing through them looking for the best and brightest. Throughout the process we were blown away by your talent, passion, and deep appreciation for high quality memes. Narrowing this massive field of submissions down to just a handful of finalists was tough, but we're excited to present the Champion Memotion Contest winners! 
Grand Prize 
TE4MOON
Vonyalo
Runner-Ups 
Chai Tea Latte
 
Ezreai
FsMaverick
Honorable Mentions

  • Paper Pixie
  • KatoVisual
  • ArchangelKeii
  • Meix2
  • FaeSorceressLulu
  • Zark Starnotz
  • Tibodungeon
  • Ryuuna
  • beechs
  • Manga Delta
  • Zevrin
  • Papikana
  • RSpanner
  • ScruffytheTurtle
  • D3us 3xMachina
  • SPINIPS
  • hyo oppa
  • cybersmack
  • moskvitchok
  • tanukiM
  • Kringlas
  • Achro XIII
  • Chris Duck
  • King Xeno
  • Moogle Main 
To everyone who participated, y'all are awesome! We'd like to also thank our prize sponsor Microsoft for providing the awesome Surface Book 2 and Surface Pro prizes for the Grand Prize and Runner-Up winners. Check out the Republic of Gamers Arena for live League of Legends Tournaments in your area. 
We will be reaching out via email to the Grand Prize and Runner-Up winners over the next week. For all Honorable Mention recipients, expect to see your prizes awarded to your League account within the next week as well. If you have questions or concerns, please reach out to player support."

Quick Gameplay Thoughts: July 27

Check out Meddler's quick gameplay thoughts for July 27th, including thoughts on tanks, the stats tab, and more:
"Hi folks, 
Usual Disclaimers 
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 
Some thoughts on tanks + thoughts on damage part 1 
We've seen quite a bit of player discussion around damage currently feeling really high. Also seen fair amount of discussion around tanks, and how some are struggling. Wanted to start today by talking about the tank side of things, given it's also part of the damage discussion. Further thoughts on damage in general to follow next week, there are quite a few different angles worth talking about, so wanted to split the conversation over more than one post. Talk next week will include some of our thinking on damage contributions from kits versus other sources in particular (e.g. where is ability to stack damage from items, runes etc healthy or problematic?). 
Some current thoughts on tanks then:
  1. Tanks played as supports are generally performing pretty solidly. Jungle and top tanks by contrast are more likely to struggle. A lot of that reflects what a team expects from higher gold/XP positions. Many tank patterns front load a lot of their contribution, which tends to be pretty consistent in power (CC that isn't very item/level dependent in particular). That means support tanks are more likely to still justify their spot even if tanks overall may be weaker.
  2. Most players are drawn much more to damage focused classes than non damage ones. Play rates for many tanks tend to be low relative to other options when they're equally balanced.
  3. That combination of some tanks (jungle and top struggling) and lower general appeal means metas occur, such as the present one, where there are few tanks being played. That contributes to damage feeling high for a couple of reasons. Teams without tanks lack a front line, so tend to get burst more due to the lack of soak/zoning. Metas without tanks also mean it's more likely that each team has 4, or even 5, damage threats on it as well though, especially if enchanters (the main other non damage group) are also being played less. Even if any individual champion’s damage isn’t any higher the game's going to feel much more lethal when there are 1, or even 2, more high damage champs per team.
  4. Given the above impact on how high damage the game feels, plus other benefits tanks bring (they give structure to team fights, help create more distinction between different members of a team etc) we think it’s generally good for a team to have around one tank on average. That’s not to say teams without tanks are bad and something we want to remove entirely, or that teams with multiple tanks are always problematic. Tanks being too common or too rare tends to create problems though, with one a team on average tending to lead to good metas.
  5. Some tanks are proving to have some of the difficulties being balanced between pro and regular play that a few other champs (Ryze etc) have. Gragas has also been such a case, Zac and Sejuani are now also creating some problems in that regard too, indicating our approach with their updates last year had some significant issues. 
So, having tanks be good choice who get picked is something we think’s important for the game, both to help keep damage output in check and for other reasons. In terms of what we're planning to do to support healthy amounts of tank play:
  1. We'll be looking at damage sources that are anti tank, particularly those that counter Armor/MR. Feeling is we've pushed too far in terms of amount of pen/true damage offered. The reduction in true damage from IE's passive in 8.15 is the first part of that. Following changes will depend on how large an impact that does/doesn’t have, plus the general state of the game. Need to be careful here not to swing back so hard that stacking tanks becomes optimal again, without sufficient ways to respond to it.
  2. We'll be buffing some individual tanks in 8.16, particularly those who've been historically healthy even when strong and/or that we've overnerfed this year.
  3. We'll be looking to reduce the organized team versus random team difference in effectiveness some tanks show. Not certain yet on timing of that.
  4. Longer term again we also want to work on kit satisfaction (feel, rather than power) for some tanks. Not sure when that will happen yet, could be quite a while off (e.g. not

    from
    http://www.surrenderat20.net/2018/08/red-post-collection-dev-position-ranks.html

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