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LoL Red Tracker

Everything Riot's developers have said today, newest first.

updated just now Nasus · Riot Games

Statements from Riot developers on Reddit, X and Riot's own site, newest first. Riot's own Red Tracker died with Boards in 2020; this is a live feed of what Riot developers are actually saying, in one place, and it updates itself, so you can leave it open. 314 Rioter comments and 286 official posts tracked.

Notable

Matt Leung-HarrisonLead gameplay designer, LeaguePatchBalanceon X19 interactions

Patch 26.20 Full Preview!

Rocketbelt

  • We're adjusting rocketbelt to be much more about the go in aspect of it and less power budget in the haste
  • The haste is adding a lot to the repeatability for mages in particular, but also as a burst oriented item, it means that the item broadly isn't creating the right tradeoffs with other items like Cosmic Drive, etc. that should be purchased for the higher haste values
Show the rest · 416 more words

Lillia

  • Lillia's changes last patch were a good start, but we feel we can go a bit further on the Sleep changes
  • Overall, we want to do a better job of balancing Lillia between skill levels and Lillia typically struggles at the higher skill brackets, especially after we made her early clears a lot weaker
  • Average play Lillias often don't get the most out of her Sleep duration, whereas higher skill players are much better at coordinating around it

Diana JG

  • Diana mid is in a mostly fine spot, but Diana Jungle, which plays more like a bruiser and builds a lot more health needs a little more help
  • Overall, we're not looking to add a ton of power to Diana as she does get a bit statchecky when strong

Neeko

  • Neeko support (and Mid) have been a bit worse for wear
  • Neeko support has become a lot weaker, especially at the higher levels of play after we made adjustments to her Clone and its interaction with vision
  • We think Neeko could use a little more power as a result

Smolder

  • Smolder has also been on the weaker side after we made a bunch of adjustments to Black Cleaver and Deathfire Touch several months ago
  • We're continuing to add more power to him, but into his Crit builds as his Bruiser builds have worse counterplay given his scaling profile

Vayne

  • With the nerfs to experimental Hexplate this patch (for her Top lane), we feel like we can give Vayne a little power in bot lane
  • She still has builds in Top that don't build Hexplate, but we're more OK with those as she isn't as durable while dishing out a lot of damage

Yunara Ashe

  • We've added an Ashe nerf into the patch as she is one of the dominant pairings on the patch, even with the Hurricane nerf (as a lot of her builds don't build it)
  • We're also adding a moderate nerf in for Yunara as her level 1 laning is a bit too strong given how well she scales
  • We expect after this and the Lucian buffs for the bot meta to be in a much better spot

Pulled Changes (Varus, Sylas)

  • We pulled Varus and Sylas from the patch
  • Varus because we feel like we need larger work on him to make his builds more satisfying and make sense
  • Sylas, because we don't feel comfortable changing him overall without messing up his role balance, especially given the Protobelt changes in the patch

Matt Leung-HarrisonLead gameplay designer, LeaguePatchBalanceon X150 interactions

Patch 26.20 Preview (World's Patch)

This is the final World's patch and we've been pretty happy with the meta from playoffs and don't feel like there's much more we can improve it (aside from this patch) without causing excess damage to SoloQ, which is also a high priority for us

Systems

1. Rocketbelt continues to be one of the premier items on Pro Play mages that gives them a bit too much durability. We think Rocketbelt is better positioned as a "go in button" and so we're making it better at that use case and worse at the flexible use cases for mages (though it is skill expressive).

Show the rest · 415 more words

It mostly results in Mage champions having minimal weaknesses in the highest levels of play while also making them need to be nerfed for regular players (see Orianna's winrate)

That said, there are some "go in" Ranged champions that we expect this to be power neutral on (eg. Annie, Neeko) that their player bases still love this item on, it should just take a larger tradeoff on damage repeatability

2. We're further nerfing Experimental Hexplate to allow us to buff up some champions that have been balanced around it (Vayne top). This will also allow us to give Vayne bot a buff

3. Hurricane was a little overbuffed and so we're pulling back the buff ever so slightly (not by a huge amount here). We're also featuring a Yunara nerf in the patch, but we're being careful not to overdo it there in combination

Stale Pro Champs

  • Some champs like Ambessa, Cassio, K'Sante have been stale for a while and our Cassio nerfs recently undershot a bit for Pro Play
  • However, they've been pretty effective at moving her power budget around in regular play to higher AP builds
  • As mentioned above, some of the safer scaling hyper carries are a bit too strong, even with the slight Hurricane tapdown we're planning and given Lucian's large nerf in organized play

