**Подробности от разработчиков | Обзор обновления 7.3 — Transcript & Summary | SozAI**
Source: https://sozai.app/transcript/update-73-developer-details-review/

Patch 7.3 update overview for League of Legends: Wild Rift focusing on pacing, jungle changes, and ranked system improvements.

## Key Takeaways

- Patch 7.3 improves game flow by smoothing mid-game pacing and making advantages convert more naturally.
- Jungle updates balance the role’s impact, making it more accessible without reducing depth or influence.
- Objective control now rewards sustained effort and teamwork rather than single decisive moments.
- Performance and ranking systems better recognize varied player contributions beyond combat stats.
- Overall, the patch aims for fewer stalls, clearer game endings, and more meaningful comeback opportunities.

## What the video covers

- Patch 7.3 addresses mid-game pacing issues where games stall and end abruptly around 20 minutes.
- Introduction of Crystalline Overgrowth turret updates to improve map pressure and lane pushing.
- Changes to Demolish, turret plating, and turret rewards to reduce mid-game stalls and enhance sustained map play.
- Minion waves, super minions, and siege minions are adjusted to create clearer pressure without automatic game endings.
- Baron and dragon objectives are rebalanced to emphasize continuity and repeated investment rather than single spikes.
- Jungle role updates aim to balance clear speeds, reduce frustration, and open viable progression paths for fighters, mages, and tanks.
- Scaling smite and tougher epic monsters encourage more team coordination and strategic positioning around objectives.
- Ranked and progression systems are improved to better recognize diverse contributions beyond kills and KDA.
- Supportive actions like objective participation and pushing together are now better rewarded in the performance system.
- Legendary ranked updates aim to provide clearer goals and reduce pressure at high ranks.

## Chapters

1. 00:00 Introduction and Rift Pacing Issues
2. 00:56 Crystalline Overgrowth and Turret Updates
3. 02:33 Map Pressure and Objective Control
4. 03:24 Baron and Dragon Objective Changes
5. 04:12 Jungle Role Challenges and Updates
6. 05:04 Balancing Jungle Impact and Clear Speeds
7. 06:52 Ranked and Progression System Improvements
8. 07:46 Expanded Performance Recognition
9. 09:30 Legendary Ranked Updates and Closing Remarks

Answers

## Questions about this video

What is the main goal of the Crystalline Overgrowth turret update?

The Crystalline Overgrowth update aims to improve game pacing by making turret pushing and map pressure more reliable and natural, allowing lane advantages to convert into meaningful structural progress.

How does patch 7.3 change the jungle role in Wild Rift?

Patch 7.3 balances jungle clear speeds, reduces frustration from inconsistent income, and introduces scaling smite and tougher epic monsters to encourage better team coordination and more viable champion options.

What improvements are made to the ranked and progression systems?

The patch expands performance recognition beyond kills and KDA to include objective control, teamwork, and map play, making progression feel more rewarding and reflective of diverse contributions.

## Full Transcript — Download SRT & Markdown

00:00

Speaker A

Hey everyone, it's John and Will and me, Neil. Today, we're gonna spend some time talking about some of patch 7.3's bigger changes, the problems we're trying to solve, and what we want the game to feel like once these updates are alive. Let's start with rift pacing because I think a lot of players know this feeling. You hit mid game, things kind of stall, and then suddenly the game just ends around the 20-minute mark.

00:14

Speaker A

Yeah, I mean that is the pattern we've been seeing. We've noticed that after the first push fails, waves and mid-game objectives often don't really create enough pressure to actually help winning teams convert their lead. So the game slows down sometimes by quite a bit and then once something like Elder Dragon comes online, one objective can just suddenly blow the whole game open. So you get this really awkward pace where the middle of the game feels stuck and then the ending feels abrupt. Yeah, the even

00:28

Speaker A

bigger issue is that even though players can complete a lot of tasks, that should sound meaningful, right? Like win fights, manage waves, contest objectives, they still feel like they're not getting anywhere. So when the ending finally comes, it can feel less like a

00:42

Speaker A

natural result of our efforts and previous advantages and more like one final action took over everything and decided the game. Which is why one of the biggest changes we are making in this patch is a new set of turret

00:56

Speaker A

updates called Crystalline Overgrowth. This will improve the game's pacing around pushing and map pressure.

01:12

Speaker A

As the game goes on, turrets will gradually crystallize and give you a more reliable way to turn lane advantages and wave setup into real progress against structures.

01:26

Speaker A

We want pushing towers to build more naturally over the course of the game. So, if you've earned pressure in lane and managed the wave well, that should show your progress.

