Quick Gameplay Thoughts: November 17

Morning 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 ------------------------------------------------------------------------------ **Possible 7.24 balance changes** We're looking at potential changes for 7.24 (final patch of the year) at the moment. For 7.23, which goes out early next week, we wanted to just hit major outliers and give things time to settle down. We're now at the point where we'll want to do a fair bit more tuning of things around the new state of the game however. That work will involve looking at both Runes and Champions, so in some cases we'll need to either account for changes to one when changing the other or may need to circle back and do a follow up round of changes early next year, depending on how things go. That will be particularly true if we do end up adding any new runes to fill unserved champs, though we won't be doing that in 7.24 at least. Sections below covering possible buff/nerf/investigate targets (none of this is final). It's also almost certain some of these things won't get changed and some other stuff will get added to the list instead as work on the patch goes on. These are also generally notes about things we'll be looking at, not as you'll note a list of what we'll actually be changing. That's because we haven't yet done the work to figure that out in most cases. ------------------------------------------------------------------------------ **Possible Rune Buffs** * Fleet Footwork Underperforming even on its best users. * Lethal Tempo Though need to make sure this is weak, that it's not just Press the Attack being strong. ------------------------------------------------------------------------------ **Possible Rune Nerfs** * Press the Attack Generally too strong on a fairly wide range of champs. * Aftershock Armor/MR granted is currently inappropriately multiplicative with temp Armor from stuff like Leona W or Rammus W, fixing that at least, might also be too strong in other respects. ------------------------------------------------------------------------------ **Possible Champ Buffs** * Galio Got smacked too hard when we over corrected his AP build just before pre-season. * Jhin Has been weak for a while, Runes have amplified that a bit. * Aurelion Sol Particularly hard hit by the change from Stormraider's to Phase Rush. Other champs also affected, many of them have better alternatives to swap to though, even if they haven't done so much yet. * Bard Struggling noticeably, need to investigate why. * Riven, Darius, Camille All are bruisers struggling in the new ecosystem, in particular because attack speed's not so valuable on them so Precision keystones are less applicable. Possible other candidates should also be considered here, also possible there's a missing rune needed to support some of these champs. Or that buffing them in general and letting them pick from a wider range of runes is the better call. ------------------------------------------------------------------------------ **Possible Champ Nerfs** * Taric, Leona Both are performing extremely well. Need to assess how much of that is Aftershock though. * Twitch, Trist Were strong before pre-season and have continued to be so. * Yorick Wanted to let him sit a while, rather than nerfing him immediately in 7.23. Fairly confident now he'll be too strong long term so we should be working on him. ------------------------------------------------------------------------------ **Need to be assessed more at time of writing** * Ezreal How much did that bug fix help bring his power down? If he's still too strong how much is Klepto? * Corki Some of the team think he's sleeper OP, lot of debate over that though. * Kleptomancy Definitely isn't weak. Its power is all very visible however, which can make it feel stronger than it is. Might be a good candidate for some tuning up for champions with less ability to proc it, tuning down for best case users. Some degree of champs being synergistic with particular things leads to really interesting play and trade offs though, so wouldn't want to normalize that too much. http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png
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