Fiddlez (OCE)
: Make her Q circle fixed from the point of cast. Pretty sure my Qs are getting denied more by my team-mates moving backwards than from the enemy dodging them.
The visuals on the q could definitely use a little work - I think everyone was surprised that it is single target, since it looks like it's an AOE.
Rioter Comments
: Yuumi's W and Klepto
Zilean ultimate doesn't revive you if you're on the enemy fountain, is that intentional? {{sticker:slayer-pantheon-thumbs}}
: She has 0 ability to wave clear. The damage per person is dismal and useless except for a Spellthief proc. No other Enchanter has such a weak offensive kit. No other champ in the GAME has such a weak offensive kit. Even Janna was reworked and given a damage alternative.....
If you want to waveclear with her, build protobelt LUL. Just kidding, i think a small aoe would be nice - that or a change in the visual effect because it really LOOKS like it should be AOE.
Meddler (NA)
: Quick Gameplay Thoughts: March 6
"Making AD builds less sub optimal, with the aim of opening up his itemization a bit more. Goal is still to have him as a juggernaut who tends to want to build fairly tanky. Would like to narrow the gap in effectiveness between AD and tankier builds though." Anyone else just scratching their heads after the first sentence's ~~double negative~~ double.... Thingy. Thanks for the post though Meddler, as always XD
Meddler (NA)
: Quick Gameplay Thoughts: February 20
Hey Meddler, thanks for the post! Can you talk a little more about new Conqueror, considering it seems it's going live in the next couple days? I know you've spoken about it in previous posts, but it's a hot topic. For example, what was the goal of the changes, and how does the new version accomplish it? Is there an "intended" set of champions for this rune? Diving deeper into specifics, what effects grant stacks on the new rune - do DOT's grant a stack per tick of damage? What about persistent aoe effects (anivia ult, singed q, morg w)? What about minion attacks (zyra plants, heimer plants, azir soldiers)?
Meddler (NA)
: Quick Gameplay Thoughts: February 15
Thanks Meddler! Glad to see you back with a second post this week - I love the QGT series.
: Spellthief's Edge isn't healthy or necessary in League of Legends
I can think of two things that would make sense and still allow mage supports to be played. What about capping the gold you can get from spellthiefs, or taking one ward away? (disclaimer, doing both would probably be overkill) I like mage supports, for all the reasons you mentioned (more interactive, increases champ variety bot, etc). I don't think removing their item is the correct solution. I think that mage supports should be playable, and an AP + cdr + mana regen item is necessary on mages. But I think removing one ward from the maximum on the upgrade is a fair tradeoff - more damage/fighting power for you and your team, at the cost of utility and vision. In regards to the gold generation part of Spellthief's, your point that rewarding gold for poking is a "win more" mechanic is spot on... but it's also true that the entire game is designed around the idea that winning one battle should give you an advantage on the next. When an assassin gets a kill in lane, it puts him ahead of his opponent and makes it easier to kill them the next time (which you counter by playing more safely, and trying to out-scale). The issue I have with Spellthiefs is that it is so strong AFTER lane/quest completion (which is why no-farm spellthief's zilean top is now a thing). I think an item that maximizes a mage support's ability to win lane and snowball is fine - but early power is supposed to sacrifice scaling. If you nerf the gold gen after lane by capping it, you still give the mages the opportunity to snowball early, but at least it won't be so easy for them to keep buying big damage items unless they are still getting kills and assists. I think it's pretty bullshit that I see a full rabadons more on mage supports than on actual mages.
Meddler (NA)
: Quick Gameplay Thoughts: January 30
Hi Meddler! I like the idea behind the akali nerf - giving higher base hp at the cost of her sustain. I'm a little worried that this change might hurt her more than intended out of lane, but it sounds like you guys are well prepared and committed to keeping an eye on her after the changes. Is the shroud/tower interaction change also going through?
: I think many of us would like to see Sol completely overhauled. Of course, there are a vocal minority of die-hard Sol players who are adamant that nothing about Sol must be changed, and they will probably downvote this post, but the truth is, Sol's kit is fundamentally awkward and boring, with limited options, little interactivity, and no ability to make flashy plays. Circling an enemy while your stars repetitively bump into them is just not an exciting way to score a take down. It's a shame because Sol is visually and thematically one of the most appealing champs in the game. I only wish his gameplay reflected the fantasy of controlling a celestial god-dragon rather than a hula-hoop dancer.
