ランクマッチ振り分けについて
For this year's ranked changes we're changing a lot of stuff at once. While we've put as much diligence into simulating and calculating the expected outcomes of the changes, we won't really know until it's being stress tested by you all.
— Matt Leung-Harrison (@RiotPhroxzon) January 10, 2024
Please let us know (reply to this post)…
- LP獲得量が少ない(20未満)
- LP状況の悪化(勝利時のLPが敗北時よりも少ない)
- 振り分け地点がおかしい
- マッチメイキングがおかしい』
PSA:
— Matt Leung-Harrison (@RiotPhroxzon) January 10, 2024
We start of season resetted to where your MMR should put you. Because of the thing I mentioned last week, where we were not demoting people often enough (especially from tier boundaries like E4, P4, etc.), there were many cases where a player was Emerald with Gold MMR or…
ホットフィックスのお知らせ(1/11)
We're going to be doing a balance and stability (bugs) micropatch either tomorrow or the day after to address balance outliers.
— Matt Leung-Harrison (@RiotPhroxzon) January 11, 2024
Burst might be high rn, we'll be doing an audit to see how much is start of season chaos and where it's coming from (could be ap just has high winrate,…
ホットフィックス対象リスト公開(1/12)
Overall:
— Matt Leung-Harrison (@RiotPhroxzon) January 12, 2024
Overall, we're pretty happy with how the patch has landed.
- No critical bugs (there's a few bugs with Rift Herald, Hwei, etc. that we're fixing)
- Balance is decent (no champion moved more than 4% in either direction)
Shoutout to QA, Engineering in particular for… pic.twitter.com/sEMsDXE06X
- 致命的なバグがないこと(リフトヘラルド、フェイ等にすこしバグがありました。すでに修正しました)
- バランスは良好(どちらの方向にも4%以上の変動があったチャンピオンがいない)
A few things I forgot to mention:
— Matt Leung-Harrison (@RiotPhroxzon) January 12, 2024
Leblanc: Thought we might be able to get away with reverting the attack speed stuff for feels, but AD LB is popping up again, so the changes are targeted at that
Illaoi: She isn't great, but her issues aren't immediately solveable with just…
アイテムのツールチップについて
For item tooltips. We had a significant push this year for better tooltip clarity and clearer signaling (better using shift tooltips, presenting information more clearly, not having "UNIQUE Passive" everywhere, etc.) We're still interested in continuing to improve these efforts…
— Matt Leung-Harrison (@RiotPhroxzon) January 11, 2024
- 特にそのアイテムが状況に応じて選択されるものだった場合(例:重傷)に、意思決定の助けになる情報を表示する
- 同じ方向性で、理論上は便利に使えるが実践上は大して有効ではない情報を強調してしまう場合はこれを使わない
- 満足度は向上させるが意思決定を増やすものではない情報では控えめに(例:キル数の収集)
- 意思決定に影響しうる情報を全て出そうとするのではなく、そのアイテムの主目的に則した情報を表示する
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