Lucian

  • Lucian's best pairings (eg. Enchanters like Milio) have received a large nerf as a result of the 26.19 changes and so we're returning some power back to Lucian in generic power
  • In combination with the Support laning changes from last patch, Lucian's early kill threat has gone down significantly and so we think we can buff him up a bit

Vayne

  • Vayne also received a nerf recently due to her strength in Top lane in both Pro Play and high level SoloQ
  • We're being very careful about adding more Ranged tops back into the meta as that has been something players have been complaining about, but think that a generic buff + a nerf to Hexplate will make her neutral there (or at least have to go for squishier builds) while buffing Vayne bot back up

Sylas

  • We're making an adjustment to Sylas, to give him a slight buff in Mid, while keeping his Jungle steady overall
  • Overall, this will be a bit of a reshape to Sylas to make him more powerful in the matchups he's good in, while not having much change in matchups he's already bad in

More on other champs tomorrow

Matt Leung-HarrisonLead gameplay designerPatchChampionon Reddit

re: 26.20 (Worlds) Patch Preview

we're trying to make lucian not like that fwiw. I think Azir could be buffed, but we're not going to risk it this close to worlds. Realistically, for these high skill champs, 47-48% doesn't seem too bad if they have a skill fantasy and legitimately are hard to master. It's bad if they're 47-48% and present as easy to master. But a hard champion shouldn't really be successful on game 1 out of the g

Matt Leung-HarrisonLead gameplay designerBalanceon Reddit

re: Lolalytics Winrates Are Wrong

From a principles PoV: 1. Is exposing data a net good thing for the game I'd probably say yes, but to an extent. However, there's bad versions of this; there is a real risk that data can get weaponized to bully other players, force meta conformity that harms game diversity among other things (Ivern mid is 44% winrate!) That said, exposing data gives certain types of players a different way to enga

Drew LevinDirector of Product and StrategyPatchBalanceon X61 interactions

continuing from: My apologies to @Trick2g for the off the cuff and incurious reply last night. Feedback very much received from folks more generally that they’d like to see more thoughtful replies…

off to Europe on vacation for the next week or so.

please leave anything you want the team to see/check out on my pinned tweet. will figure out what a decent balance of broadcast vs replies looks like when I’m back.

Everything

Matt Leung-HarrisonLead gameplay designer, LeaguePatchBalanceon X19 interactions

Patch 26.20 Full Preview!

Rocketbelt

  • We're adjusting rocketbelt to be much more about the go in aspect of it and less power budget in the haste
  • The haste is adding a lot to the repeatability for mages in particular, but also as a burst oriented item, it means that the item broadly isn't creating the right tradeoffs with other items like Cosmic Drive, etc. that should be purchased for the higher haste values
Show the rest · 416 more words

Lillia

  • Lillia's changes last patch were a good start, but we feel we can go a bit further on the Sleep changes
  • Overall, we want to do a better job of balancing Lillia between skill levels and Lillia typically struggles at the higher skill brackets, especially after we made her early clears a lot weaker
  • Average play Lillias often don't get the most out of her Sleep duration, whereas higher skill players are much better at coordinating around it

Diana JG

  • Diana mid is in a mostly fine spot, but Diana Jungle, which plays more like a bruiser and builds a lot more health needs a little more help
  • Overall, we're not looking to add a ton of power to Diana as she does get a bit statchecky when strong

Neeko

  • Neeko support (and Mid) have been a bit worse for wear
  • Neeko support has become a lot weaker, especially at the higher levels of play after we made adjustments to her Clone and its interaction with vision
  • We think Neeko could use a little more power as a result

Smolder

  • Smolder has also been on the weaker side after we made a bunch of adjustments to Black Cleaver and Deathfire Touch several months ago
  • We're continuing to add more power to him, but into his Crit builds as his Bruiser builds have worse counterplay given his scaling profile

Vayne

  • With the nerfs to experimental Hexplate this patch (for her Top lane), we feel like we can give Vayne a little power in bot lane
  • She still has builds in Top that don't build Hexplate, but we're more OK with those as she isn't as durable while dishing out a lot of damage

Yunara Ashe

  • We've added an Ashe nerf into the patch as she is one of the dominant pairings on the patch, even with the Hurricane nerf (as a lot of her builds don't build it)
  • We're also adding a moderate nerf in for Yunara as her level 1 laning is a bit too strong given how well she scales
  • We expect after this and the Lucian buffs for the bot meta to be in a much better spot

Pulled Changes (Varus, Sylas)

  • We pulled Varus and Sylas from the patch
  • Varus because we feel like we need larger work on him to make his builds more satisfying and make sense
  • Sylas, because we don't feel comfortable changing him overall without messing up his role balance, especially given the Protobelt changes in the patch

League of LegendsEsportson X897 interactions

All roads lead to him.