When you said "I think many of us would like to see Sol completely overhauled" I almost dismissed your comment completely - but actually you do have a good point. Sol often feels more like a hula hooper than a celestial god dragon, and thats a big problem. I don't think he needs a complete overhaul though. He is so unique, and while I definitely thought it felt awkward and boring at first to play him, once I popped off in a couple games and outplayed opponents with superior spacing and fancy footwork, I finally understood the appeal. Could he be overhauled/slightly reworked? I think most champions could. But I don't think he's so far from a healthy gameplay state that he needs it. If they did rework part of his kit, the only thing that would be cooler would be to give players more control over his stars. It's an extremely punishing mechanic to have the stars die when you get cc'd. The planned change seems really nice to me, though, honestly. One of the biggest issues for Sol is kiting once enemies get inside his stars, and this helps with that (we will see if it's strong enough, I'm worried that the duration is too short at the start).
: As a Zilean main, I love the idea of him going past lvl 18. But I'd be worried about balancing that - also, it's VERY rare that games go that long. I think it'd be best for the team to focus on the objectives you outlined in your posts last month: revamping ADC itemization and the role in general, and reducing systemic damage/making tanks desireable again. Regarding Cassiopeia and Neeko: Can you elaborate on what their planned changes are? I miss the old, highly mechanically intensive e-spammer cassio (which now takes so many items to work that it's nearly unplayable). With Neeko, the largest frustration seems to be her ult being a little too predictable. Her laning seems strong though. I'd love to hear if you have other opinions, or what you guys are thinking of changing?
Also, considering that each level generally gives hundreds of gold worth of stats, limiting it to certain champions might just create more situations of "welp, we didn't win in the first 30 minutes so I guess we don't have a chance." It could incentivize stalling as a strong strategy which doesn't sound like fun gameplay.
Meddler (NA)
: Biggest issue is the amount of pushing power/wave control it offers, early game in particular. Possible solutions here might include things that reduce power for pro and other organized play without much impact elsewhere.
One thing I was thinking about was changing the relic shield passive from an execute on a minion to something more like a pickpocket. Relic user can attack/damage a minion to steal its gold, and shares it with an ally in range (and maybe heal both of you too, just like it does now). Same effect on gold, but doesn't hurt cannon minion/super minion mechanics. In pro, though, I mostly saw relic users abusing the interaction between relic and dematerializer to instakill super minions and get huge gold for them and a friend. Not sure exactly which wave control mechanics you saw as problems though.
Meddler (NA)
: Quick Gameplay Thoughts: January 9
As a Zilean main, I love the idea of him going past lvl 18. But I'd be worried about balancing that - also, it's VERY rare that games go that long. I think it'd be best for the team to focus on the objectives you outlined in your posts last month: revamping ADC itemization and the role in general, and reducing systemic damage/making tanks desireable again. Regarding Cassiopeia and Neeko: Can you elaborate on what their planned changes are? I miss the old, highly mechanically intensive e-spammer cassio (which now takes so many items to work that it's nearly unplayable). With Neeko, the largest frustration seems to be her ult being a little too predictable. Her laning seems strong though. I'd love to hear if you have other opinions, or what you guys are thinking of changing?
: Hey DarKKillA01, Great questions, let me help out: 1) No, if you unlock a chroma it does not come with the skin. 2) a. No, you will not be able to use the chroma until you have the corresponding skin for it. 2) b. Yes, if you unlock the chroma now, you'll have the chroma unlocked on the account, but will only be able to use it once you own the respective skin.
Yeah - I made the mistake of redeeming a chroma for a skin I didn't have in one of the prior events, thinking that I would be able to use it without yet owning the skin itself. It's not a big deal, but I do think it would be nice if some sort of pop-up or message warned players who were going to make the same mistake as me in the future, or if the shop did something to indicate which items you wouldn't actually be able to use (maybe just shade out the chromas for skins you don't have).
Quáx (NA)
: I'm confused...
It was a glitch in the league of legends app - anyone who was bronze/silver was showing up as Challenger in their phone app.
