@drewlevin https://t.co/uZoGWZSmti It is disappointing to see, but in all honesty I can understand the need to make this decision with the backlash from the community. That said this situation does remind me of this tweet, but ⬇️
An important game design lesson: do not create a button that, when pressed, gives someone a worse time. People will press it (because they think they want what it outputs) and then be upset that you gave them a worse time.
@SkyrstLoL Honestly if I had one Complaint it would be that this feature will be off by default. The low elo players who need this feature most are likely to be the ones who don't read patch notes.
@GriffinHQ_ Because league twiter likes to catastrophise when riot makes changes and complain about stagnation when riot doesn't make changes. This is litterally inconsequential for anyone who knows how to last hit.
@NEACETWEETS It makes a singular mechanic, last hitting with autos, easier. It shouldn't impact high elo in the slightest aside from reducing the barrier to competency on new champs as everyone above diamond has had that mechanic on lock for a long time.
@NEACETWEETS I'm gonna have to disagree here. Last hit indicators really only tell players when they can last hit with an auto. It says nothing about last hit timing for wave managment, does nothing to alleviate cs pressure from lane opponents, and does nothing for ability wave clear. ⬇️
@drewlevin The bottom line I tend to come to with changes like these is they're good for the game in the long term. League already has a massive on boarding problem. Making the game more accessible to new players leads to shorter queue times and better match quality. 🔚
@drewlevin The main change is this makes reasonable cs numbers attainable at all levels of play and reduces the barrier to competency. This does nothing for trading, pressuring cs, or macro; it makes a singular mechanic easier to execute and reduces the cost of an auto filled laner. ⬇️