Quick Gameplay Thoughts: August 8

Hi folks, ------------------------------------------------------------------------------- **Usual Disclaimers** These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler ------------------------------------------------------------------------------ **Azir** We're still working on the Azir update, with a focus on reducing his ranges to give him more meaningful weaknesses, especially during the laning phase, and then putting power elsewhere. That's looking promising, and still feels very Azir like, though we've got some concern it may not necessarily go far enough. Next step is getting a bunch of really experienced Azir players in to the office for some testing, see what their experiences (and the experiences of people playing against them) are like. ------------------------------------------------------------------------------ **Kayn** There's a change in 7.16 that makes it so that DoTs don't stack Kayn's passive extremely fast, which was allowing him to access his transformation much quicker than intended. That will probably have a minimal effect on jungle Kayn, but might hit lane Kayn pretty hard. If that's the case we'll be going back soon and taking a look at lane Kayn and whether we should be giving him some power in some other way. We've always expected Kayn to be a good pick as a jungler given the way much of his kit works, from what we've seen so far laning Kayn also looks like it might be balanceable alongside jungle as well though. Can't make any promises yet, but going to be digging into that more, especially if the fore mentioned change has a large impact. ------------------------------------------------------------------------------ **7.17 Balance changes** Brief context on a number of upcoming changes. Note there's other stuff as well coming for 7.17 too of course. * Draven Nerf - Currently looking at the passive, in particular considering more stacks being lost on death (greater difference in performance between a Draven who's cashing those in well and someone who's dying more). * Hecarim Buff - Testing having the R fear duration scale with distance traveled, rewarding longer and riskier R casts. Something like 0.75-1.5s, rather than the current flat 1s. Leona Buff - Trying Sunlight dealing more damage, but having a shorter duration. Leona struggles especially in higher MMR games, so looking at something that rewards good allied coordination. Also looking at a Q CD buff. Janna Nerf - Removing overall power and looking to add a bit more skill expression to her kit. At present we're trying higher CDs, with W reducing CDs/restoring mana on champion hit to reward more aggressive/risky use of that. Not yet sure if that'll be the final direction though. Zed Buff - Zed's underperforming a bit, with the exception of periods where any of his core items are overtuned. His damage is still pretty solid though, so we're looking at other buffs instead, with a W duration increase (4.5s to 5.0s) currently on the cards. ------------------------------------------------------------------------------ **Ornn's Upgraded Items** Brief note on these. Any team should get some decent value from having Ornn's upgraded items available to them, some combinations of champions will certainly benefit more than others though. That's something we believe's appropriate with Ornn. All champs have synergies with others, and in Ornn's case some of the 'who do I want to pick in combination with Ornn' decision revolves around those upgraded items. We'll likely adjust which exact items get upgraded at various points, and what stats they give, goal isn't to add enough so that every single champ can get a really good choice for themselves though.
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