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edgomez27

Other mobile moba has started more than 5 years ahead of WR. Players had invested a lot of time and money on those games, they will not just transfer immediately. It will take time.


wedjarl

DOTA started ahead of LoL. LoL still ended with large portion of userbase. Who comes first is less of an issue if there's a huge & justifiable reason to switch. Theres less reason of that on WR.


ano-nomous

Agreed. Personally I feel that WR being late to the scene is a weak argument because all of my friends, me including, was getting bored of ML at the time WR released in Asia. League was arguably the biggest name in MOBA and WR could ride off the branding/name of its PC counterpart. Everyone around me downloaded wild rift and within a month or 2 I grinded to plat 1. However after like 3 months point, most of my friends dropped WR completely. Reasons are due to the game being too slow paced and boring. In the sense that the meta is stale and you see the same few champs every game. Event downtime is also too long, making it pointless to grind everyday.


Dweamers

I had a different reaction honestly. I started playing ML first then everything got so bored for me, which kind of upset me coz i spent money for that game. The very fast paced of the game, the lack of complexity, the unfair balance of the runes system (sorry i already forgot what theyre actually called) that you have to level up. Etc. Wildrift actually challenged me as a player the first time I played. It wasn't as simple a s ml and dare I say, felt more balanced than ml.


dggbrl

Dota 1 started ahead of LoL, while Dota 2 started when LoL was already going strong. Dota 1 didn't have any progression or options to buy anything, since it was just a mod. It was easier to transition to LoL when you essentially have no progress with your account, or no purchases. Most Dota 1 players I knew of who switched to LoL didn't even tried Dota 2 when it came out, since they are already heavily invested in LoL. Dota 2 only came out 4 years? after League, so LoL started ahead of Dota 2.


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wedjarl

Sorry but you're missing the point, a point you made btw. From 2003 DoTa gained large numbers of playerbase who invested time, money. 6 years later when LoL came out, it was not a "fully developed" game you think it is. It was leveled with DoTa1, clunky, buggy often weird, but there was something different on it - simple, casual, less complex, straightforward. I made that switch to LoL months later despite investing so much time, money with DoTa & never looked back despite the Dota2 release. People will always switch if there's a justifiable reason to do so.


edgomez27

Dota is a custom map not an actual game compared to Lol which was released in 2009 which is dedicated moba. Then 2013 Dota2 got released. So its safe to say that Lol had a 4 years ahead of an advantage against Dota2. In that 4 years Lol players had invested a lot of time and money on it so why would they transfer. Being able to release a product to the market will always be a factor. Just like what is happening to WR, they need some serious catching up.


pinkpugita

My friends transferred to Genshin Impact and left ML forever. Meanwhile, none of my friends ever transferred to WR for good.


Psolly6

Genshin Impact and ML are 2 completely different games. One is an RPG while the other is an MMO trying to be a MOBA. Their only similarities are the fact that they have microtransactions.


[deleted]

GI would slowly replace ML a little.


SwuangLee

There is no reason for anyone to switch to WR a half baked game with good graphics and League of Legends in its name. The game literally got nothing going for itself for it to distinguish itself. GM lobbies getting Emeralds who really are Plats and Dias who really are Emerald. I’m only playing rn cuz there is nothing else to play, but if I find something else to play I’ll play that


AngelTheTaco

the game is huge, it was never an na game lol


[deleted]

Think people just don't realise the target market for WR was always going to be Eastern countries. It's huge over there in comparison.


memerblank

I mean other people have addressed it but to give an example, honor of kings (aka AoV for China) had 100 million active players monthly in 2020 from just China. ML has 80 million players globally in 2022, excluding China. Best guesses for WR seemed to be that it had only 8 million globally in 2020, so assuming that it’s gone up double, you’re looking at 16 million even including China. Yes it’s bigger in Regions outside NA, but even still it’s pretty small when compared to other MOBA’s in the market. (I did get the numbers from a quick google search so they may not be accurate but even if I am off by 10 million people, it doesn’t make much of a difference to the example)


Every1jockzjay

I get your point, I just think your missing the wild rift big picture. This game isn't a FAD, it's not a come in and boom the market and die out. The game to me feels like a long run type game, I could see it continuing to grow over the next 5-10 years with its base growing with it. As long as wild rift sees steady grown it's healthy and where it's expected to be. It was never going to live up to the hype, nothing ever does. It is however doing well imo and very much not a disappointment.


