: Preseason 2020 Gameplay: Rise of the Elements
Good changes, would love to see more of a focus on new bruiser and new tank items to help them deal with more game states. Especially with all this new terrain and brush, I'd love to see new items that interact with brush and terrain so that the different game states can test people's ability to customize and tailor their item builds for the specific situation at hand.
: Bring Us Your Bugs!! Celebrating 10 Years of LoL
Bug: Maokai when he autoattacks and fires a spell and his passive is up. I'll try to be as specific as possible. There has been, for a long time, a bug when playing maokai where if you fire a spell and attempt to autoattack when your passive is up, your passive will execute but your spell will be canceled. So your spell will go on cooldown but it won't actually go through. This bug GOT FIXED. BUT, it inroduced A DIFFERENT BUG. Now the bug works like this. The spell fires correctly, your passive procs correctly BUT the autoattack damage doesn't go through on your passive. Instead your autoattack gets canceled, and you have to wait for your next autoattack to get damage. It's really annoying on jungle maokai. You lose one auto worth of damage. I really hope your playtesters can look into this. I encountered it just yesterday.
Meddler (NA)
: Something along the lines of 'pick your stat of choice' or 'pick a primary stat you get some of and a secondary stat you get less of'. Still figuring out details.
OR, and here me out here, just remove the stats entirely. That alone will bring down early game power which it seems like you want to do.
: In our early testing we're thinking that ending the game relies too much on baron right now. Want a bit more natural minion wave pressure in the late game most likely
A good way to do this is to have some sort of method where a winning team can spawn 2 cannons per wave. I don't know what the criteria would be, but if a team has a near certain chance of winning, adding more cannon creeps to a wave helps them win better.
Meddler (NA)
: Quick Gameplay Thoughts: July 27
If I could play maokai and nautilus jungle I'd be so happy.
Meddler (NA)
: Quick Gameplay Thoughts: July 18
>A clear for or against position on the gold funneling penalty on TT Some context on how much TT you've played and when (links to match history, boards posts with longer thoughts as potential examples) Here is my op.gg: http://na.op.gg/summoner/userName=dactylogram I love playing 3v3 flex. I've played about 50 games this season, and about another 50 last season. I hate gold funneling. I am FOR the gold funneling PENALTY. I believe that gold funneling removes a lot of the strategy in the game. Counterpicking and smart bans don't matter as much with gold funneling present. Individual skill is less apparent and less of a deciding factor when gold funneling is present. Please delete all gold generation items from twisted treeline thank you.
InTheory (EUW)
: I'm not playing TT but I have a question: Is Gold funneling more common for premate teams or in general?
Meddler (NA)
: Quick Gameplay Thoughts: July 13
>It has, and that means changing it's a pretty substantial upheaval, given it's so core to how TT's been played for quite a while. At least in the short term we'll be keeping these changes that nerf gold funneling on SR only. You say this as if it's a good thing. It's not. I'd wager the majority of people don't want funneling on TT (myself included) because it is **the best** strategy in most situations and it crowds out other strategies. Removing funneling in TT would allow more skill expression between the teams.
: Tooltips Update
For the "all the details version" here's what I want Ezreal fires a bolt of energy, dealing 94 [14 (+1.1 physical_image) (+0.4 AP_image)] physical damage. I want both the total number and the calculation leading up to the number. While you're at it, could you please talk to the guys that work on smart pings? Instead of pinging "Ezreal: Q ready" I want it to say "Ezreal: Mystic Shot [Q] Level 3 Ready"
Meddler (NA)
: Quick Gameplay Thoughts: July 4
Please get rid of the "hold shift to see more info" on aatrox. Veteran players hate it.
: Updated Spellblade VFX on PBE
Old is 10x better and I have no clue why you're changing this.
: Community Patch Notes
Jarvan gets 15% bonus attack speed at level 1.
Meddler (NA)
: Quick Gameplay Thoughts: June 22
Here's an idea to make domination better, since it's bad: For Hail of Blades, change it from what it does to the following: When Hail of Blades is off of cooldown, your next autoattack instead fires 3 autoattacks all at once. All on hit effects apply. So if the user is ranged and has guinsoos, he gets 3 guinsoos stacks. If the user is vayne, he gets all 3 silver bolt procs off. Right now the way hail of blades works it doesn't offer that oomph or burst like it should. For Predator, I don't understand why it has to be a channel. Just make it so that it's instant activation on your boots, and then nerf the movespeed it gives early. Predator has this annoying effect where you cannot layer it with other channels (righteous glory, shurelieas), so you have to obey a specific timing window. It's also really problematic if you have autoattack on and an enemy comes up while you're channeling predator. Instead you end up autoattacking him, meaning you have to play with autoattack off when running predator, which some people don't want to do. For ghost poro, make it so that the poro does not leave immediately once spotted by an enemy, but persists for 3s before disappearing. For zombie ward, a buff may be in order. It was overpwoered back when trackers knife was in the game, and then it got nerfed. Trackers knife is gone now. Perhaps a duration buff on zombie ward is in order. Get rid of eyeball collection and put something unique there. Eyeball collection is just pure stats and doesn't feel impactful. How about a new rune, like skeleton hit: While the rune is off cooldown, your next hit stuns enemies for 0.10 to 0.25s depending on level. If that effect by itself is too weak, you could add another effect: while stunned, enemies take 10% more damage. Or, if that's too weak, instead of that as a secondary effect, you could do this: deal 3% more damage to enemies affected by crowd control.