Worlds Music Video.

October 8. 6pm PST. #Worlds2026

League of LegendsEsportson X1,571 interactions

small update from your Worlds artists (quick before Akali sees)

Pre-save:

Matt Leung-HarrisonLead gameplay designerPatchChampionon Reddit

re: 26.20 (Worlds) Patch Preview

we're trying to make lucian not like that fwiw. I think Azir could be buffed, but we're not going to risk it this close to worlds. Realistically, for these high skill champs, 47-48% doesn't seem too bad if they have a skill fantasy and legitimately are hard to master. It's bad if they're 47-48% and present as easy to master. But a hard champion shouldn't really be successful on game 1 out of the g

Matt Leung-HarrisonLead gameplay designer, LeaguePatchBalanceon X150 interactions

Patch 26.20 Preview (World's Patch)

This is the final World's patch and we've been pretty happy with the meta from playoffs and don't feel like there's much more we can improve it (aside from this patch) without causing excess damage to SoloQ, which is also a high priority for us

Systems

1. Rocketbelt continues to be one of the premier items on Pro Play mages that gives them a bit too much durability. We think Rocketbelt is better positioned as a "go in button" and so we're making it better at that use case and worse at the flexible use cases for mages (though it is skill expressive).

Show the rest · 415 more words

It mostly results in Mage champions having minimal weaknesses in the highest levels of play while also making them need to be nerfed for regular players (see Orianna's winrate)

That said, there are some "go in" Ranged champions that we expect this to be power neutral on (eg. Annie, Neeko) that their player bases still love this item on, it should just take a larger tradeoff on damage repeatability

2. We're further nerfing Experimental Hexplate to allow us to buff up some champions that have been balanced around it (Vayne top). This will also allow us to give Vayne bot a buff

3. Hurricane was a little overbuffed and so we're pulling back the buff ever so slightly (not by a huge amount here). We're also featuring a Yunara nerf in the patch, but we're being careful not to overdo it there in combination

Stale Pro Champs

  • Some champs like Ambessa, Cassio, K'Sante have been stale for a while and our Cassio nerfs recently undershot a bit for Pro Play
  • However, they've been pretty effective at moving her power budget around in regular play to higher AP builds
  • As mentioned above, some of the safer scaling hyper carries are a bit too strong, even with the slight Hurricane tapdown we're planning and given Lucian's large nerf in organized play

Lucian

  • Lucian's best pairings (eg. Enchanters like Milio) have received a large nerf as a result of the 26.19 changes and so we're returning some power back to Lucian in generic power
  • In combination with the Support laning changes from last patch, Lucian's early kill threat has gone down significantly and so we think we can buff him up a bit

Vayne

  • Vayne also received a nerf recently due to her strength in Top lane in both Pro Play and high level SoloQ
  • We're being very careful about adding more Ranged tops back into the meta as that has been something players have been complaining about, but think that a generic buff + a nerf to Hexplate will make her neutral there (or at least have to go for squishier builds) while buffing Vayne bot back up

Sylas

  • We're making an adjustment to Sylas, to give him a slight buff in Mid, while keeping his Jungle steady overall
  • Overall, this will be a bit of a reshape to Sylas to make him more powerful in the matchups he's good in, while not having much change in matchups he's already bad in

More on other champs tomorrow

Matt Leung-HarrisonLead gameplay designerBalanceon Reddit

re: Lolalytics Winrates Are Wrong

From a principles PoV: 1. Is exposing data a net good thing for the game I'd probably say yes, but to an extent. However, there's bad versions of this; there is a real risk that data can get weaponized to bully other players, force meta conformity that harms game diversity among other things (Ivern mid is 44% winrate!) That said, exposing data gives certain types of players a different way to enga

Matt Leung-HarrisonLead gameplay designerBalanceon Reddit

re: Lolalytics Winrates Are Wrong

I'm not going to comment on how external sites construct their data and whether that approach is right or wrong, but I just want to make it clear that we use our internal data to balance the game, because that's the ground truth. We try our best to provide the best data through the API to 3rd party sites. That said, the way external sites present the data impacts the perception of balance, so we d

Matt Leung-HarrisonLead gameplay designer, LeaguePatchBalanceon X26 interactions

Patch 26.19 Rundown is out!

26.19 is the first of our 2 Worlds patches and I talk about the Lucian adjustments, the Teleport buffs for Top Lane role quest, Nasus nerfs and the impact of the Support HP and HP regen changes.

Overall, we feel like we're striking a decent balance of Solo Q satisfaction for all skill brackets vs Pro Play meta excitement and diversity, so we're not looking to change a huge amount.

