Meddler (NA)
: Quick Gameplay Thoughts: March 27
Any thoughts on this Video Phreak posted about base stats? Thought it was a pretty cool idea; https://www.youtube.com/watch?v=Ox6xqUiPXqg
: So, want to clarify a bit here. 2 kills is only worth +150 gold of bounties. (+75 gold per kill, only counting after the 2nd kill). So the shutdown kill is worth (300)+150 = 450g **Roughly 25% of the gold from the two kills is applied as a bounty** If 75% of the gold from 2 kills was being rewarded back as a bounty, the total value of the shutdown kill would actually look like (300)+450 = 750g. I would completely agree that that number would be out of line. Also, separate point, I think there is a misconception that 2 kills being worth +150 is new to this season. In, fact that part of the kill bounty system has existed for as long as I can remember.
~~Really think the way bounties are displayed right now adds alot to this confusion. I feel like the scoreboard should show either _ just_ the bounty gold, or everyone's total kill gold. So if someone is worth 300g or less then it should it. I think there is/has been a decent chunk of players see 450g and assume thats the bounty. Not the total kill gold.~~ EDIT: Actually read the post this time.
Meddler (NA)
: Tiamat - bit too strong a spike as a rush item, power of wave clear offered's very high even if not always appreciated. Compensation - Potentially. Might mean we buff WW a bit more than we otherwise would for example. Also open to helping any other champs hit hard who shouldn't be brought down a bit power wise anyway.
The wave clear is nice for sure, but one of things I like most about tiamat on alot of champs is how nice it feels to put into a spell rotation or using for animation cancelling. Would be cool if there were other items like this that could forfill this role, most other active items seems to be 'use once per fight' sort of deal. Some more lower impact shorter cooldown actives would be fun.
Meddler (NA)
: Long term we think it'd be good to allow marksmen some more flexibility in which positions they play. First priority for us though is to address some issues with them in their existing position. Particularly interested though in things that potentially help with both, like the starting MR example mentioned above. Would also want to try and avoid changes that made them effective in other positions but ended up pushing them out of bot. Generally we see players stick to positions more than they move with champions so a champ becoming only effective in a position you don't play can be pretty painful for existing players.
I really do not enjoy playing vs Marksmen toplane. Frontline vs backline champs generally have pretty binary/unenjoyable play patterns when laning against each other.
Meddler (NA)
: This year I've really enjoyed Hollow Knight (just playing through it now) and Dead Cells. Historically, imagine it doesn't count as a platformer to a lot of people, but I really enjoyed Inside. Collabs with other games/media doesn't sound impossible, though that's really not my area of expertise. Stuff like the Marvel Comics thing's definitely something we're really open to, mixing LoL IP with other IPs on the other hand I'm much less sure about.
I don't mind the idea of marvel making LoL comics but really hate all these marvel movies so I really hope things dont end going in that direction. I feel most stuff that Riot makes media-wise is far superior.
Meddler (NA)
: We didn't want to remove stats entirely from the pre-game, hence Rune trees bringing stats with them. Our original thinking was that binding stats to trees would create more interesting choices as you made trade offs between things like the keystone you most wanted with your second choice of stats versus less optimal keystone that came with optimal stats. Overall that hasn't worked as we'd hoped. It does offer some theoretically interesting trade offs, but also results in a lot of feel bad, perception of lack of options and to some degree just straight up lack of options. From a new player perspective the biggest thing we wanted to address was a substantial difference in power between new players and accounts with full runes/masteries. We design and balance with the expectation players have full pre-game power, so that was just leading to a worse experience for people trying to get into the game.
I am interested to see how the new stats play-out in game, but one thing that I'm not sure on is the re-introduction of Armour and MR as pre-game stat. If the enemy comp has some weird picks I feel like you get heavily punished for not guessing which damage type you are against. And won't health per level at the current numbers just get outshadowed by the other two at the moment? I am not sure if the numbers have changed but like the break even point gold-wise is level 8 atm I think? I don't see how that is worth?