: Ethernet vs. WiFi: Ping, Packets, & Playing Better
I have consistently used ethernet like 99% of the time since I started playing this game 8 years ago and I'm not going to change to wifi. My connectivity issues has always been on riot's part (unscheduled maintenance) or TWC giving me issues. I've confirmed this with winMTR logs and by asking riot support if I had any issues. So those are my 2 cents.
: They will update that. It can take a few mins.
I'm curious why the automated system flagged this to begin with. A cursory look at the match history doesn't raise any alarm to me.
: > I wonder if I get a red response on this... Sure, I'll give you a red response on this. You guys still seem to make a lot of assumptions about how we work. The League org is really big. It is big partially because we are our own publisher and partially just because it's a big game with a lot of moving parts. Our organizational structure is to have a lot of smaller teams focused on specific problem spaces. For example the Live team makes the patch to patch balance changes, and overall focuses on problems like game health, fairness, and frustration. There is a different team that works to improve matchmaking and another that builds new game modes. In that environment, it's not any one person's job to go around and say "Hey I have this personal value, so you need to start implementing the game in this particular way." If I left the team tomorrow and another designer took my place, it would be really hard to detect any difference from the viewpoint of a player. What you see are Riot values and League values, not my values. I have also personally been focusing a lot lately on features like the new player overhaul and Clash (and some things we haven't talked about), so if anything I'm a little out of touch with recent gameplay changes. But that's fine, because I have very capable leads like Meddler who do keep in touch with that part of the game. Like I said, large org. All of that said, I'm fine with you blaming me for anything in the game that you find annoying or just don't like. But that's not because I go down to the champion pit and tell them to design champions to fulfill a particular vision. Maybe I've been focused on the wrong things in the short term, or maybe our high-level philosophy isn't being acted upon, or maybe we just have the wrong designers working on the wrong problems in some places. All of those things are also my problems to solve. To address some of the other points: * We've heard a lot of feedback from players that we've shifted the game too far from solo carry potential to team coordination mattering too much. It's something we are working to change. * The jungle changes were not made to shift power to a particular subset of junglers. They were overall made because we were concerned that junglers had too much effect on the outcome of the early game and we wanted to slow that first gank down just a little bit (that is oversimplifying a lot, but that's the basic idea). Systemic changes like this can definitely impact individual champions, and we shake those out over time. If the goal had been to just buff duelist-type junglers, we would have just said that and could have enacted it much more simply. * It is a constant struggle for us to decide what to change without changing too much. I am 100% certain that players would get bored and move away from the game if we just decided to stop trying to improve it over time, and we want to create a game that is around for years or decades. We know there is a cost to any change we make to League. There's a cost if you have to relearn something. There's a cost if you just don't like a change we made. We understand that and we try to only make changes that leave the game in a better state than it was before, but we definitely take steps backwards in order to take steps forward from time to time. All of our changes have goals though, and if the goals are unclear (and I think they were for the jungle changes mentioned above) then that's a communication failure on our part. At least then you can challenge whether you disagree with the goals, or whether you agree with the goals and just disagree that the specific implementation will deliver on them. * Overall, I am concerned that we put a lot of different things into new and updated champion kits these days. It is done with a noble purpose of making sure that you guys get excited about new champs, but it does mean a lot of our newer offerings are much more complicated than our older champions. We need to get better about being happier (and making sure you guys are happy) with some champions with relatively simple kits with maybe one or two complex abilities instead of all 4 (5 if you count the passive) requiring a lot of information to play around. (I often wonder how well a Lux or Jinx would do today if they were new champions.) On the other hand, I don't think the mobility arms race (or shield arms race or range arms race) is as bad as players sometimes like to argue. Very mobile champions can still have sharp weaknesses. It's harder for champs who can do everything really well to have sharp weaknesses, but usually this just manifests as their strengths not ending up all that sharp, because at the end of the day, even a wildly unbalanced champion tends to have a winrate in the 50%s. So I really think what players are talking about here is the frustration it can take to shut down an enemy champ, not that they can't win a game against that champ. This is why some of the strongest complaints still come in about champs with strong duel potential (the Rivens, Zeds and Yasuos). Their winrates may not be all that awesome, but it can be frustrating when they catch you alone one-on-one. But I don't think in that case the answer is just to make sure their winrates are low. It also gets into the whole conundrum of how to give players more individual agency when some of the champions designed with a lot of individual agency are some of the most frustrating and most complained about. :( * "I mean, when you look at Ghostcrawler's history before WoW, he has mostly worked on RTS titles (he started with Age of Empires after all). Back in the time, no one was playing these games for a competitive multiplayer - people played the campaign, and the multiplayer was for you and your friends to mess around with during LAN parties (man good old times, when was the last time I had a good old fashioned LAN-party?)