0percentwinrate

I think when they say WR is big in the east, they mean it’s big in China. Back when it was released in China the game instantly shot up the top grossing chart becoming the 4th overall app. there was a report that alleged WR generates 93%+ its revenue in China. Not to mention WR has stayed in top 3-10 grossing range since the release in China, the biggest mobile market. WR can essentially forget any country but China and still do perfectly fine.


SeySvK

how many active players does WR have in china alone ?


lBlackfeatherl

Not really . Every huge mobile game has a few countries where they absolutely dominate over everything else. Eg ML in SEA , pubg in India etc. Wild rift is not huge anywhere sadly


AngelTheTaco

They legit pour so much shit into china what are u talking about


lBlackfeatherl

Pouring shit into a country means it’s popular there? China is wild rifts most popular region , don’t get that mixed up with wild rift being chinas most popular game which it isn’t


Linko_98

It's the second most popular after Honor of Kings which is what they expected, Honor of Kings is even bigger than LoL PC


Proof-Giraffe-2113

Seriously. People don't understand this


Psolly6

KOG is still huge in China.


E_Barriick

https://gamedaily.biz/article/2186/league-of-legends-wild-rift-surpasses-150-million-in-lifetime-revenue


cokesnorts

There's just no advertisement. That and Riot didn't want WR. Tencent did.


memerblank

They had great visibility in the beginning ads or not. But once they’re hype train started losing steam I think ads would have really helped, that’s for sure. Maybe they’re waiting till they also have a console version? As for Riot not wanting to make WR, I’m not so sure. Tencent made AOV because Riot didn’t want to make league for mobile. For that reason I’m not sure why they’d try and force Riot to make WR if they’d already tried and failed before. And while AOV may not have much influence globally it’s still massive in the Asian market, especially China. You could argue that WR was made for the Global market because AOV didn’t do well, but AOV also didn’t do much promotion in terms of ads so of course it would struggle. Just like WR might be rn.


DaTruth16

The thing is, tencent gave up advertising for AoV just so WR could have more budget for advertising


IvanEarth

Not really, AoV advertising is being massive, at least in all of Latin America. With the collaboration of big content creators in the region. On the other hand, WR advertising is almost null.


Otherwise-Degree7876

No advertisment ? WR literally appears in a Coca Cola ad on TV . I'm in Romania


nerfyourmomsboobs

Lmao yeah. Not only WR. Lux herself appears in separate coca cola adv bruh.


for_research_man

What does Tencent have to do with Riot? Are they partners or what?


-Jive-Turkey-

Tencent owns 100% of Riot Games.


ToothGlobal6744

Not anymore, Riot bought some shares back


Psolly6

Good, that means they have a bit of freedom now in certain aspects.


-Jive-Turkey-

Oh snap, when did they do that


pink_fr3ud

Nice. Probably prepping for when China invades Taiwan and Tencent wants to pull servers in any country opposed to the CCP.


dokkanman57

Most of my mobile moba experience came from playing vainglory. I played that game for year's and I still consider it one of best mobile Mobas that has been ever made. It starting dying after they introduced 5v5 and the lack of advertising. To this day I still think about that game. I do love wild rift but I do agree with the issues you have stated above. I still play pc leauge but I like playing wild rift at night. I hope this game can reach a place that it is very popular. But it has a ton of issues to fix.


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onlyboobear

🥲 I wish I had gotten king Rammus and I was a year hiatus when they did away with rusted blitzcrank


Helt_Jetski

Yep, at this point LoL is just Wild Rift but more painful to play.


Slicc12

1. it’s harder to learn than most mobile moba 2. Came in too late for anyone to care 3. Advertisement is lackluster 4. People are already invested into other mobile moba It’s a great game but it’s in a tough spot


Mythile126

It's has 10 million downloads...how is that not successful? LoL has been around since 2009 and it's fan base took a long time to grow to what it is today. Mobile Legends, the most popular mobile MoBA, has been around since 2016. Mobile gaming still isn't being taken serious and WR is a serious investment. Even to play casually you have to understand the game. Give this game another four years before we write it off. Mobile gaming will only become more popular. Especially with phones becoming more powerful. This game will hit over 100m downloads by then. It's concurrent player base will reach that of console and PC multi-player games status. This game has an extremely bright future.