01:34

Speaker A

Alongside that, we're updating Demolish, turret plating, and how turret rewards are distributed. Yeah, the goal here is to reduce those mid-game stalls and put more value back into lane pressure, split pushing, and sustained map play. So, when you've

01:42

Speaker A

earned an advantage, it converts more naturally while the losing team still has real chances to punish mistakes and fight their way back.

01:52

Speaker A

So what will this feel like in game? Mhm. So minion waves should now create clear pressure. Super minions will become stronger as you destroy more inhibitors while siege minions will threaten structures earlier. But winning won't end the game automatically.

02:07

Speaker A

You will still need to manage waves, set up push, and execute. We want you to respect the wave size and the positioning more. Attackers can use stacked waves to create space while defenders will have more reason to clear

02:16

Speaker A

them instead of stalling. And same goes for the advantages you've already earned. Mhm. Towers, inhibitors, level leads. They should all create ongoing map pressure, not just one-time rewards. Those bonuses still depend on the lane state, have limits, and are also calculated when the

02:33

Speaker A

wave spawns. Right. So, they enforce the pressure that you've created without turning every small lead into automatic control. Mhm.

02:47

Speaker A

And I think Barons and dragons are part of this, right? Yeah. We've given Baron a stronger closing window as we felt that empowered waves can currently be cleared too easily and quickly, but this won't decide the game by itself. Defenders can

03:03

Speaker A

still contest vision, punish bad sieging positioning, and clear unguarded waves. Dragons, on the other hand, need to create more forward momentum before Elder shows up. So, if the team invests in dragon control through the early and mid game, that should matter more. And

03:10

Speaker A

the key is that this power comes from repeated investment, not from one random spike. Now there will be multiple fights, multiple warning windows, and multiple chances to respond before SO is ever on the table. So from Baron to

03:24

Speaker A

dragon, it's more about continuity. So with all these adjustments, you should now feel like your advantages naturally turn into victories. Winning fights, taking towers, controlling dragons, securing Baron, and managing waves should all feel connected now. And if you're on the other side, currently

03:39

Speaker A

losing, you should still understand where the pressure is coming from and where your next response window is.

03:51

Speaker A

Overall, our goal is fewer stalls and clearer endings, not less comeback play. Okay, I hear that we also have some exciting jungle updates this patch, which I think all the jungle mains will be happy about. Yeah, jungle is one of

04:08

Speaker A

the most important roles in the game, but also one of the least popular. The current role has a lot of influence, but as the saying goes, with great power comes great responsibility.

04:12

Speaker A

As a jungle main, I got to say my team is counting on me to manage the map, support all the lanes, secure Baron, dragons, and sometimes if I miss one of my smites, it really makes me feel like

04:29

Speaker A

the entire game is on me. Yeah. Not to mention clear speeds aren't very even. Laners can pressure or take camps too easily, and the income rules can feel inconsistent. We also recognize that on top of all that, not all jungle

04:40

Speaker A

stars are equal. As someone who plays a lot of Lee Sin, I can confirm that fighter junglers currently have a pretty clear edge. They benefit from multiple jungle bonuses and their first offensive item often speeds up their play way more than any other

04:51

Speaker A

class items do. Meanwhile, mages get less out of the system, and tank items do very little for clear speed. So one of the goals here is to open up more viable progression paths across fighter, mages, and tanks.

05:04

Speaker A

And I think some of our community might hear reduce jungle pressure and immediately worry that means making this role less impactful.

05:20

Speaker A

Whoa. Well, that is not a goal at all. So jungle should still be one of the most important and influential roles in the game. But what we want is less of that impact being concentrated into a few super high pressure moments,

05:31

Speaker A

especially when smite contests decide everything. Which is why the new scaling smite and tougher epic monsters should create more room for setup, positioning, and real team coordination around objectives. Our hope with these changes is that you also are more inclined to

05:39

Speaker A

queue up and try jungling. We're removing some of the unnecessary frustration without removing the role's depth. As a jungler, you will still need to route well, time your ganks, and control objectives, but your progression should feel more stable.

05:53

Speaker A

Yeah, we're trying to equalize clear efficiency, making it more costly for laners to take camps, improve baseline jungle income, and make it less punishing when junglers cover lane stats for teammates.

06:10

Speaker A

Great. And for everyone else in the game, will anything feel different? As we mentioned, patch 7.3 should give junglers broader champion choices, more stable income, more reliable control over major objectives, and for everyone else, things like casually taking the

06:23

Speaker A

jungle camps or sniping objectives with a burst combo should feel harder with vision, positioning, and teamplay around epic monsters mattering more.

