Meddler (NA)
: Quick Gameplay Thoughts: June 20
@Meddler Quick question, will we get another Shurima champion like with a ultimate like nasus and renekton?
Meddler (NA)
: Quick Gameplay Thoughts: May 24
Any plans for Rumble? Maybe giving back his initial damage on R (maybe when in danger zone)? Increase it's slow or width while in danger zone?
Meddler (NA)
: Quick Gameplay Thoughts: February 1
Hi, would you guys consider giving Lulu her +AP on allys back so she can work with Mages at bot lane? What if Janna had adaptive AD/AP on shield and Lulu had adaptive AS/AP?
Meddler (NA)
: Quick Gameplay Thoughts: January 30
Hi, would you guys consider giving Lulu her +AP on allys back so she can work with Mages at bot lane? What if Janna had adaptive AD/AP on shield and Lulu had adaptive AS/AP?
Meddler (NA)
: Quick Gameplay Thoughts: January 11
I guess i'm being childish here but I'm no fan of the recent sejuni, ornn, galio changes at the moment. Just revert them back to pre-worlds state please , and while you are at it, revert Rek'Sai to her release state as well, she's a mess right now.
Maxxston (NA)
: > [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=Tq9PnR6W,comment-id=00200000,timestamp=2018-03-14T16:37:49.283+0000) > > I'd agree ADC damage is too frontloaded and arguably too anti squishy (hard to coexist near a late game ADC as someone who isn't tanky long enough to use your pattern). Shiv nerfs in 8.6 should bring that down a bit, expect we'll do more in or around midseason as well though. If Shiv is too anti-squishy, what are your thoughts on moving it towards a more consistent damage model (aka always chains a small amount of damage, like old Ionic Spark)? Or is the Energized gameplay something you find valuable for that item?
I want Ionic Spark back, AS voli with ULT+Ionic Spark, lightning everywhere!
Meddler (NA)
: I'd agree ADC damage is too frontloaded and arguably too anti squishy (hard to coexist near a late game ADC as someone who isn't tanky long enough to use your pattern). Shiv nerfs in 8.6 should bring that down a bit, expect we'll do more in or around midseason as well though.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=Tq9PnR6W,comment-id=00200000,timestamp=2018-03-14T16:37:49.283+0000) > > I'd agree ADC damage is too frontloaded and arguably too anti squishy (hard to coexist near a late game ADC as someone who isn't tanky long enough to use your pattern). Shiv nerfs in 8.6 should bring that down a bit, expect we'll do more in or around midseason as well though. Maybe it's time to reduce the amount of damage ADC's are able to dish out? I feel when they are slightly a head they can just rotate with the support and take over games even as early as mid game. Their burst is almost unrivaled, still has the highest sustain damage and they can do it all from range. Tabi has almost been unchanged for seasons now, the item is peaking now since auto attacking ADC's are so strong (Trist, Kog, Varus, Twitch, Xayah). Its also good vs a lot of current top laners such as GP, Garen, Panth, Gnar, Jayce, Camille, maybe even Darius)
Meddler (NA)
: Some ult buffs are being tested internally at the moment, they're pretty tentative/debated at this point though still.
I asked you about this earlier on your last gameplay thoughts (3rd. march), I don't know if you noticed so I go again! Hi Meddler Have you considered giving Rumble back his initial damage on his ultimate? You may need to tweak down the DOT effect tho. Or give his ultimate some sort of power when in danger zone? Maybe a increase on it's the slow? Mind sharing any details of your internal buffs even though it's most likely getting changed? Thanks,
Meddler (NA)
: Quick Gameplay Thoughts: March 3
Any plans on nerfing adc late game damage?
Meddler (NA)
: Quick Gameplay Thoughts: March 3
Hi Meddler, Have you considered giving Rumble back his initial damage on his ultimate? You may need to tweak down the DOT effect tho. Or give his ultimate some sort of power when in danger zone?
: Champ Mastery Costs, Masterwork Chests, and Some Loot Buffs
We should also get a warning if you really want to reroll 3 skin shards into 1 random skin shard you already have!
