Been having a lot of fun in standard playing 8 shocks and zapping a lot of the red prowess creatures. I thiiiink the matchup against all the slickshot decks is alright, but not sure I have a large enough sample size
Riot Maxw3ll retweeted
The haters said we couldn't do it. And they were correct. Honestly great call from the haters.
Riot Maxw3ll retweeted
The @Play2XKO alpha duo experience has been doing the most nonsense defensive/offensive choice and your teammate says “I saw the vision, I saw the vision.” It’s been the best gaming time of my life.
Riot Maxw3ll retweeted
Rounds continues to be a game that way, way more people need to know about
youtube.com/watch?v=Zk2-t01D…
Riot Maxw3ll retweeted
Just a reminder that #leagueoflegends Arena comes back this week! We start activating at these times, it can take a bit for it to actually activate depending on a lot of reasons, but this is general schedule :D
Riot Maxw3ll retweeted
Evan is one of those folks that got laid off today. He's got a solo-indie game coming out this year that looks amazing. We all want to help folks and often don't know how after something like this. Here is a how. Go add the game to your Wishlist and buy it when it's ready.
Announcing my solo-indie game, @CritCrossfire!
It's a blend between a Turn-Based Tactics game and a First Person Shooter. Grab items and aim your shots to outsmart and out-skill your opponents!
🔽Wishlist now on Steam, link in replies!🔽
#madewithunity #gamedev #indiedev
Starting in January, I'll be working on a new League project, pivoting from the Modes Design Lead position. Modes will continue work on Arena, returning modes, and even new surprises next year. Thank you to everyone who enjoyed Arena, it was one of the highlights of my career.
So what did everyone think of Hwei? I did the initial work on the design, but it was handed off to some capable designers to work on the final spells. I'm very excited to see him on live
Arena is coming back soon! Check out an article I wrote on what you can expect in the new release: leagueoflegends.com/en-gb/ne…
New balance hotfix out for Nexus Blitz! CptCubone was the designer responsible for Nexus Blitz coming back, so make sure to give him a fistbump.
If yall have any interest in game dev, you would benefit a TON from following Mort. One of the most candid folks out there and always very thoughtful.
This is going to be a long post...not really directly about TFT, but about leadership and how we should approach mistakes and failures. If you're looking for a solid promise about the future of TFT, this isn't that post. But if you're interested in my thought process, let's go.
When mistakes happen, the first thing to consider if it was an honest mistake, or something malicious. Often even the most severe mishaps are honest mistakes, and people do not need to be punished or put down when these happen, no matter the severity. I was around when League accidentally set all loot to 1 RP, which was a VERY bad mistake, but it was still just an accident. It's important to follow up of course, but these aren't career ending or anything. If the mistake was due to malicious intent or negligence, then it becomes a much bigger deal as it shows something will likely be a long term problem and needs to be taken care of with much more severity.
The other thing to consider is the frequency. Even the greatest employees will not have a 100% hit rate, and mistakes will be made. An amazing employee, when they make that first big mistake, honestly the worst thing you can do is come down on them hard. They are going to be their own worst critic and enemy in these situations, and adding onto the pile is a quick way to burn them out or make them distrust you, as you don't have their back. These mistakes are the learning process that shapes their experience and makes them better as time goes on. All you can do is help them back up and encourage them to learn and keep going.
It's super important to not overreact to a single mistake also and call it some sort of failing of the entire system. Sometimes a human error is an error, and trying to rewrite entire processes and systems to prevent that error is a productivity killer. Sometimes it really is as simple as "do better next time". Double check the code, run the sim better, etc is really all we're talking about. I've seen too often in retros these blow up into larger reworks. Don't fall for that trap if it was something small.
However, if the frequency isn't just a one off or an understandable accident, this is where things get more complex. If you continue to see error after error in a situation, it's time to evaluate all pieces of the process to see if there is something that can improve. An example of this in TFT was our process of Set creation in the Set 4 to 7 era, where it was clear we were consistently shipping good sets, but burning out devs and shipping with tons of bugs and reworks and more. This wasn't just "one set went rough, do better next time", this was "We need to change how we develop sets". When you get to this point, you have to consider all aspects of development. Is it the people? The process? The timelines? What's going on?
Next, you have to formulate a plan on how to address the systemic issue. When it gets to this point, "just do better" or just assuming more people will solve the problem is pretty pointless. Instead you need a plan that is possible with the resources you have or can get. In the case of Set Development as the example all the way back in Set 6 we begun the plan to swap to 3 sets a year with clear goals to try to improve set development to combat these repeated issues.