." FWIW, we playtested Age of Empires almost exclusively in 4v4 multiplayer LAN games. The ridiculous thing about game development back then was that was pretty much all we had - we had no way to gather actual data from players so we had to balance the whole thing ourselves (with the kind of results you'd expect). Now days we can gather tons and tons of data about the actual player experience. I designed most of the campaigns for the AoE games, but they didn't get a ton of playtesting. Almost all of our playtesting was multiplayer. It's amazing the games ended up as good as they did. * ''You don't need to play the game in order to design it'' Look, the people who build airplanes rarely pilot them, but they still have a pretty good idea of how one flies a plane. That's all I was saying. That quote (taken out of context as these things sometimes are) was in response to the persistent yet somewhat tired theory that the best players should be the ones to design competitive games. There are some players who are excellent designers (and we hire some of them), and there are other players who would be dreadful at the job. If you don't play the game you design, it will definitely be much, much harder for you to be effective, but yes, in a theoretical sense, it is possible. * "Problem with Ghostcrawler is that he thinks he knows more than what he does." Nah. You always want to be in a situation where you're the dumbest person in the room, and fortunately that's pretty easy for me at Riot. The problem with Ghostcrawler is he has less time to talk to players than he used to, and struggles to find the right format these days. :( Okay, that was a pretty long answer, but what did I miss that you were really hoping for an answer to?
I was with you regarding everything you said until you said this: >On the other hand, I don't think the mobility arms race (or shield arms race or range arms race) is as bad as players sometimes like to argue. The mobility arms race is extremely bad. >Very mobile champions can still have sharp weaknesses. This is just not true anymore. Ranged consistently outperforms melee.
Meddler (NA)
: Quick Gameplay Thoughts: May 4
Don't change the pre-minion spawn time phase. It's an important and strategic part of the game. Just because 99% of the community is too lazy to use it doesn't mean that you should punish that 1% that goes the extra mile and uses it for cool flanks, jungle invades, etc.
: > [{quoted}](name=Dactylogram,realm=NA,application-id=A7LBtoKc,discussion-id=2ykqAkNa,comment-id=004000000000,timestamp=2018-04-30T19:32:11.981+0000) > > With all due respect I disagree. They are currently priced at 2600g. 100 or 200 gold won't be noticeable at all. > > Also, you do not need to write my entire comment if you are only responding to a small part of it. It's bad taste. 3,000 gold is way too excessive with how fast games are right now.
Pricing items higher help slow down the game. You're essentially arguing for the position you don't support. Your comment is nonsensical. Games are fast right now, I agree. Increasing prices on items will help to slow down the game.
: > [{quoted}](name=Dactylogram,realm=NA,application-id=A7LBtoKc,discussion-id=2ykqAkNa,comment-id=0040,timestamp=2018-04-30T18:54:52.350+0000) > > I am 100% in favor of these changes and I am so happy and proud of the riot live design team to finally address ADC impact. Thank you Riot Axes you are my new favorite rioter. > > Disclaimer: I'm plat 5 right now after decaying a bit and was diamond 5 last season, so I'm not as good as a high diamond/challenger player, but these are my thoughts: > > Things I absolutely love: > > * - 4 ad early game > * base hp regen nerf early game > * new keystone > * new items > > Things I'm on the fence about: > > * bloodthirster changes. I think BT is a very good item, just misunderstood/underappreciated. I think the "perfect" ADC build right now is a 3 item crit (IE/ER, Shiv/Runaan, RFC), boots, GA, and then a fourth crit if they have no tank, a whisper item if they have a tank, or mercurial scimitar if they have heavy CC. Right now the optimal build simply crowds out Blood thirster. I do not think Blood thirster is weak. I think it simply can't outshine the "perfect" build right now. My suggestion is to not make changes to it, see what happens, and then if it is underperforming buff it. > > * Last whisper revert to total percentage armor pen. I understand why you're doing it, and I agree with the intent behind it. However, I'm worried at the degree of power creep this causes. A while back there was a patch to make armor items have more armor (500 hp/50 armor -> 425hp/60 armor for dead mans, sunfire, omen). This increases the effectives on a total percentage armor pen, so you might want to nerf the numbers slightly. > > > > > Things I don't like: > > * rework of infinity edge; critical strike damage should be the option to nuke squishies as a damage dealer. If the concern is that it allows for 2 or 3 shotting, you should nerf the attack damage on IE from 70 to like 50 but keep the 50% bonus crit. IE shouldn't be a core item that every ADC must build, but instead an item built when they want to tailor their damage to have hard hitting crits. > > * Footwork nerf. This keystone is already not the optimal the keystone anymore for marksmen. A nerf it to it also makes it even worse for melee characters. I think if sustain is a huge problem bot lane, you need to be nerfing the heal/shield power of supports, and possibly nerfing health regen even more. I just don't see footwork as the problem. > > Other things (suggestions): > > * Change Shiv/RFC item cost from 2600 to 3000. It is a simple efficiency nerf that is much needed. > > * Phantom Dancer was the item for melee characters, but right now I can only think of 5 champions that build it: tryndamere, yi, aatrox, yasuo, and gangplank. On other melee characters it's considered trolling. The reason why phantom dancer isn't good is because the 12% damage reduction you get when dueling is meaningless since you don't get to duel people in mid/late game. People rotate fast because movespeed is high, the map is small, TP is taken every game, and people in league have gotten better at knowing how to rotate and play around split pushes. Homeguard doesn't help either, as it allows people to quickly defend split pushes, so a melee character doesn't get benefit from phantom dancer. > > I think for PD to shine there needs to be more fundamental changes. 3000 is WAY too much. 2700 - 2800 is enough.