Meddler (NA)
: Quick Gameplay Thoughts: December 14
Any chances you guys would consider making Neeko's ult a little easier to hit/harder to predict? Maybe at the cost of some cooldown or damage somewhere else on her kit? I would gladly sacrifice some damage or ult cd for (a little more - not a ton!) some reliability. I've had a lot of fun on Neeko (love the new champ - thanks!!) and that's the only thing that doesn't feel very good about her. At first, while people were still getting used to her, it wasn't so bad. But as the patch has continued, even though I think I've gotten better and better at using her passive and w to bait/deceive, her ult has felt less and less reliable. People just have so much time to get away, and the empowered snare is something that really only happens in lane.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: December 5
Hey Meddler - Hope you're having a nice holiday season! Congrats to you and Riot for the new champ release - can't wait to try Neeko out! I love the tower plating mechanic - now that I'm getting used to it, it does feel like i have a chance to punish heavy roamers where before I couldn't. And since laning is my favorite part of the game, i also love that it lasts a little longer! Is there any intention on changing any control mages/mage items in the coming patches/season? A lot of the old mid control mages have been kindof weak for a while, and I think they could use something to spice up their lives. Burst mages and mage assassins are pretty strong right now, but there are definitely a lot that feel pretty weak (Cassio, Rumble, Lux, Aurelion, Anivia, Taliyah, and maybe Ori/AP Karma/Zyra/Brand/Malz, etc). I used to love playing control mages mid, but it seems like they've been transitioning bot as support, which is not nearly as fun (for me). A lot of mid control mages suffer from the same issues as marksmen - during burst/carry/assassin heavy metas, they get preyed upon - so that's probably a part of what I'm feeling. I was really glad to hear last week about the ideas you have for marksmen, and I'm excited to see how it all rolls out. ~~~-~-~~-~-~-~-~ Some ideas: -One thing might be to buff or work on their ability to do damage to tanks as well as squishies. For example, Liandry's isn't bought on burst mages nearly as much as controlers. Maybe make the burn slightly larger/faster or frontloaded, but scale off bonus HP instead of max. Although that might be weird with Pyke in the game... -Another that might help could be a buff to barrier. I know you've talked about barrier vs. heal metas before - I forget what you said. But I thought this might be something that could help both scaling/control mages and scaling/utility/crit ADCs. -Or give a rune that might help in one of the more popular control mage trees, like sorcery. Null Orb would be great for TONS of control mages, but manaflow band is so essential that it gets passed over frequently. I think switching Null Orb and Transcendence (especially now that mages can get slow-scaling cdr from runes) might be a really good change for their health without affecting too many other champs. Thanks again and Happy Holidays!!
saltran (EUW)
: >We're seeing a couple of builds perform much better at present, Grasp especially. Not the most fun way for Caitlyn to play, and would like her to have other equally effective options as well though. Except that doesn't happens and Grasp performs WORSE with also a lower pickrate than FleetF on Caitlyn
He probably has access to a statistic there that we don't see - like how the grasp build performs after someone plays multiple games with it. A lot of people are trying it out this patch and it's a very different playstyle early, so they lose. I think higher elo/more experienced players are doing well with it though.
Meddler (NA)
: Quick Gameplay Thoughts: November 30
Hey Meddler - Hope you're having a nice holiday season! I love this post - numbers and statistics and your take on them is always interesting. Is there any intention on changing any control mages/mage items? I do think burst mages and assassins are pretty strong right now, but there are definitely a lot of mages that feel pretty weak (Cassio, Rumble, Lux, Aurelion, Anivia, and maybe Ori/AP Karma/Zyra, etc). A lot of mid control mages suffer from the same issues as marksmen - during burst/carry/assassin heavy metas, they get preyed upon - so that's probably a part of what I'm feeling. I'm really glad to hear about the ideas you have for marksmen, and I'm excited to see how it all rolls out. I do think there are some subtler issues though, which could help improve life for that class of character. I'm curious to see your post about tower plating next week, because I've noticed (in my games and on streams I watch, at least) that it seems to affect botlane the most. I also worry that it is making people snowball a little harder than intended - getting solo killed mid (and/or losing a tower plate because you're forced to play safe and keep from pushing) feels much, much worse than it used to - especially as a control/immobile mage against one of the aforementioned burst/assassins. And if the above happens because of a gank, and both jungler and mid push and take multiple tower plates... Well, this patch was the first time in a while where I had a game that I felt completely powerless after one death. One early death to a lvl 2 cheese gank and I was put so far behind that I couldn't even walk up to my tower without dying again. Some ideas: -One thing that might help could be a buff to barrier. I know you've talked about barrier vs. heal metas before - I forget what you said. But I thought this might be something that could help both scaling/control mages and scaling/utility/crit ADCs. -Another thing might be to buff or work on items that usually only appear on control mages, like Liandries. Maybe make the burn slightly larger/faster or frontloaded, but scale off bonus HP instead of max. Although that might be weird with Pyke in the game. -Or give a rune that might help in one of the more popular control mage trees, like sorcery. Null Orb would be great for TONS of control mages, but manaflow band is so essential that it gets passed over frequently. I think switching Null Orb and Transcendence (especially now that mages can get slow-scaling cdr from runes) might be a really good change for their health without affecting too many other champs. Thanks again and Happy Holidays!!