Meddler (NA)
: Two weeks from today.
Sweet. Had a few extra days to take off work so I booked if for then. Always love playing around with the pre-season stuff.
Rioter Comments
: Visual and Sound Effects Update: Anivia
Wow, really like the little pattern around her Ult now. Nice touch.
: That number is likely close to final tuning, and some of the reasoning is that tanks benefit the most out of having an enforced defensive option. Armor/MR increases their EHP more so than other champs as they build more hp items throughout the game. That being said, we're going to discuss whether we should do a small pass on tank items and bump up their stats a wee bit, nothing for sure though
Do you think you could shuffle around some of the stats of the MR items? I prefer if one of them gave 20% CDR and one of them gave more MR/Health.Something like putting 20% CDR on Abyssal mask and maybe buff the mana a bit, while taking off some health. And taking the 10% CDR off of Adaptive Helm and putting in more MR (and maybe Health). I feel like right now these items kinda of give a bit of everything you want, but not too much, so makes building in combination with other items feel a bit awkward.
Meddler (NA)
: We think we probably hit him a bit hard in the last round of nerfs, especially with Banner being removed also affecting him more than most. Possible candidate for a small buff in 8.14 as a result, though can't make any promises yet.
Kinda happy where he is right now, don't really like him becoming a popular pick.With Runes Reforged he got a lot of power, I feel like the nerfs just put him back to where he was before. Though maybe Q was hit a bit too hard.
Meddler (NA)
: We are interested in AD support items and/or opening up Frostfang to AD users. Issue there's just one of bandwidth, with other stuff having to take priority for now at least.
AD Noxian support would be sweet.
: Marksman changes coming to PBE in the next couple days
Will Fleet be nerfed across the board or just on marksmen? Do you think its too strong on top laners?
Meddler (NA)
: Quick Gameplay Thoughts: March 3
Hi Meddler, not a jungle main or anything, but hasn't riot nerfed jungle sustain in the past which led to poor champ diversity? I remember stonewall making a video on it at the time, he seemed to explain it quite well. https://www.youtube.com/watch?v=pvgm0Z-bWc4 Things are different now of course but I guess as a veteran player I feel like ive seen this pattern before and it didn't go so well then. Just interested if Riot is concerned about this?
Meddler (NA)
: Looking for topics for Friday's post
What are your thoughts on tankier mage builds? I feel like with fighters you can build a mix of durability and damage and it feels pretty good. Feel like there aren't many champs that can fill this space in the AP side of things. Do you think that is just player perception or do you think there is aunderlying design reason reason for this? Vlad is probably the best tanky mage there is right now, and haven't had a chance to try the new Swain yet but maybe him too? Personally I would having some more tankier mage options avaible. I would like to beable to play champs like LIss and Auerlion as frontliners. I dont play aurelion sol, nor liss much, so dunno how the mains of those champs would feel, but within the mage space battle mages are the ones that appeal to me most. Even on Vlad though I feel like you pushed towards buildind damage in order to have game impact. But I fill like with fighters you adjust your build depending on the match and what your teams needs.
Meddler (NA)
: Quick Gameplay Thoughts: November 15
Meddler could you give some insight on what the purpose of minion de-materiliser is for? I have been messing around with it recently since i have been testing out suommoner specialist and wasn't too fond of the other two options in future, but tbh still don't really get what its about, not sure if i'm being dumb. Speaking of summoner specialist, right now i feel like I mostly just like the reduced summoner cooldown and am perhaps not changing my summoners all that regularly, though iIdo often switch them up at some point in the game. Is this the sort of expected use Riot had in mind? (I actually think it could be fine like this). Btw the new project login screen is incredibly and overwhelmingly cool so give my praise to whoever worked on that; both the music and the artwork/animation is 10/10 for me.
Meddler (NA)
: I believe it's the least popular rune so far. We figured it would be pretty niche, but that it was correct to have some pretty weird, niche stuff in the system. Hopefully it'll start see some good specialized use over time, if not we'll replace it.