With all due respect I disagree. They are currently priced at 2600g. 100 or 200 gold won't be noticeable at all. Also, you do not need to write my entire comment if you are only responding to a small part of it. It's bad taste.
: Marksman changes coming to PBE in the next couple days
I am 100% in favor of these changes and I am so happy and proud of the riot live design team to finally address ADC impact. Thank you Riot Axes you are my new favorite rioter. Disclaimer: I'm plat 5 right now after decaying a bit and was diamond 5 last season, so I'm not as good as a high diamond/challenger player, but these are my thoughts: Things I absolutely love: * - 4 ad early game * base hp regen nerf early game * new keystone * new items Things I'm on the fence about: * bloodthirster changes. I think BT is a very good item, just misunderstood/underappreciated. I think the "perfect" ADC build right now is a 3 item crit (IE/ER, Shiv/Runaan, RFC), boots, GA, and then a fourth crit if they have no tank, a whisper item if they have a tank, or mercurial scimitar if they have heavy CC. Right now the optimal build simply crowds out Blood thirster. I do not think Blood thirster is weak. I think it simply can't outshine the "perfect" build right now. My suggestion is to not make changes to it, see what happens, and then if it is underperforming buff it. * Last whisper revert to total percentage armor pen. I understand why you're doing it, and I agree with the intent behind it. However, I'm worried at the degree of power creep this causes. A while back there was a patch to make armor items have more armor (500 hp/50 armor -> 425hp/60 armor for dead mans, sunfire, omen). This increases the effectives on a total percentage armor pen, so you might want to nerf the numbers slightly. Things I don't like: * rework of infinity edge; critical strike damage should be the option to nuke squishies as a damage dealer. If the concern is that it allows for 2 or 3 shotting, you should nerf the attack damage on IE from 70 to like 50 but keep the 50% bonus crit. IE shouldn't be a core item that every ADC must build, but instead an item built when they want to tailor their damage to have hard hitting crits. * Footwork nerf. This keystone is already not the optimal the keystone anymore for marksmen. A nerf it to it also makes it even worse for melee characters. I think if sustain is a huge problem bot lane, you need to be nerfing the heal/shield power of supports, and possibly nerfing health regen even more. I just don't see footwork as the problem. Other things (suggestions): * Change Shiv/RFC item cost from 2600 to 3000. It is a simple efficiency nerf that is much needed. * Phantom Dancer was the item for melee characters, but right now I can only think of 5 champions that build it: tryndamere, yi, aatrox, yasuo, and gangplank. On other melee characters it's considered trolling. The reason why phantom dancer isn't good is because the 12% damage reduction you get when dueling is meaningless since you don't get to duel people in mid/late game. People rotate fast because movespeed is high, the map is small, TP is taken every game, and people in league have gotten better at knowing how to rotate and play around split pushes. Homeguard doesn't help either, as it allows people to quickly defend split pushes, so a melee character doesn't get benefit from phantom dancer. I think for PD to shine there needs to be more fundamental changes.
: Clash NA beta - What’s changing? Your feedback in action!
> It’s something we know can seem like a grind, but just getting honored isn’t sufficient for climbing - you still need to ensure you’re playing to win consistently to get back to level 2. So people can't play casually in normal games?
Vekkna (NA)
: You're funny. That comment is exactly what I would expect from someone of your level of reading comprehension. >5000 Riven games on champ.gg You: >It's great you have 5000 riven games Herpaderp
Whatever kid. At the end of the day, it's you who thinks riven is a bruiser, not me. I feel sorry for you.