Meddler (NA)
: Quick Gameplay Thoughts: October 31
But why is spear of shojin necessary? %damage resistance is one of the most frustrating things to play against in the game - just look at irelia - do we really need more of it?
: Question for all: Why do you love the champions you play?
I love the champions I play (utility heavy mages - zilean, karma, anivia, orianna, etc) because while they do have the ability to hard carry, more importantly they have the ability to help someone else carry when I'm behind. I love having a lot of utility because it always seems like it gives me the most potential for playmaking, but high-utility mages aren't usually the most dominant laners. If I'm going even in lane or slightly behind, I can still contribute meaningfully though as long as I have someone else who's strong that I can play around!
Meddler (NA)
: Quick Gameplay Thoughts: August 22
For a ryze nerf, what about nerfing the movespeed he gets on passive proc? When you combine it with the shield, it makes his laning and teamfights a little too safe, and sometimes just downright oppressive. I think utilization of his rune passive is probably one of the biggest ways to differentiate between skilled and unskilled ryze player, so taking power off of it and moving it somewhere else might be a good way to even that gap. Honestly, the shield seems like something that is _necessary_ to compensate for his low range. Without it, he can too easily be bursted or out-traded. but the movespeed makes it hard to punish ryze even when he SHOULD be punishable because he gets so much mobility. He's already one of the highest base-movespeed champs in the game (340) so the 25%+ bonus is HUGE on him even early. I know that It's tough to nerf ryze because of the vast differential in winrate/success on him between low/high and even pro elos. If you're worried removing or nerfing the movespeed might be too much of a nerf, maybe consider buffing his waveclear (a little!) again. Let him clear waves easily, but less safely without the movespeed, so he can be punished more for hard-shoving. Just a thought! Glad to hear you're liking the new job, and hope things continue to go well for you Meddler!
RiotLamz (NA)
: Favorite/least favorite Running animation in League
Favorite: Heimerdinger. That goofy guy. Ya gotta love it. Least Favorite: ..... .... .... .... I'm sorry but I really dislike new akali's run. I just think it looks bizarre, like she's doing crossovers or something. Like a clumsy person's attempt at being stealthy...
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
I gotta say, I love this game mode. This, along with the thresh-only-black-hole mode and dominion, are absolutely fantastic. Thank you Riot!
Meddler (NA)
: Quick Gameplay Thoughts: August 15
I really like these posts, so I'm glad to hear you're planning to continue. If possible, I'd like to see more - perhaps if Riot Scruffy is amenable, he might do some as well? Thanks for everything, Meddler, and hope you like the new job! ~~~~~~~~ In terms of gameplay/meta thoughts... I think the nerfs to rune damage were merited. Electrocute especially struck me as a contender for being too strong, although probably not OPOP. Still, I'm worried about the potential for the meta to "See-Saw" in the next couple of patches, since the team is buffing tanks while nerfing damage. So far most of the changes seem appropriately small but my advice would be to keep it slow. A high-damage meta is more interesting than a no-damage-until-3-items meta, after all. Looking forward to seeing some tanks played again though - I miss my frontline! The other thing I wanted your thoughts on, if possible, was Riot's plan with Quinn. I think there's been a lot of hype/hate around her lately, for good reason. She's been a SoloQ monster for a while, and definitely needed some nerfing. I was wondering if Riot was considering additional changes to her though, after this patch? The last two patches lowered her early damage pretty decently, making the lvl 2-3 all in less oppressive (combined, they've taken about 30-35 damage off her combo lvl 1-3, which means 2 good trades and ignite aren't a guaranteed kill any more in that window, which is definitely fair). The reason I ask, though, is because I was wondering what playstyle Riot wants Quinn players to pursue. I think Quinn Mid is potentially really fun, and (imo) pretty healthy for the game when she's not bursting people too easily. Quinn mid is sortof like Talon - high map pressure and pick potential, strong 1v1, bad teamfight and weak to cc. Is this the direction you guys want to steer her in, to distinguish her from the more traditional, Teamfight-God-ADC champs. If so, then I hope you guys will keep an eye on her damage as tanks come back into the meta. I've really enjoyed trying Quinn this season, and I'd be sad if she got too weak because of indirect changes. <3 thanks again, as always.
