Articles, Blog

Gameplay & Ranked in Season 2020 | Dev Video – League of Legends

Hey everybody. I’m Jeremy, aka Riot Brightmoon, the Lead Producer for Gameplay
on League of Legends. I’m thrilled to welcome each and every one of you
to the start of Season 2020. With the celebration of League’s 10 Year anniversary
now a few months behind us, it’s time to talk about the current state of the game
and where we’re going next. We have big plans for 2020, the start of
our second decade of League so let’s get into it. This years seasonal update, Rise of the Elements, has been Live for a little over a month now and has brought all new game states with Elemental Rifts. Our goal for Rise of the Elements was to make Summoner’s Rift feel more alive and give more
unique environments to play around. Every game of SR should be memorable and now there’s more opportunities to see something really special in each game. We’ve been making balance changes
over the past month and tweaking the power of the Dragon Souls. We think we’ve landed in a place
where there’s multiple strategies to winning but we’re keeping a close eye on the power of every objective. Today marks the start of the 2020 Ranked season. While we made some adjustments to Ranked over the course of 2019 we wanted to keep things stable for Season start, so the beginning of your 2020 climb should look familiar. You’ll start in placements with a
provisional rank that goes up with wins but doesn’t go down with losses. And over the year you’ll progress through three seasonal splits, each granting rewards as you go. You can check your progress on those rewards in the Ranked tab. Although we aren’t introducing any major changes to the Ranked system for season start, we’ve been listening to and absorbing
your feedback around Ranked and matchmaking. This year we’re going to be making
a significant investment in making a more competitive, transparent,
and rewarding system for Ranked. While big changes won’t launch until next season,
we still want to bring improvements to you throughout this year. First up is a feature you’ve been asking for:
Autofill Parity. We want to reduce the number of games
where one team has multiple autofills and the other doesn’t. We’ll be sharing
an update on this feature later this month. We expect to release it soon, and when we do we’ll have an update on the next feature
the team will be working on to make your Ranked climb better. Please, keep giving us your feedback
on what you’d like to see and where we can improve. In addition to improving Ranked,
we’re also focusing on some of the other parts of the game that you interact with most. One thing that can get in the way of
a great League experience is when the client doesn’t do what it’s supposed to. The team spent most of 2019 digging into the causes
of poor performance and client issues, and we’re looking forward to rolling out
improvements across the client throughout this year. Our first targets are Champion Select, client load times, and the overall performance and speed of the client. We recently upgraded the engine that the client runs on and we’ve seen that make a meaningful impact for some players, but we still have a lot more coming. Last year, you told us that you wanted
unique ways to play for every major event. We agree, and this year we are committed
to providing exciting, temporary game modes alongside every major event, starting with ARURF
during Mecha Kingdoms. We’ll also be adapting the new
Elemental Rift changes to ARURF, including dragon souls and the changing map. In addition, we’ll also be bringing back
some other mode favorites like One-for-All, which will be making a return in the first half of this year. And now, we’ve finally made it to a moment many of you and all of us on the League team have been waiting for: the release of Clash. If this is the first time you’re hearing about Clash, first of all, where have you been for the past few years? Clash is a 5v5 tournament where players of all skill levels can team up and compete for triumph, glory, and (of course) rewards. We’ve been working on Clash for a long time. And with your help, we ran many regional tests
and a global beta in 2019. While we ran into some minor issues with the global beta, we’re confident we can fix them quickly
and have Clash ready to launch. So it’s official — get your crew together
for the start of the first season of Clash, which kicks off early this year. That’s all we have for today. Check back throughout the week where we’ll be detailing
our plans for the season beyond Summoner’s Rift. Now let’s go play some ranked!


Leave a Reply

Your email address will not be published. Required fields are marked *