Vekkna (NA)
: You're 51 flavors of stupid, aren't you?
You can't come up with a counterargument to my points so instead you come up with an insult. Classic tactics of the left.
Vekkna (NA)
: You're saying the 5000 Riven games on champ.gg are not real? {{champion:24}} Zero {{champion:5}} AP {{champion:102}} Ratios {{champion:39}}
Riven isn't a classical bruiser the same way jax, irelia, and xin zhao are. She is a burst AD assasin. She relies on short trades and high burst damage and does not win extended trades against champions like jax if the jax player plays the extended trade properly. It's great you have 5000 riven games, I don't care. The point still stands you are ignorant and clueless about TRUE bruisers like jax, xin, aatrox, irelia, volibear, and skarner. You make this assumption that riven is a bruiser. She isn't.
Cowsep (NA)
: Cowsep's Response AND a great chance to talk about KOREAN SERVER toxicity!!
Like you said, riot does not punish anyone unless they are a potty mouth. You can troll, int, run it down mid, play tk and swallow your teammates, etc, etc and you'll be A-OK but if you say "fuck" it means you're toxic and you'll get perma'd. {{sticker:slayer-jinx-wink}}
: Cannon Minion changes targeted for 8.7
I don't understand why super minions will get greater gold on last hit. This just makes comebacks more likely, meaning you are rewarded more for falling behind early and coming back. I don't like that change. Repertoir, I sincerely hope you consider what I'm about to say. Back in season 1, super minions spawned at the tail end of the minion wave, not at the head. In addition, on last hit they gave about 20 gold, the same as a melee minion, not the same as a cannon. This did 2 things. First, by spawning at the back of the wave, it meant that super minions would have to tank virtually nothing, meaning that when they hit enemy turrets they would be at full hp. In addition, the turrets would not be targeting the super minions as it was in the back, so the super minion got more hits off on the nexus. Second, with it being worth less gold, when the team finally did clear the super minion, the reward wasn't very high at all. This felt incredibly punishing to the team with the exposed inhibitor--as it should in my opinion--and so Riot changed it so that people could have more of an opportunity to comeback. Now, I'm not saying there shouldn't be any comeback opportunities at all, but since those two changes to super minions (increased gold + switching from back to front) the game has changed significantly. People are having significantly higher levels of waveclear than ever before, thanks in parts to general power creep (buffing numbers, items etc) as well as the new runes which are more impactful than any previous runes/masteries, **as well as the mobility creep.** Since season 1 mobility in this game has been going up and up, including in season 7 with the addition of celerity, relentless hunter, and the new cloud drake. Here is what I think is happening: people are so fast with rotations and people are so much stronger that waveclearing is easy. A champion can't kill a super minion instantly like he can waveclear, but realistically an AD or AP carry can deal with a super in about 5 seconds. Back in season 1 it was more like 10. I think you should look into a number of things that can be tested on the PBE. Try only one a team, see if that helps 1. Change supers from spawning at the head to the tail, so that unatteneded super waves will have healthier super minions. 2. Lower gold on super kill so that it isn't as good of a comeback. 3. Increase the speed at which a super wave runs down a lane. This makes it so that waves don't need to managed and prepped for a slow push, in which the team with supers will have to wait at least 30 seconds to set up a large wave. Instead, you can make it so that the super wave has enough speed to catch up to the wave ahead of it all on its own so that super waves, if not cleared, can become really threatening. Of course, these ideas by themselves may do too much or too little; tuning would be needed. But I really don't like the direction you're going with making super's more rewarding to kill. **Supers should be used to help close out games, not provide a catch up mechanic.**
Vekkna (NA)
: What you're failing to mention is that many bruisers can build Stoneplate and do the exact same thing. You dive in, nuke something, and then use Stoneplate active (and passive) to disengage. Is that not what you want? Can you also not just buy a stopwatch? Ravenous Hydra is also completely viable on Camille, Shaco, Nocturne, Kha, Rengo, Aatrox, J4, Riven, Wukong, etc. Those aren't all "bruisers," but that's exactly what I'm talking about - they can build as bruisers, skirmishers, or assassins and have completely different play patterns and roles in a comp. Looking through your profile, you build trinity on a ton of champs with alternative builds (Jax, Xin, Nocturne, Wukong) based around rageblade, duskblade, BC, or BotRK. Maybe the items are there, you just choose to go with trinity builds on almost every melee game after game.
Riven, Nocturne, and KhaZix go ravenous? So basically you don't play bruisers at all. Good to know. Yes, I build trinity often as do almost all bruiser players. Trinity is a huge power spike and it's gotten to the point where you should build trinity because other items are just sub par. No one builds rageblade on bruisers anymore. Rageblade was meant to be "the" bruiser item because of its' ap+ad and its on hit passive. The problem is riot changed the way ability scaling worked so now we have bruisers that scale almost entirely off AD and have zero AP ratios so rageblade is no longer as good. For only 133g more i can get trinity which is significantly better. Your comment speaks to me that you don't play bruisers at all and that you don't understand how or why their itemization changed. I don't need to view your profile for that.