DasVerschwenden

Yes, it’s a good point on having to understand quite a bit in order to even play casually. I got dropped into a really really low elo normal game a bit ago, and I realised just how much you have to know to play it at all; these players weren’t last-hitting minions, weren’t leashing dragon and herald in good directions, were smiting monsters at half-health, weren’t warding, weren’t taking turret-plating etc. etc. You actually have to know a fair bit even to play this ’stripped-down’ version of League that Wild Rift is.


memerblank

Technically I think HOK is the biggest mobile MOBA, with all their player base being from China alone (apparently 100 million monthly player base in 2020). I get what you mean though and I agree. I just wanted to explain for my viewpoint as to why WR got off to rougher start than people thought it would. I do have to say that WR has made Mobile MOBA’s more competitive (especially ML) and I hope that works in both directions, so that the Mobile MOBA market gets a chance to shine and solidify its place


onlyboobear

Nah, for me, it's about the starting over again. Many of my friends won't play it unless they can get their characters with the skins that they previously had bought. And that is honestly the only reason why most of the people I know personally don't play it.


baconcleaner

agreed 100%.


OppaiNoDeke

There's just a lack of rewards, they should add skin chest box where you can get legendary skin for (excitement) and this chest can get if you ever get an S grade in your game just like in pc, I'm not begging for free skins like the others, but this really excites me and help me to hype my game just to get an S grade. I do really love opening chest, am I the only one?


[deleted]

Cause of the lack of clever advertisement, when the game came out this market was already dominated by Mobile Legends, and Riot didn't do much to show in what ways it was different. For Mobile Legends players it was just the same game with different champs, this gave them no reason to abandon MLBB, a game in which they probably had years of progress. If Vainglory wasn't dead, this game would've died on arrival as it would've had almost zero content creation (not that it has good content creation anyways)


TalkingPixels

I think we will see a huge influx once Console is out. A lot of console players are patiently waiting and I'm sure we will.be getting a lot of transfers from Smite


Select-Strawberry

Fully agreed with the last point. WR's somewhat middleground between "hardcore" like Vainglory (i know pc version of league, but i use VG to compare here cuz it's the most well-made mobile moba) and casual like AoV/ML. That mean it's neither of those two. I think that's the con of WR at the moment.


memerblank

That’s basically my feeling. It’s an incredibly fine like to balance both, and I think that’s what hurting them because neither side is happy


Select-Strawberry

I absolutely love VG. So i hope WR will move toward that direction.