Matt Leung-HarrisonLead gameplay designer, LeaguePatchon X19 interactions

Apologies that Patch Rundown is late this week, been super busy but expect it to be done today. It works out a bit because I can also talk about how the changes landed and what we plan to do next

Secondly, I know Ekko ult does damage 😂😂 my point in that comment from the other day was that Ekko can't forcefully hit you with ult as part of his combat pattern like many other assassins can, so his full damage combo is both less ult reliant and less likely to just instantly kill you at level 6.

Show the rest · 107 more words

Therefore he needs other things to supplement that. Most other assassins become significantly more dangerous at level 6 in terms of top end burst, but ekko doesn't really (and that's awesome because he's unique and is still powerful despite that!) but that does mean he's allowed to have different strengths (Eg. Waveclear)

------------------------------

Previous post for reference:

(For champs that are giving up certain things that turn into core weaknesses, they're allowed to have other things that can make them powerful to the point of frustrating in those other aspects (eg. Viktor for laning, because no dashes or demand hard CC, Ekko waveclear because non-damaging Ult, etc.)

Matt Leung-HarrisonLead gameplay designer, LeagueBalanceRankedon X12 interactions

quoting @Phantasm_EUW: Good & Bad things that happend to League this year + what I hope for season 17! Great things: -No dodge ( HUGE upgrade from last year ) -Autofill vs Aufofill like 90% of the time…

Thanks for the thoughts and appreciate calling out the good things that are happening this season!

Firstly to respond to the waveclear stuff, since I was super busy the past few days, sorry 😢

I can see the points you're making; I still overall think that Akshan (given that he has decently strong laning already) can and should need to opt into things like Focus/Gathering to clear the wave. The alternative is that Akshan gets to clear the wave and also take combat summs like Bone Plating.

Show the rest · 332 more words

That removes a core weakness of being bursted for him, that I don't think is overall good, given his escapability profile (stealth and dash). If he gets caught, he should have a higher chance of dying, especially given that he has so much agency to snowball the game.

------------------------------------------

Re: Gameplay

Agree that the gameplay is balanced, but for high skill players might be a bit stale. That said, satisfaction and enjoyment for the vast majority of players seems very high given how popular the game is right now.

So we're being careful about how much we change, because we feel (and have heard feedback) that gameplay is in a good state right now overall and the types of changes we could make through to the end of the year aren't the types of changes that would actually resolve the staleness adequately (mostly balance changes)

------------------------------------------

Re: Ranked Stuff

Agree that the state of Apex in EU needs improvement and we're thinking about how we can deliver durable improvements here for next season. We don't really want to mess with things as they are right now as it risks further instability.

1. EUW for example has the same number of Challenger and Grandmaster slots as many smaller regions and that exacerbates things like the amount of LP we're seeing for the higher players

2. We acknowledge that the state of Aegis currently doesn't create great incentives and overly advantages certain role combinations. While we wanted to reward being able to play flexibly and be proficient in playing multiple roles, it's clear that changes are needed

3. I think there is a reasonable debate on having negative LP gains at the top of the ladder. On one hand, you're saying you like it. On the other hand, many players point at negative LP gains at the top of the ladder as being unfair and the ladder being degraded

4. Agree on the length of the ladder being demoralizing; we're discussing potential approaches here

League of LegendsClassicon X145 interactions

Fortune favors the bold in Bilgewater, and Graves favors the bot lane in League Classic.

The original versions of Graves, Fizz, Nami, and Nautilus are available now.

League of LegendsPatchSkinson X164 interactions

patch 26.19 will cast a spell on you

  • New Champs for Classic
  • New Arena Augments
  • Coven & Old God Skins

Check out the full notes here:

Coven Janna wears a midnight blue wing mask that covers her eyes and dazzling ruby earrings that match the crimson eye in her staff. Her cloak and outfit are fully made of dark feathers, contrasting with her pale skin and white hair. Below her, text reads “26.19,” indicating the current patch.
A graphic featuring Nerfs, Buffs and Adjusted champions. Next to that is a key featuring symbols for each role and skill brackets. Nasus is being nerfed for toplaners in the Average and Skilled brackets, Nocturne and Poppy are being nerfed for junglers in the Pro bracket, Rumble is being nerfed for toplaners in the Pro bracket, Ryze is being nerfed for midlaners in the Pro bracket, and Vi is being nerfed for junglers in the Pro bracket. Buffs include Aatrox, Aphelios, Aurora, Draven, Elise, Fiora, Kha’Zix, Lillia, Master Yi, and Volibear. Lucian is being adjusted.
A graphic featuring systems adjustments and new skins. Runic Compass, World Atlas, and Teleport Cooldown are being adjusted. The new skins are Coven Janna, Coven Mel, Old God Anivia, and Old God Urgot.