06:36

Speaker A

All right, Neil, you're up. It's time to talk about some ranked and progression systems. Yeah, like I said last patch, progression doesn't always feel rewarding enough. And this patch is another step to us improving that and building off the updates we made in

06:52

Speaker A

patch 7.2. The goal is pretty simple. If you are consistently making the right plays to help your team win, the game should be better at recognizing that. A lot of players still feel like the performance system leans too hard on

07:02

Speaker A

kills and KDA. Yeah, historically, um, that's been true to some extent, but we know that real Rift isn't won through fighting alone. Decision making, objective control, teamwork, map play, etc. Those all matter too. We don't want you to feel like you have to

07:17

Speaker A

protect your KDA instead of making the play that actually helps your team win. So, we're expanding the model to recognize a much broader range of contributions.

07:29

Speaker A

kills in KDA. Yeah, historically um that's been true to some extent, but we know that rail rift isn't one through fighting alone. Decision making, objective control, teamwork, map play, and etc. Those all matter too. We don't want you to feel like you have to

07:46

Speaker A

protect your KDA instead of making the play that actually helps your team win. So, we're expanding the model to recognize a much broader range of contributions.

07:56

Speaker A

And part of that is making the system more role aware, right? The different roles create value in different ways. If you use the exact same standards for every champion in every role, you're naturally going to favor some play style over others. So,

08:09

Speaker A

we are pushing game evaluation to be more role specific. We want you to be recognized for doing what your role is actually meant to do.

08:18

Speaker A

Okay. Support players are probably going to be very happy hearing this right now. Yeah. Yeah. They they should be. We're expanding the system to better recognize things beyond combat like vision impact and crowd control contributions etc. So I think in the future all those fiveman

08:34

Speaker A

Leona solar flares will be better recognized and on the team side we're also looking more at things like objective participation and pushing together. A lot of supportive value just doesn't show up in KDA and we want the system to reflect that better.

08:49

Speaker A

We're also adding a tier above S. Right. So sometimes a player has a game that goes beyond what ass really captures. So this new tier is meant to recognize those truly standout performances and it also comes with an

09:04

Speaker A

additional ranked energy. So the recognition is both visible and meaningful for progression. Yeah. And just to be clear, this isn't us saying that kills don't matter anymore. Kills and KDA still matter. They're still useful indicators, but they just don't

09:19

Speaker A

determine the whole story anymore. So, Neil, I also hear that we're making some legendary Q updates this patch, which I know many players like me and John will be very excited about.

09:30

Speaker A

Yeah. Uh, as we mentioned in our last updates, we're going to continually make updates to our ranking systems. And I think this patch will be our first updates to legendary ranked. We know that whenever you reach a high rank in

09:44

Speaker A

this season, coming back each season again can sometimes feel like having to prove yourself all over again.

09:50

Speaker A

Yeah. which is why we will be lowering the cross season entry threshold for those of you and me who reached grandmaster the previous season. If you've already shown you can compete at that [clears throat] level, you shouldn't have to start so far back

10:05

Speaker A

every season just to get back into legendary ranked. Yeah. So, we'll also be adding a new promotion mechanic for the legendary commander tier. Right now, we know that in this tier you will feel a little bit difficult to move through. There isn't

10:19

Speaker A

always a clear short-term goal and even the best of the best like you can crumble under pressure.

10:25

Speaker A

With this new mechanic, you will know exactly what you need to do to earn your promotion up front. And if you put together a strong run of gains, that momentum can carry you straight through the tier instead of making you climb one

10:38

Speaker A

point at a time. Overall, our goal isn't to make you climb automatic, but instead to make your progress clearer and give you stronger performances and more direct path forward. We want you to gradually adapt to the pace and challenges of

10:51

Speaker A

legendary ranked. Keep pushing yourself to achieve new goals and spend more time experiencing the serious competition that makes this mode special.

11:03

Speaker A

All right, Will, it's your turn. I I know we got a lot of like tech updates in this patch. So, can you tell everybody like what they can expect from this patch?

11:11

Speaker A

Sure. Last patch, we were able to deliver some great optimization updates. And for patch 7.3, we're continuing our work to make Wild Rift feel better across all kinds of phones with a focus on making the game feel lighter,

11:23

Speaker A

smoother, and easier to jump into, especially if you're playing on a lower powered device. So, when you go update before patch 7.3, you should feel less pressure on your storage, more control over what you download, smoother games, and fewer

11:35

Speaker A

interruptions between you and your next match. And where you're joining the rift for the first time or coming back to climb with friends, we want you to spend less time waiting and more time playing, improving, and then making great moments

11:48

Speaker A

together. All right, thanks folks. That's everything we've got for today. Thanks for all [music] the feedback. We'll keep watching how these updates land once they're live and sharing more as we go.

12:02

Speaker A

And see you on the next

Topics: League of Legends Wild Rift Patch 7.3 game pacing Crystalline Overgrowth jungle updates ranked system objective control mid-game turret changes performance system


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