: When the only way Ryze could do this was via Zhonya's it meant he had to make substantial trade-offs (far less mana), or else it was a 3rd or 4th item purchase at which point him using it when caught in a tight spot was a more interesting interaction. You're not wrong that stopwatch has tipped our hand in that this interaction makes it so Ryze has one get-out-of-fail free card which has a chilling effect on mid lane for anyone hoping to be able to get an early advantage. No word on whether Syndra or Ahri atm.
Why not disable Stopwatch+ULT combo but keep Zonyas+ULT combo, I don't even play Ryze but I think it's sad to see changes like that. It somewhat reminds me about the latest change to Ornn's W... Personally I'm not a fan :)
: > [{quoted}](name=2DunksFromHell,realm=EUW,application-id=A7LBtoKc,discussion-id=I5AEKAI3,comment-id=0066,timestamp=2017-09-08T20:37:54.670+0000) > > Vayne dose NOT need buffs She will lose a massive amount of power from the Q change, she'll need to get buffed to get back to the same level.
But buffing her scaling or late game would be crazy...
: Getting Grievous Wounds and anti-shield items has the tradeoff of taking longer to get your core items.
Hehe, who are you trying to FOOL? It's just a mandatory buy to upgrade your last whisper. It's been core since forever.
Meddler (NA)
: Our design approach doesn't go '1. Think about how something might impact Morde, 2. Then consider how it might impact the game as a whole'. If anti shield items are right for the game we'll get them in and then, if individual champs like Morde or Tahm Kench get hit too hard by it we'll make adjustments to them.
I hope this item sacrifices a lot of other stats! This item should never be worth investing in if the enemy team only has one champion with shields. I mean, it shouldn't be an IWIN item vs Morde, TK, Sion, Janna etc. I hate how GW just negates mundo, voli, vlad etc without any timing or interaction. Just attack the target and it's all good, not great design.
Meddler (NA)
: Lee and Caitlyn are being looked at at least for possible nerfs. In Lee's case we also need to do a sweep of some other champs who jungle in general (otherwise we're just pushing play from Lee onto Elise/Gragas/Rek'Sai/Zac potentially). In Caitlyn's case we need to see what impact the 7.14 nerfs do/don't have.
But what about tanks in general? Do you think the item pass was successful? Tanks seems dead to me? Have you ever considered changing Thornmail to revert ability damage / on-hits / true damage as well? So it can somewhat function vs Master Yi, Fiora, Vayne etc to a degree? I don't think the GW change will do much as you are already nerfing the return damage. Would love to hear if you any plans with Sion, Maokai type of champions?
: Cinderhulk isn't currently planned to get any changes to its Health values or its passive bonus Health since junglers tend to operate on lower economy already.
Tank junglers are almost completely wiped out and by reducing health on tank items will nerf them even more. I dont think upping the scaling to 20% would be that crazy? It actually used to be 25%! And we would prolly still see Lee, Graves, Elise, Regnar, Khazix, even AP Eve etc. Another thing I am curious about, what are your stance on Vayne and Kog? It doesn't really matter what I build on tanks, I still die in about 2.5-4 seconds even with 4k hp, ~300+ armor, ~150+ mr and Thornmail feels like it does NOTHING at all.
Meddler (NA)
: Sorry, I phrased that badly - % max HP scaling on the shield per nearby enemy champion.
On Jarvan you can easily revert the E nerf form earlier, seemed like a random nerf at that time. Giving back some armor will help him clearing the jungle early. Same with Volibear, some time ago you nerfed his W which made his clear worse, revert?
Meddler (NA)
: Quick Gameplay Thoughts: March 7
@Meddler Since you are doing work on tanks, can you at least consider some changes to Sion? Maybe revert some of the earlier nerfs (esp. W nerfs)? If not, what about reduce max Q channel by 0.5 seconds? Increase his R radius a bit? Increase his E slow duration by 0.5-1 .0 seconds? Increase his health income from his W to make him scale a bit faster? It's sad to see such a great champion not being part of the lcs scene anymore, his only game in 2017 he ended up 0-5 http://www.gamesoflegends.com/game/gameshow.php?id=5347
Meddler (NA)
: Longer term (not next patch anyway) we'll want to make more foundational changes to Warlord's to do exactly that. Window its sustain is the most likely option we've been kicking around (only works at all below X% health, or triggers but has a CD or other similar mechanics).
