: Midseason Durability - Goals and Direction
Fighters tend to die way too quickly after entering a teamfight. They're CC'd and focused down and in many cases are killed before they can even do a single spell rotation. As a result they're almost always forced into a splitpush situation and gain advantages through their 1v1 strength. On the flipside tanks are great in teamfights but get absolutely dicked in 1v1s by fighters. This creates a situation where, in a fighter vs tank matchup, if the fighter gets slightly ahead they can force a spitpush game and the tank is worthless or the tank gets ahead force a teamfight game where the fighter is worthless. Are there going to be any changes to increase the overall durability of fighters and increase the dueling potential of tanks?
Meddler (NA)
: Quick Gameplay Thoughts: March 20
Any plans to nerf Rumble? He's way too strong and in many cases is prioritised over Camille. He is extremely strong at all stages in the game, has an extremely safe laning phase, pushes constantly with no gameplay, can farm safely from range forever with his E and wins teamfights on his own. He straight up is too safe and deals too much damage.
Meddler (NA)
: Quick Gameplay Thoughts: March 14
Any chance on Rumble nerfs? That champ is way too crazy right now, he's incredibly safe, deals tons of damage and extremely strong at all stages in the game with an ultimate that singlehandedly wins teamfights.
: http://champion.gg/champion/Yorick So... yorick is decently strong. You mention some parts of his kit that I could see being annoying, but if they buff him, he'll need nerfs somewhere else to keep him balanced. As for the pro scene, Meddler stated that Yorick is a niche champ, and they don't evaluate success of a design by play percentage. He never has to see ranked play to be a good champ. He doing quite well in the hands of people who play him often. Just because his minions and ult work a little differently than other champs doesn't really mean much, does it? I mean, I'm up for discussing me being wrong here. But the stats and statements from Riot don't really corroborate your argument, imo.
> [{quoted}](name=CyanoPirate,realm=NA,application-id=3ErqAdtq,discussion-id=kR2LIOVs,comment-id=0001,timestamp=2017-02-25T20:44:04.869+0000) > > http://champion.gg/champion/Yorick > > So... yorick is decently strong. You mention some parts of his kit that I could see being annoying, but if they buff him, he'll need nerfs somewhere else to keep him balanced. > > As for the pro scene, Meddler stated that Yorick is a niche champ, and they don't evaluate success of a design by play percentage. He never has to see ranked play to be a good champ. He's "decently strong" in the sense that he's completely outclassed by Fiora, Camille and Renekton who all do the "splitpusher who deals tons of damage" role much better. What's the point on picking him when Fiora, Camille and Renekton are better, safer and more consistent. Citing platinum SoloQ as a source is really meaningless because it doesn't prove anything. Ryze has a 44% winrate. Does that mean he is not completely broken and needs more nerfs? Absolutely not. > Just because his minions and ult work a little differently than other champs doesn't really mean much, does it? It absolutely does. Yorick's ghouls are barely useable in lane because a good player will always autoattack them once and have nothing to worry about. These ghouls are supposed to have health bars that scale with 15% of Yorick's maximum health. They might as well be blue trinket wards. The cooldown on Yorick's Maiden not starting until she dies means he almost never gets to actually use the ultimate; the cooldown can sometimes be upwards of 3 minutes which is completely unacceptable for an ability so core to Yorick's everything.
Rioter Comments
Rioter Comments
: It seems kind of messed up that you guys would just shrug your shoulders and say "Meh" when faced with a known issue impacting your players. Isn't that kind of the polar opposite of the Riot philosophy?
> [{quoted}](name=007 James Bard,realm=NA,application-id=LqLKtMpN,discussion-id=hqMBAArE,comment-id=00000002,timestamp=2016-07-27T06:35:41.592+0000) > > It seems kind of messed up that you guys would just shrug your shoulders and say "Meh" when faced with a known issue impacting your players. Isn't that kind of the polar opposite of the Riot philosophy? Except it's not impacting the players at all. It's a barely noticeable bug that has absolutely no effect on gameplay whatsoever [THIS](https://gfycat.com/QualifiedRealKagu) is the bug in question and looking at it calling it even trivial is overrating its effect.