Vekkna (NA)
: When you say bruisers go steraks + trinity, you're forgetting that a ton of bruisers also have {{item:3071}} {{item:3748}} {{item:3074}} {{item:3812}} along with a whole mix-and-match of tank, adc, and assassin items. What you're saying about Zhonya's applies to GA, and what you're saying about Shiv applies to Hydras. Your whole point actually seems very backwards.
Over the past few months steraks has grown more popular than titantic. Ravenous hydra is used on trundle and fiora primarily, not many others. DD is a luxury item usually bought as a 3rd or 4th, after steraks+trinity. Trinity has been becoming more popular than black cleaver, with the exception being champs like renekton who really want cleaver. My point still stands. None of these items change the way you either A) approach a teamfight or B) participate in the teamfight. All these items do is give you a bunch of stats--AD, health, CDR--that let you participate in the fight just as you normally would do and do more damage while taking less damage. Bruisers don't have an item that once they build it they can siege, like ADCs have. GA is unreliable and is seldom used the same way a zhonya's is to buy time. More often than not people kill you, pop the GA, and then kill you again. Steraks helps make bruisers more tanky and is nice but it doesn't allow for skill expression, whereas someone like a maokai/sej with stoneplate is allowed to take more aggressive engages because of the safety of their item. The bruiser itemization as a whole doesn't allow for skill expression and doesn't change the way the game is played the way other items do.
Meddler (NA)
: Quick Gameplay Thoughts: February 28
Meddler what's your thought about bruiser itemization currently? I believe that bruiser itemization is the most uninteractive among all the classes. For example, as you mention in your post, when ADCs get rapid fire cannon + statikk shiv they get access to a lot of wave clear and front loaded burst damage. This allows them to siege effectively and contribute front loaded damage in a teamfight. Mages get zhonya's allowing them to wait for a second spell rotation in the middle of a fight, possibly allowing them to live and get a kill. Tanks get locket/gargogyles stoneplate allowing them to take aggressive engages without dying. Meanwhile bruisers go steraks + trinity which just gives them a ton of stats. They get tankier and do more damage. This is nice, but the items don't make an impact. It doesn't change the way bruisers can contribute in a teamfight, all it does is make them have more stats. Do you agree with my assessment or do you think otherwise? Can you talk to the live design team to see if bruiser itemization can be discussed to make them feel more impactful and rewarding because right now it feels like you build tanky so that you can survive in fights and not much else.
Meddler (NA)
: Quick Gameplay Thoughts: February 16
Why not do a bruiser itemization pass like you did with APs? You know, like the one for the upcoming patch. Bruisers need better items, not just a keystone. Zhonya's hourglass changes the way a mage can approach a fight. Gargoygle's/Locket changes how aggressively tanks can engage. RFC/Shiv lets ADCs waveclear and siege from range. Steraks, titantic, and trinity are items that just give stats, helps bruisers be tankier, and do more damage. That's it. Those items do not fundamentally change the way a bruiser approaches a fight or how he can play it. Give bruisers unique items that allow them to approach a fight differently and make game impacting plays. If you need help I have ideas for over 10 items.
Meddler (NA)
: Quick Gameplay Thoughts: February 9
Hi Meddler, Hopefully I can get a response from you. I want to know what your thoughts are on introducing new items for Bruisers. Here me out. When a mage gets a zhonya's, the way teamfights are played changes. He can now position more aggressively because of his zhonyas or he can use it in the middle of a teamfight to get a few more seconds to get his next spell rotation. When an ADC gets shiv + RFC, he can waveclear and siege towers easier, significantly impacting the way sieges work. When a tank gets stoneplate/locket, he is able to take much more aggressive engages. When a support gets redemption, he's able to reset the fight. When a bruiser gets tiantic, trinity, and or steraks he: * hits harder * hits faster * is tankier The bruiser doesn't really have any major impactful change like a tank, ADC, or mage does. I hope I'm illustrating my point well enough with the above examples, but if now I can be more clear. I have been doing some theorycrafting and I have some thoughts on some cool new items that would benefit bruisers and wouldn't be bought by either tanks or ADCs. There are mechanisms in the items that would make it unappealing to a tank and unappealing to an ADC. Would you and the live design team be willing to consider new items for bruisers?
: AP Shaco: A Year in Review
I'm going to be honest I didn't read all of this post because I don't know enough about AP shaco. But I have seen your stream and I know you're probably really qualified to give some insight on champion balance regarding shaco. I really hope that this thread gets some visibility and Meddler and other people involved in balance will go through your post.