Any plans on making Warlords work with mages (spell vamp)?
Meddler (NA)
: We've got a buff to Varus's passive coming shortly (probably hitting PBE tomorrow) intended to increase both power and satisfaction of auto attack builds. Numbers currently in testing are a 0.5 bonus AS ratio on champion kills/assists and a 0.25 bonus AS ratio on minion/monster kills. If you've got 60% bonus AS from items then for example the champion proc will give you 70% AS (40% base +30% ratio). Both buffs also have a standardized duration of 5s (versus 6s/3s).
Just wondering if there are any plans on nerfing Mortal Reminder (GW) which is rendering Mundo etc. completely useless? Had a nasty incident where Vayne just "bursted" Mundo down with ult going within a very short time space. Almost like watching Syndra catching someone off-guard with 50 magic resist. Personally I find those Vayne nerfs a bit underwhelming, let her keep 1 sec invis so she can keep her dueling power but tone down her damage + her true damage on W imo.
: > [{quoted}](name=bards caretaker,realm=EUW,application-id=3ErqAdtq,discussion-id=AnH6hHic,comment-id=00020000,timestamp=2016-04-20T19:36:21.323+0000) > > At least make it reduce healing by 25% and not 50%. Or something like can only be applied once every ~15-20 seconds and lasts for ~3-6 seconds so it is possible to play around it. Constantly applying a 50% healing debuff with AA's will reduce some champions effectiveness by 50% and that souldn't be allowed. If it is then i will gladly accept the opposite item, reducing AA's by 50% :D The changes made to GW has made champions that rely on healing affects to become too strong and easily balanced, which is wry they are reverting the changes dude. The way GW existed before is perfect.
> [{quoted}](name=EddardStark84,realm=NA,application-id=3ErqAdtq,discussion-id=AnH6hHic,comment-id=000200000000,timestamp=2016-04-21T00:40:43.068+0000) > > The changes made to GW has made champions that rely on healing affects to become too strong and easily balanced, which is wry they are reverting the changes dude. The way GW existed before is perfect. Easily balanced as they are easy to balance/tune? Not sure if I understand what you are saying. "The way GW existed before is perfect". No, it is NOT perfect at all, reducing champions ultimate abilities, regular abilities and core parts of their kit by applying GW through AA's with 100% uptime is nothing but cancer. "Hi, look at me, i can reduce a champion's power by %50 only by AA'ing or casting spells". GW could be a item active ability you can apply on a enemy champion which lasts for X seconds having X cooldown.
Meddler (NA)
: We will be reverting Grievous Wounds so that it affects all healing again. That should be happening in 6.9, not sure exactly when it's due to hit PBE.
At least make it reduce healing by 25% and not 50%. Or something like can only be applied once every ~15-20 seconds and lasts for ~3-6 seconds so it is possible to play around it. Constantly applying a 50% healing debuff with AA's will reduce some champions effectiveness by 50% and that souldn't be allowed. If it is then i will gladly accept the opposite item, reducing AA's by 50% :D
: That wouldnt help much. She does not enough dmg for the jungle. She is not tanky and has no dmg at the early lvls.
They could easily change Q to deal 130% damage to jungle monsters as well. W healing working vs jungle monsters and Q dealing 130% damage to jungle monsters would make Illaoi a viable jungler while not affecting her laning performance.
Meddler (NA)
: We'd like to assess how Grounded works on Cass before considering it for other champions. Hopefully it's something we can add to a few other places certainly and Illaoi might need a bit more utility so she's not quite so raw damage or nothing. Not immediately sure if there's a good space for it on Illaoi's kit. Wouldn't want to put it on the W, while Grounded is weaker than a Silence it's still not something we'd want being applied as frequently as that would allow. E already has a lot going on and you need to be able to dash out of R counterplay wise.
