Quick Gameplay Thoughts: March 16

Hey all, ------------------------------------------------------------------------------- **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 ---------------------------------------------------------------------------- **Some possible 8.7 changes** Some potential 8.7 patch changes below. 8.7's a small patch, particularly since we're approaching midseason so are putting some time into that. It'll be on the lighter side as a result, with a fair bit of it made up from things that didn't make it in time for 8.6. Early on in the 8.7 development cycle we'll also be more focused on systemic changes than champion stuff, a bit of extra champion balance work is likely to make it in later though. Champions * Swain nerf. Most likely candidates are Q CD (might have lowered it too far) and Q damage. Still figuring details out though, nothing solid yet. * Rumble buff. Straight Q and R damage buffs from 8.6 were ok but don't think they were targeted enough at Rumble's problems. Trying to do a bit more as a result. * Ahri changes (still working on clearer highs and lows, plus general strengths and weaknesses). * LB changes. More likely to be in 8.8 at this point because there's some visual effects work still needed that's not on track for an 8.7 release. Possible it still makes it into 8.7 though. * Kayn changes that should smooth out transformation point gain over game time. Likely to be a slight buff and should help lane Kayn a bit more than jungle Kayn too. Runes * Manaflow Band nerf/reshape (reduces mana gating too much) * Presence of Mind reshape (too strong on its best users, not strong enough on many others) * Numbers tuning on some other runes that are just not balanced well enough (e.g. Approach Velocity is weak, Celerity is strong etc) Items * Still working to make Locket more contextual (good some games, bad others) and probably less effective against single target burst champs * Looking at Ninja Tabi, given they're really dominant choices for the boots slot and can have a very large impact on some lanes. Number of things we need to figure out here, including how much they're just too good a general choice, how much they're just too strong, how important they are as a safety valve to AA champs, how much of a safety valve (or excessive counter?) to Lethality, what the right mixture of Armor versus other defensive effects is etc. We're trying to avoid solving a couple of problems only to replace them with other equally large ones. ----------------------------------------------------------------------------- **Non LoL related game design: Floating Combat Text in Diablo 3** Interesting article below where some of the Diablo 3 team talk about their approach to building a better combat text approach, including problems they had to solve around localizing for different languages, delivering both satisfaction and readability, working well with a variety of different hero builds and appropriate use of color. Well worth a read if that sounds like your sort of thing. https://eu.diablo3.com/en/blog/19996041/engineering-diablo-iiis-damage-numbers-22-01-2016 http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png
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