Meddler (NA)
: Quick Gameplay Thoughts: July 27
Tanks are tough to balance - thank you for your detailed post, Meddler! I definitely would be cautious with buffing tanks if you're going to nerf IE, so I'm glad you're separating those into 8.15 and 8.16. Many, many mages struggle to deal with tanks so an ADC's damage often ends up being the only way to kill one if they're coming at you. I do think there is probably more true damage in the game than there should be right now, but triple-quadruple tank meta is one of the worst. I would also ask that you be careful if you buff any tank items, because while support-y tanks might be slightly weak/unpopular now, fighters still seem pretty strong (camille, fiora, kled). I've always played mid/dps though, so maybe im biased. If tanks get buffed, would you guys be considering changes to Bork (maybe making its damage dependent on how much more hp they have than you) and/or liandries?
Meddler (NA)
: Quick Gameplay Thoughts: June 29
Not flaming, Meddler my bro! I just wanted to share something funny about the new bounty system. Imagine a very bloody lane... I kill my opponent, then he kills me twice. Then I kill him. I'm 150 gold up, even though we're both 2/2. I think the 2-kill bounty is fine - like I said, not flaming it's just funny maths! Thanks for going back and talking a little about mages/crit adcs in your replies. Last thing I was wondering was your thoughts on game length. I know you don't want to address it by buffing towers - but what about using rift/baron? I think rift herald is insanely strong right now, letting people take down inner and even inhib turrets very early, almost guaranteeing a follow-up baron to end.
Meddler (NA)
: Quick Gameplay Thoughts: June 29
Thanks for the update! Have a nice weekend and happy 4th! I'm looking forward to hearing more about the prospective mage buffs. Can you give any indication of which mages/mage items you might be targeting - control mages, poke mages, or enchanters? Also curious to hear what you think about the impact of this patch on the state of bot lane, but that might be best left till next week or later so we have more data. <3 thanks again
PhRoXz0n (NA)
: Early Snowball 8.13
It's a tough issue to crack. There are two main areas I think you guys need to watch... First is the impact early kills have. Second is the rate/way towers are falling. Honestly, kill gold I think is in a decent place. A small bounty at 2 kills might be fine, but I'm not sure it will do that much. I'd be worried about the first teamfight, where the enemy team's 3/0 carry is trying to shut down your team's [last hope] 2/0 carry. The enemy team kills your team's only strong person and gets a shutdown for it? Rough. But hey - shutting down my team's last hope is the right play for them, so maybe they deserve that bounty. In regards to TOWERS... I think there are some problems there, and that's the real thing that is causing the snowballiness. There are a number of factors that are working together now to make games end faster and more decisively. (FIRST) Last season (?) you introduced the rift herald as a way to break through the tough outer/inner towers early, which were stalling out games, especially against high waveclear comps. Fair, and we all love the big guy. (SECOND) But a few seasons earlier (again not sure of my timeline, but doesn't really matter), you changed Baron as a way to give teams lategame - and especially inhibitor turret - pushing power. (THIRD) Right now, laners are barely punished at all for leaving lane/roaming. As long as you shove your wave and don't miss a cannon, you're fine. What does all of this mean, when you put it all together? Well, with laners (esp. mid) not being punished for roaming, it means more early-game grouping. Not inherently bad! But it means that it's not uncommon for a 4 man to wind up tower diving bot at 7 minutes, because towers don't deal much damage, and oh look, then the tower is gone. Meanwhile, the mid who didn't roam got to do what? Push two non-cannon waves? Probably two lanes lost in one decision, if the roaming midlaner got any kills. Going back to "more early game grouping" - this is also how you take rift heralds! Early grouping and forcing a tower is pretty common now, so the natural next step for the team up a tower is [take mid tower, unless it's down or you can't siege, then] Rift. Rift was originally introduced to provide an incentive for early game skirmishes, but also to help deal with outer turrets. Early Grouping is already happening though, to take towers and get kills, so in the current environment Rift almost as often takes out an inner turret. It's VERY common nowadays to see, at 20 minutes when Baron spawns, a team that's behind have at least one lane down to the inhibitor turret. And then it's just a matter of taking baron and pushing THAT tower down. We all know what a team's chances are when they're down towers, kills, and an inhib - next to nothing. All of the problems I've stated are just things that are slightly overtuned - first baron, rift herald, towers being weak, and most importantly roaming being more valuable than farming. But they all encourage the same outcome - faster games. Up to Riot to decide which lever they want to use, if they want to slow it back down.