What actually is the idea behind the rune? Is it just level up cheese? The only other thing I could really think of is destroying the cannon minion when the enemy team has baron, but holding on to them for that long seems like it would just be a detriment more than anything. If it increased your damage against all minions I could see why people would want to take it, but right now I really don't understand this rune right now.
Sparkle (NA)
: Runes Reforged Path Summaries
Does Ravenous Hunter work with things like Renekton W or Miss Fortune Q? Same for Arcane Comet aswell actually.
Cosnirak (NA)
: When there's time for it perhaps consider exploring a version of Sunfire that pulses, going from more like Bami damage to every ~5 seconds a burst of fire comes out and does damage worth caring about to both minions and champions. Or something along that line at least. Still not an 'active use' item, but with just enough play to it to make it a much more interesting item.
Meddler (NA)
: Quick Gameplay Thoughts: September 29
I feel like precision pushes away any champs that dont care about attack speed. This is fine, but it means that champs that care more about sustained damage but not attack speed keystones don't really have many options outside of arcane comet. Speaking of which I feel like the VFX for it still looks really silly. I think with other keystones they kinda feel like they interact with the your ability animations. Like electrocute happens on damage so it looks like your champion is causing it. But with Comet it just flies independantly from your champion and it looks super lame. Combine that with the sorta water balloon feel it has, not a cool looking keystone. You've previously mentioned eyeball collection being perhaps too strong, but i dont see how it can compete with other options that offer stats. My average takedowns with renekton for example is 13 per game, so that equates to 18.2 AD (at the end of the game) throw in the some ward kills and it maybe that could go up to 22 ad? I mean thats fine, but comparing it to options in the socery tree, clerity, overwhelming power, scorch etc it just feels like not much. Considering it is in postion next 2 very powerful vision utility runes, I don't see it being taken much. Maybe im miss judging it. Can't see myself taking anything but conditioning in that row unless I know im against full AD, but even then I doubt it. Obivously the ecosystem of LoL is changing and there is a lot of moving parts, but as a player who always runs MR per level on all their pages I am a bit concerned that isnt really anything to subsitute this. I can't see anyone running Celestial body outside of pro play.
: Not sure atm. Sounds cool!
Meddler (NA)
: I believe we're aiming to start at 12 (noon) PST in part to make it easier for a range of timezones to tune in.
Hey do you know where and when this will be happening? Would like to watch! Is it still planned for 12, and will it be on https://www.twitch.tv/leagueoflegends?
Meddler (NA)
: Quick Gameplay Thoughts: August 29
Hey Meddler, do you know if there will be a Fever Of Battle replacment? Or perhaps something closer to the spirit of the old blade weaving/spell weaving mastery? I ike the masteries that reward you for being in combat over an extended period of time. Would be be cool to see something like that. As i'm posting ill spit out a few keystone ideas, not thought over or anything but would be happy if I can add to the melting pot. Rally - Killing x (3/4) minions in y time (10-20 secconds) summons an additional minion into your minion wave which when killed gives no gold to the enemy. Resonating minds - Connecting two unique vision bubbles temporarily creates a burst of vision around the connected vision bubbles. (Imagine 2 ally champs meeting in the fog of war and ashe E like effect going off. Or when an champion first meets a minion wave etc.) Forager - Standing still in a bush for 3(?) secconds heals your champion/regens mana/give a buff for x amount. X cooldown. Making a Move - When near 2/3 other allied champions for the first time temporarily get a decaying movespeed/defensive buff. X cooldown
: > [{quoted}](name=DarkHalo16,realm=NA,application-id=A7LBtoKc,discussion-id=4KAg8Y1F,comment-id=003d,timestamp=2017-08-24T00:18:26.431+0000) > > Am I the only person that doesn't like this change at all? Definitely not! Every change we've ever made to the game has met with at least some negative reception, even internally. But please believe me when I say we really, really don't want to intentionally make things that you dislike, we sincerely want you to enjoy the game that we put tons of hard work into. However, there will always be things about League that can be improved, and the answer should not be "don't change that, some people will dislike it!" to everything because then nothing would ever get done. This is not to marginalize you and others who dislike these changes -- I am really, really sorry that you don't like these changes. We strongly believe that Runes Reforged is moving League towards a better future in the long term, and are eagerly awaiting preseason to see how we did. Truthfully, we've been wrong about such things before (Dynamic Queue), and we will do our best to recognize those situations and revert if its clear we went astray.