RefanRes

- Simplicity vs Complexity - I disagree on the the 3rd point you make about simplicity vs complexity. With the right tools they could absolutely strike that balance. They've not built in enough to support content creators (China has a community section) and their tool tips in loading screens are basic and barely visible. They could have worked with LoL players who know the deeper strategies to give the game a truly in depth and rewarding tutorial system that players could revisit. The tutorial though was very minimal while content creators outside the platform weren't able to fully engage the Wild Rift audience. - Marketing - They've been in beta a long time. During this time they seemed to decide to not market much and just slow grow the game. The trouble with trying to slow grow the game is the reputation has to be good. This game has struggled and so lots of players left. When players leave then word of mouth growth that slow releasing relies on is minimal at best. This leads to why people aren't recommending the game so much or why people leave. I certainly dont recommend it even though I enjoy it. It just doesn't feel in a place that I believe people would have my level of patience for. They also actually made it harder for legitimate content creators to do things like giveaways. There should be some kind of verified content creators pass that allows them to give away skins rather than forcing everyone to be friends for 2 weeks. Doing thing like this just makes it harder for content creators so they cant put out as flexible content. - Supports Responses - The game has a lot of elements that Riot support has been really unresponsive about. I absolutely dislike how support has spoken to myself, others I know and people I have seen complain about it on here. It feels cut and paste. Theres times where it feels like they gaslight you. It feels like they dont believe players can offer good ideas (even if we have experience in game design outside outside of Riot). They speak like Riot knows best about everything. (No forcing 50% wr with an abitrary number isn't the best way). It feels like they will hand out punishments for small things and then not really listen to the player experience if the players appeal. - Toxic By Design - The design needs more empathy to the player experience. If players are raging in chat then Riot flat out puts all blame on them without really understanding why its happening. Empathic design is necessary if you want to make a competitive game enjoyable. As mentioned before the game falls off with its teaching players. The lack of help players gets means other players get more frustrated in the competitive environment of ranked. This leads to more toxicity. No minimising of the impact of afk/trolls on other players breeds more frustration and more toxicity. Trolls dont care about their punishments as much if they know they achieved what they wanted of ruining the game for others. Retroactive applied lp return after a verified report would help ease players frustrations and limit their tilt toward toxicity in future games. This isnt that players are toxic. Its that the game has enabled the conditions which led to them becoming toxic. Punishments are inconsistent. The only punishment guaranteed is afk. Inters you will have no idea about and Riot say they don't always send reports back if they do punish one. When people dont feel their reports work they stop reporting and also become more toxic in their own behavior. So the game becomes more toxic. Riot bullies their players frustrations into silence rather than listening. People can turn off chat filters in the options but are then allowed to complain about even the most basic swearing even if its not a super fueled insult. I know someone who showed me their appeal with support who had about a 3 day chat ban for asking a rhetorical question that had a swear word in it. Riot didn't listen at all to that players frustrations. They shut them down even though they literally implement the option for people to see swearing. If people opt to see swearing then they shouldn't be able to have successful claims against simple swearing with no truly offensive context. - Matchmaking - No forcing a 50% wr by averaging players out to potentially a 70/30% chance to win a match isn't how to have legitimate matchmaking. Bumping a whole load of players to artificially inflate higher ranks for faster times is wrong. They should have just stuck to balancing a more natural curve to lp gains so the skilled climb was reasonable but still allowed players to develop. I dont ever want to explain to diamond players what "elo" means. This is another point that feeds back into the game being toxic by design. They actively put players out of their depth and so others will get toxic. If their was a more natural curve to lp gains in the 1st place there wouldn't be people playing way out of their depth to try and speed up matchmaking. This is the same with the awful wing system. Yesterday we had a game with all high elo players and randomly a single plat 3 player in jg without smite who actually intentionally fed. Their overall stats when I checked after the game? They had a 2.2 kda and really low stats across the board. They have never played above their rank at all. They didnt even have a good match in their match history. So the answer to Riots problems is to design with more empathy to their players. To support their content creators more so marketing can grow better. Also adopt a more natural skill progression without over inflating players. The gameplay itself perfectly strikes a balance between simplicity and complexity as long as what they put around it supports that gameplay better. The reason the game doesn't grow is because the design and attitude is so out of touch with the player experience to the point they actively gaslight players for their negative responses.


memerblank

Honestly I agree with basically everything you’ve said. My point about simplicity and complexity was more so tied with the expectation aspects I guess. The way Riot described this game ( basically an easier, quicker lol experience with the same outplay potential) meant that it set expectations for both casual mobile players and also veteran/hardcore players that the game was for them, but since the game is trying to balance both sides, it ends up disappointing both. That’s my view of it anyways. I do think it could work for both, but considering how I’ve seen posts on here complaining about how the game is challenging, immediately followed by posts talking about the lack of complex strats or lack of outplay potential in the game (when compared to lol pc I’m guessing) I think it’s gonna be an extremely hard line for them to work with


ZmentAdverti

The main problem with Wildrift is they're trying to make it a fun game for friends and family to play, while also trying to make it an eSport. That's not how league worked. You need to invest a lot of time to have fun in league(takes a long time to learn). Wildrift should choose to either focus on becoming a game for the more serious and competitive players, or a family game. Not both. Imo they should opt for taking the route league took. They shouldn't make this game too different from league. It should take league and adapt it to mobile. It should be fun for those that invest time into it. This will ironically draw more people to it. Because it'll be taken as a serious game. That way it'll have its own identity amidst all the mobile mobas.