Sparkle (NA)
: Do you? Cuz I really hate that. I'm sorry to be the bearer of bad news for you Colossus fanatics, but that bug should be fixed with the 7.24 patch. Instead it should remember your last selected page from game to game.
> [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=kVorigk0,comment-id=0002,timestamp=2017-12-05T06:02:37.609+0000) > > Do you? Cuz I really hate that. > > I'm sorry to be the bearer of bad news for you Colossus fanatics, but that bug should be fixed with the 7.24 patch. Instead it should remember your last selected page from game to game. Actually I disagree, just leave it as a feature. That way people will stop complaining about there being no defensive rune options. By defaulting to resolve, people who autopilot and don't set runes will enjoy a nice defensive boost that they've always wanted. {{sticker:slayer-jinx-wink}}
: Reminder that we haven't gotten our Summoner report cards yet :/
I wish we'd have this but I'm pretty sure riot won't make this a thing because reasons.
: No. You didn't say ggez in the game you were penalized for at all. You called people idiots, autistic, and feeders along with telling people to kill themselves and to fuck themselves. Additionally you've already been warned numerous times. You have an intentional feeder ban and a chat restriction before this.
There are intentional feeder bans? I thought it goes chat restrict 10 games chat restrict 25 games 14 day ban perma banned.
Rioter Comments
: ##Edit: Even if you disagree with the reasoning below, don't downvote me too much! I want more people to see our honest response to this question. This orange essence thing is a spicy one but I'll take my best shot at addressing it. The most honest answer it comes down to is that we wanna be able to spread out orange essence type loot and rewards across multiple systems without having to take an additional huge revenue hit at the same time that we're making runes free. I'll explain what I mean. Basically, when we first started giving out skins and stuff through the loot system, the only way you could get it was by 1) paying for it or 2) earning it through the mastery chests. Going into 2018 you're also gonna get skin content through things like events and honor (lets call them "orange shards" since we're really talking about anything that can be disenchanted into orange essence). We lowered the disenchant rate on shards, and we're giving out more shards. So that's what I mean by spreading it across multiple systems. I think we'll actually have to wait and see whether players feel that the additional shards from the other systems make up for the disenchant rate changes. Preseason shipped with some other upgrades to loot like bad luck protection and chances for double drops in chests, and I think we'll have to wait and see how that feels for players before we'll know. Now, there's another question implied here, which I think also bears addressing: **"Why can't Riot just give us more orange essence and more shards?"** The answer is that we make money on League through RP sales, and we want to be really responsible about how much we cut into RP sales when giving away stuff. Giving away skins and cosmetics through our in-games systems is something we have to manage really carefully—if it becomes to easy to earn orange essence and shards, RP sales would go down a lot (why pay for it when you can just get skins for free?). Even though League is free to play, we do need to make money and manage it responsibly so we can reinvest it back into the game. That's why making cosmetics too easy to get for free would be irresponsible for us, as a business. I know it's hard to get excited about an explanation like this, but I hope it makes sense! ##ONE MORE LONGISH EDIT TO CLARIFY A POINT: **I don't want to make the promise that the orange essence amounts you get will “even out” or be the same as before.** There’s way too much variance in the rates that people get OE from mastery and all the other systems for us to say that with a straight face. And the truth is the nerf to OE disenchant rates was significant. It’s more than we reigned it in to give ourselves wiggle room with these other systems. And honestly, the revenue hit from making runes free was a factor we considered as part of that. The goal is to make rewards systems that feel meaningful, rather than just constantly increasing the amount of stuff we give out every year because player expectations keep rising. It feels icky when we start talking about protecting revenue and budgets and shit, but we’re open to feedback on this stuff. I see basically no one talking about the double drops or bad luck protection that we already added to the system, so I wanna wait for a while for people to get used to the changes.
Hey how about having a market where we can trade shards to other players or sell it for essence so we can get rid of unwanted shards. For example, my account has alien invader heimerdinger and snowmerdinger. I never play heim. But there are heim players out there that really want either of these skins.
: League of Legends Normal Matchmaking
please use op.gg screenshots rather than your MS Paint drawing. I'm not gonna bother trying to read your handwriting.
Meddler (NA)
: Quick Gameplay Thoughts: November 10
For unspealed spell book users, give them an option to switch the summoners on d and f in game without having to go in keybindings. It's really hard to mentally keep track of which key has which summoner, and it involves even more work if you are forced to hit escape and go into options and switch the d and f key bindings. Here's an example of what could happen D key .... F key START: FLASH IGNITE Player uses ignite, its now on cd, switches it with Tp FLASH TP Player uses flash, it's now on CD, switches it with exhaust Exhuast TP TP comes off cd, uses it, switches it with flash Exhaust ... Flash Now in that scenario flash is now on the f key but the user originally had it on the d key. Unsealed spell book seems to be a very niche ruin the mental work required for it is a lot higher than any other keystone I've used so far. Please make it a bit easier on us.