Personally I love the pre-season. I think this might be the biggest one yet. It's gunna be messy but im really excited to try out all the new things. I genuinely believe the game has steadily been getting better since release. Especially the last 2 years. So I have faith that in the long run the new rune system will be another great change for the game, even it isn't right straight away.
: Damn, ECON 101 just came rushing back real fast. This is fair feedback, and you make a solid point about the marginal value. Our argument for doing things this way is basically an economic one. The question is while we're making one huge part of League's economy (runes) free, will players understand if we keep other non-essential systems (pages) paid? If the overall change is a net positive, does it feel like a fair deal? Really appreciate you guys for bringing strong arguments in here by the way.
Speaking as a veteran player who owns all the champs, pages and majority of runes; I am actually surprised that all players wont be getting 20 rune pages as they have with mastery pages. My friends I play with in flex q are all still quite new to the game and they get their masteries mixed up half time anyway without having to try to rush to edit a page in champ select. I get that this idea means well by trying to give some value back to previously owned rune pages, but honestly I dont think it's fair to force this on newer players; players who lack IP in the first place. Extra rune pages won't feel like a benefit, they will just feel buying back some functionality that players already had (mastery page wise anyway, most newer players just sit on 2-3 rune pages anyway). I would like that in some way I could be rewarded for my time investment in this game, but at the end of the day LoL is not an MMO, its a MOBA , and the design of the game; including those based on the investments made by players, should have parity and competitive integrity in mind first. Thus I personally would prefer to take the hit as veteran player, and just give everyone 20 pages.
Meddler (NA)
: Probably obvious by now but yeah, they're both Darkin, so there's some strong connection there, both in terms of their nature and shared history. More details on Darkin in general to come at some point (not certain if we're talking about that stuff with Kayn's reveal/launch or later).
Is Jax is a darkin aswell, yeah?
Meddler (NA)
: Quick Gameplay Thoughts: June 6
Do you have any thoughts on sources of mana for tanks that don't have an armor component? Just curious if there is some specific design choice behind this nor not.
: Shouldn't it work that way? I mean, one of the ways to stack FoB is by using abilities, after all...
In it's most recent form, Abilities do not give stacks of FoB.
chivorify (OCE)
: liandry's contradicts itself
I used to think the same but I realised the item is for battle mages who want to start team fights and put pressure on the enemy backline, (Think rumble ult or maybe an aggressive swain sorta thing).
Rioter Comments
Statikk (NA)
: Champion Subclass List
I see Sion more as a Warden than a Vanguard. He lacks initiation outside his Ult, which is situational; half the time I use it to protect my backline. He does have pretty good stickiness once he gets on an enemy, but I think his kit has some of the strongest peeling powers in the game. Obviously he does have Vanguard Properties, and perhaps my Idea of a Vanguard and Warden is slightly to how Riot see things, but I would say he has more Warden playstyle than Vanguard. Just comparing him to the other Tanks, I would say his play pattern is much closer to that of Tahm and Shen, than Zac, Leona, Sej etc
Meddler (NA)
: 6.9 balance hotfix going out soon
Hi. Sorry this is late, but I just noticed that Vlad's Q isn't applying Deathfire touch properly. It should be procing the full 4 second damage right? Well it's only lasting for 1 second. This appears to 100% replicatable. Guess it's probably too late for the hotfix, but hope this can get fixed soon.