: > You could use the radar/spider charts from the champion bios, and give teams a visual to show "your team has excellent CC, engage, and sustained damage, but you're low on mobility and burst!" So you mean something like Overwatch, but a bit more in depth? This actually sounds really cool, and I like the spider chart idea.
> [{quoted}](name=Valor Bot,realm=NA,application-id=A7LBtoKc,discussion-id=bz0HUP5U,comment-id=004b0000,timestamp=2018-06-14T16:39:10.168+0000) > > So you mean something like Overwatch, but a bit more in depth? This actually sounds really cool, and I like the spider chart idea. Haha, caught - I was thinking of Overwatch when I suggested it. Honestly I think sorting champions by job/strength/weakness makes more sense than just which lane they are most commonly played in. Seasons ago champs were less diverse - one adc was largely the same as another, and same for mages - but they've been working for years to make sure that each champion feels unique. A team built around a Xerath might be terrible with a Diana. I think that adding something in champ select to overtly show the state of your team comp might a) help reassure people that off-meta picks can work in the right team, b) help people experiment - "What other champions will help make a balanced team?" and c) help identify exactly which champions need balancing. Instead of getting feedback like "jungle sucks" we could say "early burst beat scaling dps too easily" or "tanks always lose to bruisers". They've tried to do this by introducing some language to talk about jobs - "fighter" versus "bruiser", "enchanter" for mages with supportive utility - but I don't think it's caught on. I think it could be really cool.
zecastar (NA)
: > [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=bz0HUP5U,comment-id=,timestamp=2018-06-14T15:20:35.082+0000) > > Hi folks, > ------------------------------------------------------------------------------- > > ---------------------------------------------------------------------------- > **Gold Funneling** > > We&amp;#039;ll be nerfing gold funneling strategies in 8.13. Gold Funneling, for anyone unfamiliar with the term, is where you give one champion much of the gold/XP from multiple positions. Taric Mid/Yi jungle with Yi getting really farmed, or Karthus mid/Nunu counter jungling, with Karthus taking most of the allied jungle, being current examples. > > The gold funneling we&amp;#039;re seeing now results in what&amp;#039;s usually a pretty interactive, interesting, and often playmaking lane (mid) becoming very passive, with one laner just doing their best to interact with the other player as little as possible and getting rewarded for that. In cases where the mid laner isn&amp;#039;t CSing that problems exacerbated further, since CSing does at least create small windows of vulnerability, earlier in the game especially. While there&amp;#039;s likely some counterplay to gold funneling that hasn&amp;#039;t emerged yet, we&amp;#039;re doubtful it&amp;#039;s going to be around as easy to execute as gold funneling itself is or particularly fun/interesting in its own right. We held off on changes to gold funneling initially when it wasn&amp;#039;t clear if it was a pretty niche thing that would bring some variety occasionally and be worth a bit of game health cost, or something that would become more dominant and need to be addressed even if it offered strategic variety. Pretty clear at this point it&amp;#039;s the later. > > In terms of how we&amp;#039;ll address it we&amp;#039;re still testing exact tactics. Possible changes include returning the overlevelled XP penalty on jungle camps that got removed in 8.10, individual adjustments to champs like Yi (lane minion damage on Q for example), jungle items giving XP penalties for lane minions to offset the increased XP from jungle monsters etc. Should have more details soon. > > http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png On Gold funneling, just please don't nerf JG more than it already is. The most interesting part of JG was often getting a fast level 3 and invading or ganking. That's already been reduced. It takes me 15 minutes to reach level 10 and frequently 8 to hit level 6. I also don't think there should be an outlevelling farming penalty for camps or lane. This kind of stuff really screws the meta and champs. Sometimes you want to split push as jg or to push with your laner to get a safe back. There are so many things you can mess up with that. What you're seeing is partly a result of JG being nerfed so hard early and thus having less influence in lanes to offset such funneling strategies. Secondly, support items are cheap and strong still. Third, many waveclear champions got nerfed so they struggle even more vs these champions. Mana regen also got nerfed. Don't mess with JG XP or Gold again please. Do you even realize how absurd this gets for jgs? The role feels TERRIBLE when you can't rely on ANYTHING and Riot treats it like an endless beta test. Every season, JG is changed, now mid season we have huge nerfs and many jg routes no longer beinv viable... can't even hit level 3 fast, all randomized again, more RNG added for literally no reason (scuttler spawn should always be known and everyone hates this aspect) etc. It feels like you guys just want to make us suffer at this point lol. Why does JG have to do so much more work to remain relevant every patch? If I main mid lane or top, I don't have to relearn the whole game every few months. Yeah, some items change, but not fundamentals. It's