FostXTV (EUNE)
: @Meddler Why Zed's R nerfs can be reverted and you cant give Azir 3/4/5s Ult duration?
Zed isn't overbearing. He's a little bit overpowered but nothing major. Azir is incredibly broken. These 2 champions aren't even in the same ball park, one desperately needs to be nerfed immediately, while the other would be fine not being nerfed at all.
Neblo (NA)
: A Statistical Analysis of how Matchmaking is Unfair. Should the Team ELO or Map Should Be Balanced?
This is bollocks. Taking SoloQ statistics is completely ridiculous when SoloQ player will never use what Red side offers most of the time. Red side has quite a substantial advantage over blue side pretty much all the time. Time and time again professional teams are choosing to be on red side over blue side, take ROX vs SKT for example, both teams chose to be on red side all games. Red side has access to the 2nd and 3rd pick, allowing them to take 2 priority picks very early while blue side only gets one. They have last ban which allows them to ban out the champion the blue side wants to first pick, and the blue side should make it pretty obvious what they want to first pick, else they risk giving up 2 power picks to the red team. They have last pick, giving a free mid or, less frequently top a counterpick. But not only in champion select does red side have an advantage, in game the bot lane can take gromp, which is quicker than krugs and deals less damage. They can also bait baron much easier, as the blue side has to run right up to the baron pit to check, if trying to bait baron on blue side then the red team has the safety of the wall behind the pit to easily place wards or poke from. Dragon is still a mostly worthless objective so baiting dragon isn't nearly as important as Dragon can be traded for towers or rift herald and doesn't win the game. Baron does.
Rioter Comments
: @Riot: Is "Star Guardian" a skin theme you want to make more of?
Janna or Diana probably. The criteria's currently set at: 1. Human 2. Use some form of magic 3. Female And there are very few champions that fit those criteria. Lux, Annie (who has 10 million skins), Diana and Janna. Course, if Rito are fine without it being literal "magical girl" then Fiora could probably be a great one as well (though personally I feel if Rito want to make a shoujo Fiora skin idol would be a better choice)
Rioter Comments
: I think she's perfect now. Hopefully she gets reworked again too, though the only thing that really needs to happen is the true damage gets changed to either physical or magic damage. Then she could take some buffs again and not be 100% broken. The biggest problem with her current kit, outside of true damage, is that it puts her in control of laning...and takes it entirely away from the opposing laner. The enemy laner's success, barring really bad Fioras, is entirely dependent on whether or not their champion can lane through her aggression. That is not an interesting character. That is not interesting gameplay. Even if you like it, nobody would ever like facing her when she's strong...or even decent. If she's ever viable in her current rework iteration, she's effectively the new "Renekton Bar" of top lane, but 10x more stagnating to the top lane meta. Thank god she's gone. **She needs another rework.**
> [{quoted}](name=WoonStruck,realm=NA,application-id=3ErqAdtq,discussion-id=ntMdIBEg,comment-id=0000,timestamp=2016-04-14T15:16:24.705+0000) > > I think she's perfect now. :) > > Hopefully she gets reworked again too, though the only thing that really needs to happen is the true damage gets changed to either physical or magic damage. Then she could take some buffs again and not be 100% broken. Not liking a champion is not a reason to decide keeping them underpowered is a good thing. Making her true damage physical is retarded, if that was the case she'd need to essentially 2 shot squishes to have the same effect vs tanks.
MLDzXnRRR (EUNE)
: She is supposed to be hard to play, but rewarding champion. Imo her lategame is not great compared to other melee assasins/fighters.
> [{quoted}](name=MLDzXnRRR,realm=EUNE,application-id=3ErqAdtq,discussion-id=ntMdIBEg,comment-id=0001,timestamp=2016-04-14T15:17:59.205+0000) > > She is supposed to be hard to play, but rewarding champion. > Imo her lategame is not great compared to other melee assasins/fighters. Like I said, Ryze and Azir are both incredibly difficult as well but have 48% win rates.
