Behavioral Systems July Update
Sharing our next areas of focus for behavioral systems improvements.
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The work or goals could change depending on what we discover, and projects mentioned may get delayed or even stopped. That said, I believe it’s important to share as much as we can even if plans may change.
We’ve been slow burning on a few light improvements to some Elemental Rifts. After having some time to see the Elemental Rifts gameplay settle in this season, we’re very happy with how environmental changes add new mastery points and freshness without generating particular advantage to one team or another - it’s how well you use them. Based on that, we’re adding a few more elements to some rifts to enhance their gameplay possibilities:
We’ve also looked through runes and summoner spells for improvements and discovered some opportunities. We’ve targeted runes and summoners that are weak, too narrow, or underdelivering on satisfaction causing them to have very few users.
After testing our first round of Bot lane changes, we’re fairly happy with the initial spike, but we think there is an even better direction that focuses entirely on defensive power instead of splitting it between offense and defense. In the end, we think that the core pain point bot lane players are having isn’t a lack of damage, but survivability and self reliance. We’re hoping that a mix of base health and movement speed, give the correct small nudge in terms of surviving burst and dodging incoming spells. The current set of changes we’re testing (not final) are:
Our current goal is to ship these bot lane changes for 10.11 if we can get confidence that they’re balanced and producing the right outcomes. Work on mid lane hasn’t yet started, we will pick that up after we finish up the bot position buffs.
Thanks again everyone for playing. Stay safe out there.