Is it possible that her tentacles heal could work against monsters (NOT minions)? Then she could prolly be played in the jungle as well?
: Both items have significant changes planned for the midseason patch.
If the items end up being weaker than its current state I wonder if you are planning to revert any of the recent nerfs to champions who "relied" on those items? A lot of champions got nerfed because of Devblade combo. Some sort of feedback would be appreciated!
Meddler (NA)
: Right now we're looking at whether we should revert Grievous Wounds to its old functionality as part of the mid-season patch. Our original hope was that making healing output more consistent for extremely healing focused champions would make them easier to balance. That hasn't worked as well as desired however. As a result we're testing going back to GW affecting all healing to restore the partial safety valve that old GW gave when champs that heal others got out of line.
If you are considering GW, at least make it reduce healing by 25% and not 50%. Or something like can only be applied once every ~15-20 seconds and lasts for ~3-6 seconds so it is possible to play around it. Constantly applying a 50% healing debuff with AA's will reduce some champions effectiveness by 50% and that souldn't be allowed. If it is then i will gladly accept the opposite item, reducing AA's by 50% :D
: Greetings fellow riverboat captains! Tahm Kench has been swimming up and down Summoner’s Rift for a few months now. At this stage, we typically do a internal follow-up where we sit down and talk about what did and what didn’t work, guided by our original pre-release goals. We’re making that player-facing. Before we dive in (heh), let me just say we’re very much aware that a lot of you feel Tahm is very frustrating to play against. We hear you and none of the things I’m about to say should take away from the validity of what you’re feeling. We may disagree on the why and the what to do about it, but your feelings are valid and we’ve heard you. Alright, enough touchy-feely stuff. Let’s talk video games. When we set out to make Tahm Kench, we wanted to make a “tank’s tank”; someone who can become ridiculously hard to kill while having a strongly felt effect on the game (internally we call these “outputs”: how does the game change for everyone else because Tahm is in it?) We also decided in the very beginning of production that his outputs should fall outside the usual tank outputs of “AOE CC an entire teamfight” or “lock down / pull in one guy and enable your team to kill them”. Halfway through development we pivoted a little from wanting Tahm to be exclusively a gold-taking solo lane tank to embracing his support identity, but we liked the thought that we could deliver a champion who succeeds in different roles. We hadn’t made one of those in a while (Bard, Rek’Sai, Kalista, and Azir are all very strongly role-bound, and Gnar’s jungling is at best a super niche build) and we thought it’d be neat to enable player experimentation. Some things we obviously nailed: Tahm is tanky as all get-out and cannot be ignored. His output is a uniquely powerful ally saving move; not only is it strong, it is also super cool. Saving that low health squishy with a flash W creates a strong “holy shit Tahm, you just saved my life” moment for your ally. Here’s what didn’t work out: we expected that ally devour would be somewhat frustrating for the enemy, but we failed to predict just how bad it would be. We’ve clearly heard your feedback that the champion is frustrating to play against, but we also have other data points to back this up. When supports enter the top 3 of most banned champions, something tends to be off. Soraka’s recent rise in bans due to our changes to Grievous Wounds and the addition of the Windspeaker’s Blessing mastery is one good example of this. Clearly enough of you are so frustrated playing against Tahm that you’re happy to spend one of your three bans on him. So let’s talk about this. We have always known that uniquely strong safety moves will create frustration. Some amount of frustration is absolutely a necessary part of the game. Frustration at your plans not working out or the enemy outplaying you is an essential low moment in a PvP game like League, which buys us the high moments when things do work out. So frustration per se is not a bad thing. It’s when a moment feels unfair or like there was nothing else you could have done that we have a problem. Part of this was a last minute decision to give Tahm MS away from the enemy with an ally in his stomach. This came out of lane testing, particularly when Tahm and his ally lost their lane. It felt like there was absolutely nothing Tahm could bring to the table once the lane started to go against him. Particularly when the enemy kept ganking to drive the