Rioter Comments
: Ekko has never been most viable in the role he was designed for.
Ekko is a champion designed not to necessarily deal damage. That's why he has so much CC, however Riot haven't been able to make AP builds actually work, so he's always been an overbearing tank or completely useless.
: hahahahahahah dead man's plate weak hahahahahahahahahaha It also gives on hit damage, a bunch of speed and a massive slow on hit. It's not all about stats bud
> [{quoted}](name=XPL Turdong,realm=NA,application-id=3ErqAdtq,discussion-id=ylI0tNcp,comment-id=0000,timestamp=2016-04-09T12:24:07.638+0000) > > hahahahahahah dead man's plate weak hahahahahahahahahaha > > It also gives on hit damage, a bunch of speed and a massive slow on hit. It's not all about stats bud And sunfire cape also gives **tons** of damage. The passives are, imo equal.
Rioter Comments
Meddler (NA)
: Potentially before the mage rework. We're trying some stuff at the moment that's showing some initial promise (shorter E Vessel duration so you're not waiting forever to start normal play again, faster tentacle spawns during that reduced duration, shorter spirit lifetime, removal of the 'hit Illaoi to reduce the spirit's life mechanic since that's not well communicated and is often just a trap).
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=8KxApZ5K,comment-id=0000,timestamp=2016-03-19T20:34:06.751+0000) > > Potentially before the mage rework. We're trying some stuff at the moment that's showing some initial promise (shorter E Vessel duration so you're not waiting forever to start normal play again, faster tentacle spawns during that reduced duration, shorter spirit lifetime, removal of the 'hit Illaoi to reduce the spirit's life mechanic since that's not well communicated and is often just a trap). If I may, I think she needs SOME kind of mobility. She's completely melee, has no mobility and has no cc. This can't simply exist. She should be about healing and damage, but it's not fair that Aurelion Sol is allowed CC, mobility and range just because he's squishy. IMO she should have a Trundle Q slow on her W and gain movement speed while running towards spirits and vessels to help her not be so reliant on them fighting her (god knows she needs it).
Meddler (NA)
: The intended change is to the slow % (down to 30% at all ranks). Sounds like either a patch tracking issue on S@20's part or someone here at Riot edited the wrong values by mistake. We're also testing a shift of power in Fiora's passive damage from base to AD ratio, pushing her towards more offensive, less tanky builds.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=mTcTbTMV,comment-id=0001,timestamp=2016-03-09T19:43:32.715+0000) > > The intended change is to the slow % (down to 30% at all ranks). Sounds like either a patch tracking issue on S@20's part or someone here at Riot edited the wrong values by mistake. > > We're also testing a shift of power in Fiora's passive damage from base to AD ratio, pushing her towards more offensive, less tanky builds. Uhh... It's already bonus AD. Unless it was bugged or Riot is illuminati
: New Champion Q&A: Jhin, the Virtuoso [COMPLETED]
Would Jhin consider himself a performance artist and can he fulfill my deep♂dark♂fantasies?