Now here is where things get extra tricky. When you are working on a live service game with high communication, players want to see results and change and information now. But development doesn't work like that, and in the case of swapping to three sets a year, it took us 10 months from the time the plan was originally conceived before we even announced it to players, and another 8 months before the first set with no midset would ship (Set 10). During this time while things are happening in the background, you still have to operate as is. You can't just stop making sets until you're ready even though you know this improvement is coming.
And then in terms of talking to players, those 10 months where we can't talk about it are rough. You want to tell players "Yup, we're aware set development has to get better and here's our 5 point plan to get it there.", but if anything goes wrong (you can't find the people, you don't get the budget, etc) you would be giving players false promises which is always awful. So you have to keep silent until you are truly ready to deliver because actions speak louder than words and all that really matters to players is results. Give them a good game! A good example of this was Spectator Mode for TFT. Someone promised it too early, and then priorities and situations changed, it fell off the roadmap, and became this thing we promised players but never delivered on, which is a feels bad and burns trust.
So as a leader, all of this has to be taken into account when considering what action and path to go down next. Is it a simple mistake that will happen less and less often as experience grows? Or is it a larger failing, be it the people or the system or something else? And if it's the latter, what is the path to improvement? You also have to take into consideration other factors like hiring capacity, team morale, player trust, and so much more. It's often not as simple as "Just do X". Even the swap to 3 sets a year had a LOT of hurdles we had to overcome internally in these areas before we could make it a reality. Alignment on the solution, staffing, processes for things like the ability to playtest more than one set at a time, etc, all had to be considered before we could lock it in.
Now if you've made it this far, you're wondering "What's all this yapping for and how does it affect TFT?" The reality is we as devs have the "Creators Curse" where all we see are the flaws in what we make, what could be better, what could be different. There are a LOT of things in TFT, despite how freaking amazing the game is, that can use improvement. Maybe it's our in game matchmaking formula, maybe it's our in client experience, maybe it's our item balance, maybe it's our bug testing, the list goes on and on. And for everything in this space we have to apply this sort of thought of "How are we going to improve this?"
So, all of this to get to this. When things are not going well, trust us, we know. We take it very hard. Even a simple bug that may have slipped through the crack for any number of reasons in the process, the whole team feels it and it sucks. It sucks for players, and we all want to bring the best experience to players. Any time something goes wrong, especially if it's repeated, actions are being taken. But the reality and unsatisfactory part is that we often can't share these with players until they are ready, because again, actions speak louder than words and results are what matter.
Again, if you were expecting some grand reveal, I'm sorry to disappoint. When results happen, we can talk about the process that got us there through articles and Q&A and more. Until then, we keep moving forward trying to make TFT the best game it can be. Apologies if this was too long or jumbled. It's early and now it's time for work!
Hwei is the last champ I worked on. If you didn't like my other champs I have incredibly bad news for you. youtube.com/watch?v=Jcp0PZlP…
Arena back in December and Nexus Blitz is back. Modes team is popping OFF this year.
Check out @Riotbrightmoon and @Riotmeddler share updates on Ranked🪜, our plans for Arena⚔️, the return of Nexus Blitz💥, and an update on bot AI🤖. @Riotpupulasers talks about changes to Preseason🗺️ and the removal of the Mythic Item System🥾.
Riot Maxw3ll retweeted
A micropatch with a bugfix for Bard and nerf for Bard in Arena just went live.
(All Modes) BUGFIX: Bard W can now heal allies again.
(Arena) Reverting Passive buffs
Chimes per Upgrade: 2 >>> 5
AP Ratio: .6 >>> .3
Getting to the Arena release was a hell of a journey, and we're not done yet. Take a look at the team's take on what making it was like.
We've got your ringside seats for a behind-the-scenes look at how we made League's new 2v2v2v2 mode, Arena. Watch now on YouTube ▶️riot.com/3Kfu2wA
Reddit AMA for all your burning Arena Questions! Come check it out.
Calling all future Gladiators! The Modes team will be having an AMA on r/leagueoflegends to answer all your burning questions about ⚔️Arena⚔️
We kick off in 40 minutes, make sure to stop by!
reddit.com/r/leagueoflegends…
Riot Maxw3ll retweeted
This Arena micropatch is now live!


