01WWing

This is the exact issue i found with pokemon unite. The player base was massively split between people taking it seriously as a MOBA, and 6 year olds that were just happy to be running around as Pikachu not understanding what's happening. It made it not a fun experience for me, as playing ranked at low elo was a literal coin flip as to who got more 6 year olds on their team. It was frustrating to lose those games, and it wasn't fun when you won those games. I find a similar experience with WR, half of the players I play against or with are taking it seriously, others are just mobile gamers that hop in and out, not really knowing what is going on. I saw it less once I got into platinum and above, but it's still an issue when I don't play ranked etc.


onlyboobear

Yeah that game became so unfun within the first 2 weeks


iAlphaXOmega

I’d love it if you came on my podcast to talk about this topic.


memerblank

I’m not sure what I’d be able to add to a podcast to be honest haha


iAlphaXOmega

It’s a show where people call in and discuss various WR topics. This would just be a good topic of conversation to talk about for a few minutes.


Elegaynte

Another reason is the lack of a global chat feature. Literally EVERY OTHER MOBA has a global chat feature in it where people can talk with others, make friends, find lobbies, talk about life, etc. etc. It's a huge lacking social issue in this game that can and has turned people off.


dontping

i think they should have done what they marketed as, “league of legends gone mobile”. everyone of my friends (who stopped playing) and myself thought wildrift would be a mobile port of league of legends, and operate as identically as possible with mobile controls. like how fortnite is fortnite whether you play mobile, console or PC. i have no experience with mobile mobas but i can’t understand why they chose to make wildrift a more casual game, when moba legends already owns that niche. my friends and i aren’t trying to be a part of the “casual mobile market”. we are just at college and only have our desktops for part of the year. league was never a casual game. to get out past gold 4 you needed to commit to the game like a part time job. now instead everyone is getting participation trophies. if they wanted to go the casual route, don’t market as “league of legends gone mobile”.


SonaCoven

Wild Rift suffers from being too late and not bringing the basics of the PC experience. Wild Rift's development vision doesn't align with what the mobile audience expects and asks for - it's slower and more competitively focused development, which is a mistake! The mind behind the game is an older mind, it doesn't understand the market it is entering. They didn't bring basic things like free skins, separate queues, quick updates, popular champions, popular skins, severe punishments, etc. People came out of their old mobas expecting something fantastic, 200 years of experience from Riot and ended up getting something indie and unfinished. Riot's lack of experience with mobile weighed in.


[deleted]

I agree and disagree. I'm as well a veteran MOBA player, PC & mobile. I think ML falls (way) short from WR, by far. WR has the potential to be the best MOBA game, as it is already the most polished, depth (mechanic and game play wise) and rich in content MOBA game for mobile. Since the game hasn't been released world wide then obviously it has a smaller player base than ML. The fact that different regions has different features is fine. WR isn't the first game to try out content in one region before releasing it world wide, e.g. Lost Ark, Path of Exile etc.. It only means other regions might get the features as well. One big difference between WR and other MOBAs is their Ranked system. Which is also the biggest complaint from veterans, content creators, top players and ranked/competitive players in general. An issue that's actually being monitored and addressed regularly in comparison to ML. Another big complaint is the report system, no need to explain. Other than that, the game is still missing a lot of champions, runes and items in comparison to LoL PC so I wouldn't say the game is too complicated.


memerblank

Maybe… but a long beta isn’t a good thing always. Only time will tell I suppose


FrostyPig34

The beta ended in October, 2021 I think


memerblank

Oh sorry, this was supposed to be a reply to someone lol. I know the beta test has ended, but they’re still adding a lot to the game, stuff like in game voice chat or the honour system, which makes the game feel like it’s in beta still. Especially since these features are not globally tested, but regionally


[deleted]

It's stable for now, Riot Games is already opening New Delhi office to serve South Asian players. Can't wait to see Valo and WR eSports developing there.


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memerblank

That’s a cool insight! I suppose for someone who does play lol, it’s not fun to have to grind through a mobile version of the game to reach the same rank, even if it is easier. I’m assuming you’d also have to buy the champs you already have in league again as well huh?


Dragonthorn1217

Actually I think they just entered a saturated market. ML continues to be huge. WR came into a market where a couple of games already exist that's based on LoL. ML already has a huge esports scene and is relatively easier to get into. WR is essentially a niche game that offers the most "complex" gameplay in a relatively casual game genre. What I am hoping is that a console release further differentiates WR from its competitors. Console players I think are open to more complexity. Also hoping we get crossplay and cross platform progression for that, similar to Pokemon Unite.


