Riot Games looks to LoL community on Eternals achievements
Riot Games is coming up with trackers for champion-based achievements based on community feedback.
After the new Eternals system was announced and immediately decried, developers have been working on the game's achievement system, updating it based on player feedback.
Riot's design lead Xengenic posted a list of ideas for champion-based Eternals to the League of Legends developer blog. According to Xenegic, the goal is to build sets of three Eternals that are unique to each champion. These will capture "things directly related to their specific abilities or gameplay patterns" instead of more common stats like kills and damage dealt.
"What we’d like to do now is list our proposals for each champion for the first set so you can give us feedback on what you like or don’t like, as well as make suggestions for ideas for things we should track in the future!" Xengenic stated.
The developer then included some "quick notes" on community feedback they've received on the topic already. This includes the debate between skill-expressive trackers versus more accessible ones.
"We want Eternals that track high moments and successes without being gameplay warping, by which we mean: Eternals should not be asking you to do things that you don’t want to do or shouldn’t be doing (i.e. kills as support, casting spells specifically on yourself instead of allies or vice versa, etc.). If any of these feel warping to you, please call them out and explain why!" Xengenic said.
Some achievement examples include Sylas' "Stop Hitting Yourself" achievement, which tracks how many kills Sylas gets within six seconds of damaging enemies with their stolen ultimates. This is an achievement that can only be completed with that specific champion and its unique abilities.
All 145 champions have proposed achievements listed here. The information in this document will change as players provide more feedback and ideas.
Eternals are available in League of Legend's Public Beta Environment. They will go live in a later patch after further testing and feedback.
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