Meddler (NA)
: Vlad's one we're looking at a lot right now. We're seeing quite a lot of people struggling with him, what's optimal's changed quite a bit though, so there's going to be quite a bit of adjustment learning curve. Suspect if we did decide to hotfix (big if) it'd be something pretty small as a result (overreaction on Fiora's very much on our minds too).
I'm loving the new Vlad. Crimson Rush and the new E feel so frickin' cool. Feels exactly like what his kit was missing. So even if his numbers are off, good job on that. Personally I think he is balanced as is, but I have found CDR not as strong on him as it used to be; at least early/mid game. This might be what's throwing people off. When I went for a 40% cdr rush like I used to, I definitely felt a lot weaker. When I focused more on Power items (Rylai's Ludens, Visage) I had much more success. His base CDR on his spells is pretty decent and I think making the most out of them with AP and Health items is probably the new way to go on him. Just my thoughts.
Rioter Comments
: Yo Yousosmart! Star Guardian is absolutely a line that we want to explore further, skins team itself is comprised of a ton of Magical Girl super fans! We definitely want to make more SG skins in the future (TBD), so keep your eyes peeled for cuteness! :3 As far as our data goes players lovvvvveddddd her, like off the charts positive player response. lol **Question for the thread: **What other champions, aside from Lux, would make great Star Guardians?
Can we get some villains to go with this line of skins as well? Example; Cosmic Invader Renekton. I'm thinking something like the Ginyu force here.
Ralanr (NA)
: I didn't take that into consideration. Also, your Reddit link doesn't seem to exist.
Whoops, I accidentally added a comma after the link; https://www.reddit.com/r/DirtySionMains
Rioter Comments
Ralanr (NA)
: One thing I hate about Sion.
His Q is an incredibly powerful spell. Can you think of another champion who has an AOE knock up on a basic ability? Alistar, Cho-gath, Zac, Nami and Janna. All of them have a CD of around 10 seconds. Sion's is 6 seconds at max rank. Plus his has the largest covering area, and it has the potential to last up to 2.25 seconds where most of theirs last 1.5 seconds. Also the base damage on Sion's Q is insanely high at early levels. So while yes, his Q can be interrupted/dodged, the payout for hitting a really good one is huge. To me this is very good counterplay. It's one of the reason I enjoy Sion so much, is that he is probably the most fun tank in game right now. Btw if your into Sion perhaps you would be interested in; https://www.reddit.com/r/DirtySionMains, Alternatively you can add 'Apostolique' to join the Sionmains club on NA.
PWYFF (NA)
: [DISCUSSION] State of the Season
I am particularly interested to hear some feedback on Miss Fortune and her rework, how Riot are feeling about that, if any reds can do so.
Meddler (NA)
: It's iceboxed. Gameplay direction on it wasn't working well enough, while other gameplay explorations for other champions also strongly in need of a full rework were (Yorick etc). We'll get back to him someday, it's very unlikely that'll be this year though so we're looking to do a bit of smaller work on him instead.
TBH I enjoy his gameplay, but would just like a visual update.
Meddler (NA)
: Yeah, this season's been a bit rough on Sivir. We're going to be testing some changes to her shortly and are planning on helping out subsequent W bounces. Current thinking is towards allowing W bounces to crit, since that goes well with the AD itemization that's otherwise appealing to Sivir. On hit effects would certainly be cool, but adds a lot of power in some cases and would require Sivir be balanced around the most optimal cases. As far as Sivir's strategic niche goes the ult's always been a big part of that. Strong wave clear and reasonable team fight AOE are also intended strengths though, so this change supports that well. She's meant to be weak as a duelest too, so W bounce buffs as you've identified are potentially a really good fit.
Let the subsequent W bounces apply spell effects!?!?!? (AKA Deathfire touch) :D
Rioter Comments
Rioter Comments
Meddler (NA)
: If we wanted to balance Sion as a juggernaut we'd be looking at removing his Q knockup and the initiation power in his ult, in order to put more power into his sustained damage threat (auto attacks most likely). We're pretty happy overall with Sion's kit, so that's not a path that makes much sense, even if thematically juggernaut sounds like a good fit for him.