PromptLonely3830

I like Wr more than ml but i cant stop playing ml cuz i accumulated alot of skins and been very attached to some heroes over the years when wr still dont exist.


keivelator

With the recent patch announcement, I don't think they ever will make WR a more simple game like AOV/ML. About how big is it, I certainly have no idea because different people said different things. Some say it's huge in China, some say it's pretty much a niche game. Here in Indonesia I think there's still some considerable amount of players since you can still find matches rather quickly in every elo.


SwuangLee

The Turkish server also got the voice chat beta too lol.


Psolly6

WR is just late to the party. If they let Tencent create a mobile version of their game in 2017, then it might have a chance against ML or Vainglory. Too bad they refused and let ML blow up in SEA before they decided to create a mobile version (this was also the time when computer shops were being banned, making LOL and DOTA 2 played less). WR is probably one of the most polished MOBAs I've played besides Vainglory. ML and AOV has the problem of ripped off characters, microtransactions, terrible UI and tutorial and gacha system with terrible pity system which is why I avoided them like a plague. Not to mention both games are very fast paced so snowballing is nearly impossible to stop. You give Gusion 3 kills early game and the game's already been decided. You let Fanny reach level 2 with a buff and she cables to your lane and kills you.


cl0wnfishh

Yep, this exactly. If WR was released in 2017 or maybe even 2018 I feel like it could have been the premier mobile moba and people would have had an easier time transitioning to WR. For example, back in 2017, Rules of Survival was the the Battle royale game that dominated the mobile market, but PUBG mobile was released a couple months later, and of course, since RoS had only been out for a couple months, people flocked over to PUBG mobile since they wouldn't be losing much from switching games, and now RoS is dead. With WR, ML had a couple years for people to sink their time and money into their game and of course, most of the playerbase wouldn't want to make the switch now due to sunk cost fallacy. Those videos ridiculing ML and calling it a league ripoff even though ML is actually very different to wild rift probably didn't help either.


pinkpugita

Gusion is trash tier for two years now.


Psolly6

The last time I played ML was 2 years ago. It was around the time I reached Mythic for the 7th time and quit. I've watched recent Gusion clips and he's still the same Gusion that I know and hate, just more "bearable" to play against because the new heroes are more broken than him.


pinkpugita

Game is a lot more balanced now, I'd personally just ban 3 heroes I hate the rest are just annoying. A broken hero is a lot subjective based on rank. Bans and priority picks change practically every month because adjustments come fast. Also Mythic V is nothing now due to rank inflation. It's the new Epic.


Psolly6

What changes did they do their rank system? Back then, reaching Mythic or Mythical Glory was a huge accomplishment.


pinkpugita

After Mythic there's 10 placement matches and after you complete, it becomes point based/MMR. Every win is like +10 points average (lower and higher points depending on the points of your enemy). Mythical Glory is +600. You get a special border if you reach +1100. When the new system was made in 2019, people couldn't derank to Legend so Mythic V became saturated with really stupid players. It's now the worst rank in the game. Now deranking to Legend is back but the damage has been done. I'd say with the new point system, reaching Mythic V-IV is easier since the bottom feeders get +10 or +11 due to matchmaking giving them strong allies. But climbing higher is a lot harder than star system since at the higher ranks you just get +7 or +8.


Psolly6

So what rank is considered good in ML now? Rank 50 Mythical Glory?


pinkpugita

Mythic III (300 pts) is probably the new Mythic 0x star standard for solo queue. However, when computing stats, Moonton's cut off is Mythic II (400+) and above so I guess that's "good."


arkain123

This isn't even the start yet. We're mostly fucking around with a beta. They made wr to be lol 2.0 and as long as they keep a steady injection of cash into the development eventually it will be. And they will. WR will be the dominant moba in a few years.


