League dev explains why new Eternals are shaped to "encourage teamplay" - Dexerto
League of Legends

League dev explains why new Eternals are shaped to “encourage teamplay”

Published: 20/Feb/2020 1:35

by Andrew Amos

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While the League of Legends Eternals system is all about individual skill expression on your favorite champion, Riot has revealed they specifically designed the new stat tracker to “encourage teamplay” in the five-vs-five game.

Eternals have been a divisive topic in League of Legends since their original pitch. While the idea of stat tracking, and rewarding players for mastering a champion, has been long-requested, the original set of missions fell flat for almost everyone.

Riot took the feature back to the drawing board for over a year, and they are now ready to release the revamped system, with the intention to “encourage teamplay” around the individualised stats.

There were three goals for the Eternals rework: “create more skill expressive and exciting stats to track, offer ways to earn Eternals without spending RP, and provide discounts for players with broad champion pools,” said League Product Manager Adriaan ‘KenAdamsNSA’ Noordzij.

A major issue with the initial set of Eternals was how meaningless the stats were, and if players wanted to reach new milestones, they might have to play in a way that could have negatively impacted their team.

“Many of you told us our first series of Eternals wasn’t exciting enough and didn’t let you show off your skill in the ways you wanted,” KenAdamsNSA added.

“We took some time during development to post our designs for all 435 of the new unique Eternals to get players’ feedback on where we were headed.”

League of Legends Eternals for Lee Sin
Riot Games
Your Eternals stats will show up on your champion card in loading screen.

Mains for champions all across Runeterra were able to craft the perfect set of stats to track with meaningful value behind them, rather than just boring mechanics.

The best example of this change is with Poppy’s Iron Ambassador passive focusing on damage blocked instead of number of shields received.

They also changed the Starter Series set to be more revolved around teamplay for all champions, and a better indicator of skill across the board. Instead of focusing around slightly varied stats for each champion, every champion will have access to the same starter trackers.

These trackers have a focus on global objectives, including takedowns, structures destroyed, and epic monsters killed like Barons, Dragons, and Rift Heralds.

Baron Nashor in League of Legends
Riot Games
Eternals will have a heavy focus on teamplay so players don’t have to play against their win conditions to get stat boosts.

“We specifically chose these stats because they encourage teamplay and are applicable to all champions in the game,” he said. “You won’t need to last hit a turret or dragon to get credit for these, so long as you participate in taking the objective or kill, your stats will go up.”

The Eternals rework also features ways for players to unlock the stat trackers for cheap, or even free. Eternal Capsules will be granted to players as a free reward during Ranked Splits, containing a new set of missions for a specific champion.

Players can choose to unlock a Series Pass too for 5850 RP to get access to all Eternals in a series, a 90% discount compared to buying them individually.

League of Legends’ Eternals system is set to launch in the first half of 2020.

League of Legends

Riot address League preseason 11 ranked issues after player backlash

Published: 5/Dec/2020 6:44

by Andrew Amos

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While you can’t earn much for playing ranked in preseason, many League of Legends players still do to get high quality games. This was lost on Riot originally, but they’ve addressed the LP gain problem in a new statement, vowing to make changes ahead of Season 11.

Ranked play in preseason isn’t awfully popular in League of Legends. However, it’s often the best place to get a competitive game to test out the new features. In Season 11, that has been incredibly crucial with testing the new item rework.

However, Riot sent players for a loop when a support representative said playing ranked was practically “pointless.” This led to the community being both confused and outraged for Riot basically saying ‘stop playing the game.’

The point was lost in translation though. Lead gameplay designer Mark Yetter clarified Riot are introducing some changes to LP gains in ranked to compensate for the Season 11 overhaul. However, the initial update had some unintended consequences.

“We’ve made some pretty big changes to the LP system during preseason, some of which are easy to see (no more division promos) and some of which are more under the hood (improvements to our matchmaking algorithm),” he said in a December 4 blog.

“There have been some hiccups during the rollout of these systems, but that’s why we do them during the preseason where they have a smaller impact. The end result is that we saw players’ ranks being inflated, which resulted in lower LP gains in the short term.”

With the kinks ironed out ⁠— so players won’t get weird 12 LP gains and 25 LP losses for now ⁠— Riot is feeling confident about their changes for next season. Overall, players should expect LP gains and losses to be smaller, but the system as a whole to feel fairer without promotion series.

“We’re planning to do a smaller ranked reset at the start of the season so you stay closer to the rank you’ve achieved this year, and removing divisional promotion series makes people climb faster, and benefit more from a win streak,” he stated.

“The combination of these two changes would cause significant rank inflation, so in order for the ranking system to stay accurate, we needed to tone back the amount of LP gained per win.”