FireDrizzle (EUNE)
: cho gets well over 4khp with a tank build and % hp is stronger in the first few levels.
He gets over 4k hp in the late game. % hp would only be better, by a very slight amount, at level 1, and then be much worse up until you get more than 4k hp. Look at any statistics site. People run scaling hp because % is too unreliable. If you're behind the % will not benefit anywhere near as much as scaling hp.
: So what you're saying is you're going to let certain champions run wild as always and leave half the champion pool in a nearly unplayable shit place for 6 months, finally get them near balance and then ruin the games balance again next preseason #RiotsYearlyTrolling
That is exactly what they're saying. That's precisely why I created this post. To hopefully show them why their balance philosophy for pre-season is very, very bad and easily abusable but it looks like riot is dead set on having a shitshow of a preseason.
: some of the most fun matches i've ever played have been huge leads into losses, and back and forth matches (win or lose), however in this season and next there isn't any of that. Play talon, get first blood lvl 2, and statistically get a 30% increase in win chance, iirc rito said a talon getting FB at lvl 2 had something close to a 60% win rate cuz games end WAY TO FAST to do anything about his burst. but w/e
Well ok then that's you. I'm ranked diamond (http://na.op.gg/summoner/userName=dactylogram) and a big part of how I got there was by snowballing early by punishing mistakes and by keeping the pressure on. I find it incredibly annoying to have to deal with catchup mechanics when I consistently stomp my opponents in the early game.
FireDrizzle (EUNE)
: Cho wants %hp not scaling.
: Shyvanna: Your proposed 28% buff + Hunter's Machete's 15% buff towards monsters + 17% from Precision tree = 60% bonus attack speed at level 1 (towards monsters, 45% towards champions). That is more than double her current bonus using highly specialized runes, and much more than that for the runes used by most players. Also, it would be even stronger than that, since you are asking to increase base attack speed (base attack speed doesn't increase per level like base AD, you get a percent increase as bonus attack speed). That could be fixed by doing the same thing as Caitlyn (extra bonus attack speed from level 1), but that doesn't change the fact that she would have ridiculous attack speed from level 1. It would be an _insane_ buff for her, especially for players who didn't use those specialized runes. The main problem with your argument, though, is that the rune pages you are talking about are not necessarily optimal. They are specialized. They are used by experienced players who are very familiar with the champion and know how to utilize those runes without getting punished. A one trick plays Blitz with no armor runes? They can make it work easily. An average player tries that? They feed. The stats Riot wants to give champions aren't necessarily the ones that give one tricks the highest winrate, but the ones that let the most people play the champion at a functional level, and that won't break the champion for those one-tricks. Specialized stats can still be picked up with the new runes.
I'm saying it should be a 28.8% attack speed buff for shyvana, 15% attack speed on machete shouldn't exist, and yes the +17 on precision tree is pefectly fine for a total of 46% attack speed at level 1. Keep in mind shyvana would also be losing out on the +8 attack damage. >Also, it would be even stronger than that, since you are asking to increase base attack speed (base attack speed doesn't increase per level like base AD, you get a percent increase as bonus attack speed). Read my post. I account for this change. >They are specialized. They are used by experienced players who are very familiar with the champion and know how to utilize those runes without getting punished. That's kind of my point. An optimal rune page is a specialized one. If you are good at a champion you will be min/maxing for it.
: Shouldn't you be used to relearning the jungle every season already lol
: I play Soraka and Janna, so I have to go Inspiration for all the support runes, and then I have to Resolve just for Revitalize which is literally the only Resolve rune I need when really I want to get some Sorcery runes for the added AP and movement speed since, as Janna and Soraka, all my abilities scale off AP.
R0XTAR (NA)
: Well, 5 damage on ability casts isn't exactly making up for runes.. I tried playing Lucian with the new runes on PBE and it's very different when I don't have my 20% attack speed and my base damage is so much lower than live. I expect there will be fine tuning after Runes Reforged hits live?
I hope there's more fine tuning because the way things stand currently it's completely unbalanced.
: When you get a silver 2 player with a 30% winrate in your gold 2 game
Uwhtazn (NA)
: Hey I got one: What happen to tier 3 boots returning one day?
We still have tier 3 boots. Boots of swiftness is tier 3. It always has been. I think you're talking about boot enchantments. Riot stated they don't want it in the game.
: I didn't ignore this. It's just that unlike you, I've taken into consideration all the tools we've been handed to demolish turrets since then, and would *really* enjoy just anyone with pen not shredding turrets.
Since pre season 6 what tools to demolish turrets have we been given? The only one I can think of is ohmwrecker, but no one buys that. You could argue ZZ rot, but after the nerf happened in early s7/ late s6 no one builds it anymore.
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Dactylogram

Level 232 (NA)
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