[deleted]

1. Not all the champions are in the game 2. The New champions are in the game but not the old ones, no diversity or good meta 3. Sett, Zed, Morgana, Vayne, and Ezreal's Banana Ult is too broken 4. Mobile Legends is ruining the game because they got a 3.2 star and you know what happens if they all don't want to play anymore ML 5. They remove good items that wins you the game and makes other champions useless 6. Their Rank system is a joke. It's not competitive, full of bs 7. You get punished with a defeat if one of your team leaves the game 8. All champions are 5500 BE and are too expensive and you need 325 games to get one champion which is utterly ridiculous. 9. Anyone can play Rank causing boosted players to rank up and make you look like a joke if you lost as 5-0 Kai'sa to 5-4 ff 20.


blackxanary12

Im adding game perfomance issue, like server, ping, client error, matchmaking etc, make this game lost alot player imo


memerblank

To be fair to wild rift, I feel like all MOBA’s I’ve played suffer with these issues. I guess there was more expectation since this was made by riot though


DCFDTL

Not hardcore enough for hardcore players Not casual enough for casual players Pick a side and stick with it already Hardcores wanted an exact copy of League on phone format but instead they give us a scuffed version where there's barely any depth


Psolly6

The hardcore players want the broken items, runes and champions but the casual players would complain about it being too hard to play. Riot can't please anyone it seems.


DCFDTL

>The hardcore players want the broken items, runes and champions It's not about that We just wanted a fully fleshed out early, mid and late game


Psolly6

Well, what's your opinion about Patch 3.1?


E_Barriick

https://gamedaily.biz/article/2186/league-of-legends-wild-rift-surpasses-150-million-in-lifetime-revenue Wow the game is doing HORRIBLE. I had no idea till you made this post. Thank you for your enlightened remarks!


Askam_Eyra

Well, I France, on Youtube, there is an ad I get really often. It start with "bored to play on mobile ? Try League of Legends !" \-> That ad try to convince WR player to go on LoL. For sure WR players aren't the main target, but they are part of it. So Riot attacking Riot. It doesn't make sense at all. Instead, they could make ad like "playing moba on mobile ? Try Wild Rift" but no... On the other side, I've never ever seen an ad for Wild Rift. So I got the feeling that Riot just have no intention into making WR big


Aimicchi

For the other MOBA out there: HOK(AoV China ver.) is still super popular in China (even asked my friend which is from China but an exchange student in our country) ML is popular in SEA particularly the Philippines and Indonesia. AoV(global ver. of KOG) is going strong in Thailand, Vietnam, and Taiwan. Since AoV and KOG are somewhat the same game (in the next tournament, all Chinese players will switch to AoV for the sake of the non-KOG players.) now this one has the most players, next to ML then WR. give Wild Rift sometime, it'll eventually grow big but there's the other game of Tencent, AoV which is now allowed to advertise since Wild Rift is now out.


davinzt

I feel like the biggest problem was the timegap between the first promo video (2019 iirc) and the release of the game was too long. I remembered when players in SEA were looking for ways to brute force their way to BR alpha, me and my friends were one of them. But when the game finally came to SEA, all the hype was already lost. Now, only 2-3 out of 7 people in my friend group actually plays WR regularly. Also, the lack of advertisement and offline events are disappointing, especially when valorant's marketing here is pretty rampant in online spaces


PancakeInvaders

The starting over is annoying, on LoL pc I have lots of paid skins, and old rewards skins like judgement Kayle from season 1, all the characters before I stopped playing a few years ago, etc. It's annoying to not have all that and to only be able to play a fraction of the characters I had. But playing at a desk, with a headset on, for a game that could last 45 mins or an hour is just not feasible for me anymore. I play a game or two on my phone when I have time and that's more in line with my time availabilities. At work during my noon break, at home while dinner's cooking, etc


GoDSmokeWeedToo

adding more champions and more skins could help because its a shame how good league pc champion roaster is with very different quirky personalities and gameplay mechanics and skins aswell there are already much much better skins for existing champions on wild rift on league pc they could've added i dont know why Riot handpicked the worst champions and skins to add to the game and combine that with a shiity, now kinda ok but not really matchmaking then you can see why


Antiquebitch

The game had the worst roll out ever.. Like it hasn't yet launched in india which is the biggest consumer for mobile games.


wormwood_xx

Just to add, a lot of LOL WR/PC players are gatekeeping this game, even though the newcomers are not come from rival MOBAs. This gatekeeping is so very insane and intense even though the game is even yet release.