getting ridiculous at this point. It's disrespectful towards people's effort and time. Moreover, it was preventable if you guys grasped the consequences of your own changes better or didn't treat this like an alpha game during a RANKED season. So many changes have been at best neutral and created massive disruption. JG wasn't even OP previously. Lanes were just bad. In competitive, JG was basically a support role. I can't rely on anything you guys do and that's made me essentially give up on taking this game seriously and putting real effort in it. Items, strategies, clear optimizations, EVERYTHING is just in an endless loop of change and often unmotivated and unasked for change too (besides minorities on Reddit and Boards). Nothing can be relied on. There is no foundation. It's like if I play chess and the pieces get different moves half way in the game or the board changes. It's just a waste of time investing in something like that. Games that have longevity and are worth learning, are STABLE. You can trust that you'll have the same rules in 5 years as in the next 5 minutes and your effort in getting coaching, understanding, reading books etc. isn't a total waste. It's no coincidence that this game was taken most seriously and was most respected in the S4 era when things were moving much slower. Remember Reign of Gaming and the detailed analysis posts on items, XP, itemization etc.? Where is that now? People basically gave up because their time investment was disrespected and they can't trust this game to be what they enjoyed or worked on in another few months.
> [{quoted}](name=zecastar,realm=NA,application-id=A7LBtoKc,discussion-id=bz0HUP5U,comment-id=004e,timestamp=2018-06-14T16:17:17.232+0000) > > On Gold funneling, just please don't nerf JG more than it already is. The most interesting part of JG was often getting a fast level 3 and invading or ganking. That's already been reduced. It takes me 15 minutes to reach level 10 and frequently 8 to hit level 6. I also don't think there should be an outlevelling farming penalty for camps or lane. This kind of stuff really screws the meta and champs. Sometimes you want to split push as jg or to push with your laner to get a safe back. There are so many things you can mess up with that. > > What you're seeing is partly a result of JG being nerfed so hard early and thus having less influence in lanes to offset such funneling strategies. Secondly, support items are cheap and strong still. Third, many waveclear champions got nerfed so they struggle even more vs these champions. Mana regen also got nerfed. Don't mess with JG XP or Gold again please. Do you even realize how absurd this gets for jgs? The role feels TERRIBLE when you can't rely on ANYTHING and Riot treats it like an endless beta test. Every season, JG is changed, now mid season we have huge nerfs and many jg routes no longer beinv viable... can't even hit level 3 fast, all randomized again, more RNG added for literally no reason (scuttler spawn should always be known and everyone hates this aspect) etc. It feels like you guys just want to make us suffer at this point lol. Why does JG have to do so much more work to remain relevant every patch? If I main mid lane or top, I don't have to relearn the whole game every few months. Yeah, some items change, but not fundamentals. It's getting ridiculous at this point. The reason jungle gets changed so much is because jungle outshines every other role in one critical area: in terms of OPPORTUNITY TO IMPACT THE MAP (and thus, the game). Unlike mid or top, for example, the entire role is not defined by how well they can lane - but by how well they can out-think the enemy team. It's the role with the widest gap between pro and casual players - most casual junglers, people who only play a few times a week, can't keep up with the constant changes (hence [y]our frustration). But at high levels - where players adapt quickly and are, frankly, more cut-throat - pros/streamers often say that the jungler's choices determine everything ("Better jungler wins"). That is probably over-dramatic, but it's not unfair to say that [on average] junglers have more impact than other players. The wide skill gap is the problem, and causes most of the balancing heartaches. If you make jungle farming easier (monsters don't hurt as much, die/respawn faster, give more gold or xp) then sure, lower skill players with less efficient clears will have more of a chance. But high-efficiency players will leverage that strength to become oppressively strong. If you make farming harder or less rewarding, then higher skill players will turn to ganks to impact the game as hard and fast as possible (which is one reason why you see so many lvl 2 ganks nowadays, though there are others like the crab changes). Higher skill players might be able to adapt and see what choices to make to navigate a more difficult jungle, but casual or lower skill junglers will feel terrible, because their choices matter more, and they (we) probably don't have the depth of knowledge to make the right choice. Riot has an unenviable position.... I have no idea what to do about it. They need to find a way to keep the high skill-ceiling, while still keeping the jungle accessible to a casual player. Meanwhile, every player has an opinion about jungle meta, even if they don't play it, because junglers show up every lane. As a mid/bot main, I think my opinions on those roles have a little merit but I have no idea what top meta is or what it needs (except ban camille :P ).
