Riot Games talks League client, pollution, game pacing in latest Ask Riot
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In the latest edition of their Ask Riot segment, Riot Games answered three questions in detail. The questions revolved around the client, Hextech energy pollution, and game pacing. This latest edition is quite unique, due to the questions coming from different fields of League of Legends.

The client

The first question asks the team about fixing the client. For context, the “new” client has been having numerous issues since its release around two years ago. From slow performance, especially on older machines, to freezing in champion select, we have seen it all. Darth Batman, a Software Architect at Riot, answered that they are aware of the issues. He added that it is their priority to fix the champion select issues, as they shouldn’t make players dodge games due to not being able to lock in a champion. Furthermore, he stated that they will be improving other areas of the client once the champion select is fixed. The first improvements should arrive in the coming weeks.

Hextech energy

Next came a lore question about whether Hextech energy is a clean source of energy, or if it causes any magical pollution. Scathlocke, the Lead Narrative Editor at Riot, answered that Hextech energy does seem to be the cleanest energy source in Runetera. He explains that once the crystal is properly set up, very little of it goes to waste. In addition, he comically remarked that the Hextech magic is being “democratized” by giving it to regular mortals. Chemtech, another energy source from Runtera used in Zaun, is far more dangerous. While it is more widely available, the engineers working with it are highly likely to get poisoned by it.

Game pacing

The last question asks why the team wants to increase the pace of the game so much. This supposedly makes comebacks less likely to happen and deep strategies feel useless. RiotRepertoir, the Lead Live Gameplay Designer at Riot, noted that they aren’t actively trying to speed up the pace of the game. He goes on to list a few changes they made in the preseason to keep the game times as they were. RiotRepertoir adds that when looking at statistics, comebacks are more likely to happen in 2019 than in 2018.

Furthermore, he clarifies the times of Summoner’s Rift games have gone down. That is due to Riot wanting to make games that already have a clear winner shorter. However, he notes players who try hard to make a comeback are still rewarded with big bounties after killing fed enemies.

Ultimately, he explains the shorter game times are also a result of players mastering the map and its mechanics better. He simplifies it by saying players nowadays are just better at League of Legends, which also leads to shorter game times. The designer promises they aren’t trying to reduce game times and adds that they might even have to make them longer if the trend continues.

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