advantage home, Devour never seemed to help. We may have overreacted to feedback here. Devour should feel like a sacrificial move. The Tahm player should feel like he saved an important ally’s life at the cost of his own or of at least a good chunk of his health. The 20% movement speed away from enemies means that not only does Tahm save a friend, he thereby also buys himself more safety. Stripping this mechanic was a no brainer; expect to see this change for 5.24. There are two more contributing factors to the feeling of frustration I want to talk about real quick. One is that he just seems unkillable, and the other is that he outputs a buttload of damage. Tahm’s E is a necessary tool for a tank champion, but the exact tuning may be off. The active should be the button that allows him to wade into the thick of things and pick up an ally in need, and the passive should make it so he doesn’t just straight-up lose to any amount of poke. Our current feeling is that both the amount of time over which the shield decays might be too long (turning the shield from an anti-burst tool to a “lol I got two health bars” tool over the duration of a typical teamfight) and the delay before grey health turns back into health might be too long, making it too easy for Tahm to get to full shield. We’ve not made up our minds about this yet, but it’s on our radar. Finally, damage. Tahm has the potential to do an exceptional amount of damage for a tank. Abyssal Voyage’s passive is tuned to be very strong. On any champion who has the tools to get to you and stick to you easily this would almost certainly be problematic. But we cannot look at a mechanic in a vacuum (the poor guy would suffocate). Against most of our roster, Tahm does not have the tools to get to an enemy and stick to them. Nearly every ADC should be able to kite him, anyone with a mobility tool should be able to opt out of fighting him, and so on. We believe that as long as Tahm’s stickiness and catch potential remain as low as they are, it is okay for him to have the damage he does. There are edge cases that may need looking at here. For one, if you go into a 2v2 trade that turns into a 1v1 and you’re now in melee range of a Tahm who already has 3 stacks on you, you will likely not be able to get away from him without a kiting / mobility tool. Yes, there are certain champions that don’t have any of these tools and they just never can 1v1 Tahm, which feels bad against a support. So the TL;DR on his damage is: yes it’s very high, but the problem is that certain champs can’t opt out of fighting him when they should be able to. If anything, we’d look at that. We have some thoughts about the cooperative use of Tahm’s ultimate as well, but I’ve been going on for too long already. How do you feel about Tahm’s current state? Do you disagree strongly with any of the above?
I find TK one of the most fun champions recently released together with Illaoi. I don't think he needs any more nerfs after the MS removal of ally W. He is melee after all with only 2 offensive abilities and therefor they should be allowed to be strong. His Q is also easily dodged as it is single target and blocked by minions and at the same time he has ZERO mobility what so ever. When TK is using W on a ally, he will prolly try to escape the fight leaving his team vulnerable to 5v3 as well as not being able to use W offensively, so it's a decent trade off. I also find that people are really biased towards stuff like healing, ally devourer, spells like fizz E & vlad W, tryndamere ult, kayle ult etc. Honestly I believe stuff like the above makes the game more interesting/unique as it creates different approaches and not just who can deal the most damage. You have to think about when to use your abilities to try to counter and not just mashing every cooldown once they are up. Another thing is ally W doesn't make you immortal, you can still die from zed ult, ignite or dots etc inside his belly.
: The core of her kit centers around persistent interaction with enemy champions. Future changes to the character will look to preserve/sharpen this. However, if there are needed and easy ways to make jungle more fun/interesting I don't see why we wouldn't.
> [{quoted}](name=Beat Punchbeef,realm=NA,application-id=cIfEodbz,discussion-id=FXAooE3r,comment-id=0004000000000000,timestamp=2015-11-24T19:33:25.729+0000) > > The core of her kit centers around persistent interaction with enemy champions. Future changes to the character will look to preserve/sharpen this. However, if there are needed and easy ways to make jungle more fun/interesting I don't see why we wouldn't. Maybe you can let tentacle healing work vs jungle minions only so it doesn't impact her laning performance? Would be a welcomed change imo.

toymachine

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