: [FOLLOWUP] Juggernaut Items
Deadman's Plate is not too strong, it's an item made for juggernauts and it should be picked up for juggernauts. Saying that is like saying Essence Reaver is too strong on caster ADCs. It doesn't crowd out other armour items, other armour items are for the most part better than Dead Man's, only juggernauts get it for the mobility. Illaoi goes Iceborn Gauntlet, Renekton goes Randuin's Omen, Tanks get Sunfire or Frozen Heart. Deadman's Plate **DOES NOT AND SHOULD NOT BE NERFED.** The problem that I have with Titanic Hydra is that it's just worse than Ravenous Hydra, it doesn't give the same waveclear potential since it only splashes in a 135 cone instead of 360 and most of the time I use the Cleave passive on Fiora and Renekton when **I CAN'T ** basic attack, either I'm out of range or have just basic attacked. Making it a basic attack reset isn't very helpful or usable. The problem non reworked juggernauts have is simply a lack of Base AD scalings (and high enough base attack damage) so they can't use the very overpowered Sterak's Gage properly. Shyvana's only got one (her Q) Olaf only has one (his E), compared to Illaoi who has 5 and +5 AD per level. Nasus and Udyr are pretty awful champions who need reworks. Speaking of Sterak's Gage it's almost certainly too strong, since marksmen seem to be picking it up now (Graves, Quinn top). Of course, maybe it would be best for it not to be nerfed since it allows these champions to be viable in their own way without bringing the weaknesses marksmen traditionally bring to a team. If you don't like it, make it melee only, it's a super powerful item juggernauts need to help them do what they do, like Rapid Fire Cannon for marksmen. The REAL problem with juggernaut itemisation is that they need CDR to work at their best, this essentially skews the items into Black Cleaver, Iceborn Gauntlet and Spirit Visage, it's just such a strong stat, more items need it, maybe if Titanic and Ravenous Hydra lost their health regen and got 10% cooldown reduction itemisation choices would be better. Champion feedback now: {{champion:86}} Almost certainly too weak at everything, lacks windows for skillful play, braindead play pattern, I get that you want him to be a beginner champion but right now he's too much so. {{champion:122}} Late game he doesn't deal very much damage without his ultimate penta dunk (which is very difficult to get off and mostly just means he doesn't get picked). Give him base attack speed, give his W damage per level back and nerf his ultimate at later ranks so he has better and more reliable damage. {{champion:420}} She feels really good but a bit clunky and buggy. If you E a vessel and destroy their spirit then they won't have the duration refreshed which needs to be fixed. Sometimes her W fails for no reason. She has clear windows of power and a time where you don't want to get anywhere near her. Her ult gives her that power that she needs, she might be too weak without it, but unlike Darius she can reliably get it off every fight so it's not a problem. It's a bit of trouble that she has to ult a spirit in order to spawn an extra tentacle, destroying the spirit before ulting should not penalize you. I feel she should be able to spawn an extra tentacle **ONCE** per ult by ulting a vessel or spirit. Her Q doesn't feel too useable during her ult because your other spells just do so much more, it doesn't deal enough damage, it takes too long to channel and she has 5 other tentacles at that time she could be whacking you with that are easier to hit. For this I'd like her Q to be 50% faster during her ult since it's essentially her passive anyway, it just gets to be used in the way it was intended (using it in the direction you want when her other tentacles are in a bad place. She's probably the best designed juggernaut and only once who accurately does what a juggernaut should, just needs a bit of love. I don't play Skarner and Mordekaiser so I won't say anything other than they're both really weak, Skarner lacks any meaningful damage and has too much cc (but not enough to be a competent tank).
Statikk (NA)
: Mid-Year Mage Update
I'm not a Vladimir player, but I absolutely hate playing against him, I want to tell you what I find unfun about playing against him so you can address that. 1. His brainless gameplay pattern I once heard Morello (I think it was Morello) say something along the lines of _Is Q up? If yes use Q; if no wait for Q to come back up_ This couldn't be more true, if you have Q off cooldown for an extended period of time you're doing something wrong, there's no reason to save it for an opportunity (Like say Renekton's Q) or think about it. 2. His infinite sustain and damage No champion should be able to be chunked to half hp and after 5 seconds be back to full hp, but Vladimir can do that after he gets revolver. That is incredibly frustrating, especially since his sustain isn't diminished against minions, again comparing to Renekton's Q which is. 3. His anti-interaction gameplay pattern If Vladimir ever gets into a bad position (which basically means any champion manages to jump on him) he can pool without major penalty (20% current health isn't much considering the damage he's avoiding and his infinite sustain) then run away and go back to spamming Q. Interacting with your opponent is bad because you'll almost always lose, but fortunately he has pool. 4. All his abilities are point and click I don't know what else to say, none of his abilities are dodgeable, none of them have cast times, there's no counterplay.

GA Aviril

Level 30 (EUW)
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