Yo Meddler, Sion and Poppy are currently the most fun and best tanks in the game. Wish more tanks were as interesting as them to play. Looking forward to trying the new Shen. Keep up the good work.
: [FOLLOWUP] Juggernaut Items
Personally I think there is a divide between Juggernauts and another class of tanky fighters which needs to identified. Juggernauts should be champs like Garen, Darius and Illaoi; these champs are slow and kiteable but have access to a lot of damage while being very tanky. The second class is slightly different; Udyr, Shyvana, Warwick etc, plus some cross overs such as Singed(?) and Dr. Mundo. This second class is fast and relentless in their chasing power but they need some kind clear trade off compared to their juggernaut brothers and sisters. This second group I think can be both really unsatisfying to play aswell as to play against, since their weakness hasn't been clearly identified, and their play patterns binary. When this class of champions is strong they just run you down while being invicible but when they are weak they feel useless and provide nothing to the team. I think this is the reason why the skarner rework was less successful as he falls more into this second currently un-identified category.
: [FOLLOWUP] Juggernaut Items
Can we take this moment to talk about Ohmwrecker a bit? Personally I think it is quite an underrated item. The active isn't great when your behind, but in general the stats on the item are really nice. Point runner is a great passive and the health regen is really nice (especially in lane), making raptor's cloak a solid pick-up in certain match-ups. Not to mention the CDR is really useful on tanky junglers. When I play Jungle Sion or Poppy, I often get Ohmwrecker as a my second item after juggernaut enchant. I hope riot doesn't intend to just outright scrap the item, personally I would like to see some more health on it, maybe move some of the stats around a bit but in general I think its in an alright spot.
Statikk (NA)
: Mid-Year Mage Update
So one of the things I like about LoL in general is that with it's broad spectrum of characters you can generally find a champion to suit you even in a class of champions you don't really play/feel comfortable on. I generally prefer tanks and fighters, but there are marksmen that I still like to play. However I have never quite got on board with the mages of LoL. That's fine; I'm not a mage player, but if I was to play a mage, I think Swain or Vladimir are the ones that I'm drawn to. Really excited to see how Vlad turns out and Hopefully I can finally find something I like playing mid-lane.
Statikk (NA)
: Swain was definitely very high on our "want to do" list. What it really came down to is that we feel he really needs a full-on rework (gameplay, thematics, visuals) similar to Sion or Poppy in order to really deliver on an awesome version of Swain. A large reason why we have chosen the current 6 is based off our confidence that we can deliver a solid update given the more limited scope they will get being as a part of a class update. We're being a lot more careful about over-reaching since it's definitely bitten us in the past.
> Swain > thematics I get that he may have a way off before any rework, but i'm quite surprised you feel his thematics need addressing. Kit, fair enough, but I feel like he has a pretty cool personality/identity already, especially compared to Sion or Poppy (who are my two of my favourite champions by the way). Maybe a new lick of paint, considering he is the General of the whole of Noxus; he perhaps isn't quite as scary as he could be, especially when in his ult form, and this _**is**_ the guy that commands the likes of Darius, Sion, Vlad etc... but I hope you keep the idea that he is an old man hobbling around with a walking stick. I mean sure he has presence in this form; a Tywin Lanister of Noxus, but with swain I think it's that feeling that he gives you that there is more than meets the eye, that unnerves me.
: Will Dynamic Queue go live on EUW today?
I guessing it will come out tomorrow when the new season starts.
Lyte (NA)
: The 2016 Ranked Season: Updates on Dynamic Ranked and your feedback
Do you think this will divide the community at all? Do you have any stats to suggest which queue will be more popular? Hope this doesn't seem like a leading question, I am simply curious. As a solo player I don't mind dynamic queue, but personally I do want to play on the most competitive and popular queue.
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InspectorStrange

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