[4.9] Live Gameplay Patch Forecast

Hi guys, here is Chun with 4.9 Patch Forecast, where I'll be talking about the major issues we're looking at in League of Legends. Keep in mind that the forecast is more about identifying problems that we're looking at, and not promises of changes to come in each patch. Some changes might take longer than others! 1) Kha'Zix As Jag mentioned in last forecast (http://community.na.leagueoflegends.com/en/c/live-gameplay/gTkfbmI6-48-live-gameplay-patch-forecast), we have been working on Kha’Zix. Currently Kha’Zix is being played and built like a brute-force fighter who can initiate a team fight while also being able to survive to clean it up. Assassins in League need to rely on fighters or tanks to initiate fights before they take the opportunity to engage, but Kha'Zix is able to do it all by himself, which gives him a lot of free power. We're looking at highlighting Kha'Zix's assassin powers over his fighter abilities. As a side goal, some of Kha'Zix's evolutions are really powerful and certain ones are really weak (hello W), so we want to make all 4 of his evolutions compete with each other (maybe not equally, but situationally), so you can choose the evolution to adapt what you need it in certain phases of games. 2) Kassadin As a rework follow up, we've been keeping track of Kassadin as he continues to become a more and more dominant force. We think we released Kassadin in a good state but then gave him a little too much strength as we saw players struggling with the new kit. The buffs taught players how to play the updated Kass, so we're peeling back the layers we added to get him back to a correct power level. 3) Kayle Kayle right now is being played as an AP-scaling supportive mobile ADC because of her consistent burst, her high ramping damage and her high utility. What this also does is give her very few weaknesses as she can shred everyone in the fight while staying just out of range to use her Intervention on a teammate. We're looking at ways to give Kayle some real weaknesses to compensate for her high strengths so she needs to think about how she gets into the fray. 4) LeBlanc As mentioned in 4.7 forecast, we're continuing to look into LeBlanc. Some of the things we like about LeBlanc are her high precision, her skill requirements, and her trickiness. Unfortunately she's doing all of this along with having crazy high burst damage without any counterplay for the enemy. LeBlanc has so much damage that in competitive play she doesn’t even need a Deathfire Grasp to burst down enemies (and DFG is potentially overboard at doing this). This tells us that LeBlanc is scaling very well (too well?) as a burst champion, and we're trying to find a way to balance her tricky / precise burst while making her fair to play against. 5) Braum As a follow -up to a newly released champion, Braum is a little too powerful at this point. We are happy with what he can do for his team in team fights as a shield man, but meanwhile he is getting very tanky too quickly and he's a strong lane bully at same time. When we release champions we have to think about how players will get used to their playstyle, but people were mastering Braum very quickly so we're keeping an eye on his performance across all levels of play. 6) Pantheon Grand Skyfall was always intended to be a high risk, high reward - a high damage global ability that's inconsistent. We've never been a fan of Pantheon's ability to cast spells while landing (which made his ult very reliable), but as he's gotten more into the spotlight, we finally decided to make the fix (and then forgot to document it, which was a big mistake). Either way, we've fixed the bug with Pantheon's ult where he could be affected by AoE abilities before he lands, but we're still trying to find a good way to make Grand Skyfall feel good to use without directly buffing its power levels (Pantheon has actually been pretty stable from some of our internal statistics). 7) Jungle XP We have bigger plans for the jungle, but currently we're seeing problems where junglers are getting really far ahead of the game, especially if they have a strong start. We think it might have to do with lane EXP versus monster EXP, as lane minion EXP doesn't scale with average champion level, but jungle monster EXP does. Basically a snowballing jungler gets his teammates some kills, they get levels and bring up the average level of the game, and then the jungler gets even more experience as he clears camps for additional rewards. No other lanes get this kind of bonus, and we've always been aware of strong junglers controlling the pace of the game, so we're looking for ways to tone that down.
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