Meddler (NA)
: Quick Gameplay Thoughts: June 14
Hey Meddler - Thanks for the post and all your hard work! I think pulling the fighter changes was the right choice for now. Your post from last week was spot on, about the number of changes and extended period of destabilization that we've had this year. In the last 6 months, you guys have tried to address MULTIPLE long-term concerns from players, which is extremely commendable. Mages and mana, ADCs, and Jungle needed changes. I think it's a good decision to, at least for now, step away from the longer-term balance goals and refocus on addressing short-term outliers (taric/yi and gold funnelers, champ diversity in bot and top, game snowballiness). I would love to hear your thoughts about one REALLY interesting thing about recent patches. As noted elsewhere, there have been unconventional picks in a lot of roles - full supports going mid, double bruiser or double mage bot, etc. I think the community is struggling with a bit of an identity crisis. In other seasons, especially 2-5 season, the "job" of a __ laner was much more clearly defined. _But in the last year, the idea that "starting position on the map" determines "my job this game" has been challenged greatly. _ You have often said that Riot/the dev team support non-classical team comps. I think we may be looking at the problem from too much of a classical viewpoint, however. **_Instead of thinking of a team composition as "top, jungle, mid, adc, sup", maybe we should be considering team comps as "scaling fighter, CC tank, poke, tank buster, disengage" and balance champions/roles that way. I think a cool way of introducing this would be to break down champion roles more clearly than they are now in the client (now they're just sorted by lane-position) and show the team's choices during champ select. _** You could use the radar/spider charts from the champion bios, and give teams a visual to show "your team has excellent CC, engage, and sustained damage, but you're low on mobility and burst!" What are your thoughts?
Yokujin (EUW)
: http://prntscr.com/junojt 0 is the smallest size (currently displayed) 50 twice as big (standard) 100 twice as big as standard size
Oh that's lovely. That's on PBE, right? I can't wait till that ships to live. I've been struggling with how small my cursor is for some reason lately. I must be getting old.
: Cursor Update on PBE v2
Hey! I really like the newer swords - I think they could be angled ever so slightly more, though. I also think that you might want to add a bit of a "handle" to the diamond shape. You could make it look like a pretty badass dagger. One thing I'd really like would be an option in the Games menu to change the SIZE of the cursor. I used to play on a few different screens, and could change the size to match the resolution on each one... but for some reason I think that option disappeared at some point. On my new computer, the cursor is absolutely tiny, and I honestly lose track of it all the time during crazy teamfights or particularly hectic moments, when I'm playing a mechanical champion.
: That's the intention; to make him have to put it on cooldown sometimes so you can actually punish the guy. Still, we have to be pretty careful about the mechanic. If it's mistuned, he'll actually be controlling waves on you with no end in sight.
> [{quoted}](name=RiotRepertoir,realm=NA,application-id=A7LBtoKc,discussion-id=zjf6dLzc,comment-id=002000000000,timestamp=2018-04-18T01:07:31.359+0000) > > That&#x27;s the intention; to make him have to put it on cooldown sometimes so you can actually punish the guy. Still, we have to be pretty careful about the mechanic. If it&#x27;s mistuned, he&#x27;ll actually be controlling waves on you with no end in sight. I like the changes to his W - it makes a lot of sense, I think, to make it a slow instead of a root for unempowered casts. For a large portion of the league community (gold/plat and below, mainly) making his e spread slightly easier to hit on champions will make up for the reduced efficacy of flash-w'ing, so it's a good way to promote the type of "windows-of-opportunity" play that a lot of posts touch on. My main concern is Ryze's waveclear under the new system, since I noted that you put the spread damage on his e back up to 100%. Ryze's waveclear, and the lane dominance it provides him, is one of the main reasons he is so successful at high elo/pro play. Coupled with Minion Dematerializer (which has become stronger with the change to cannons, and was always great on ryze due to the interaction between it an his e), he safely clears waves very quickly, and even with 8.8's nerf he doesn't run out of mana once he has a few stacks on tear. I'm concerned that a %max-mana refund on his w combined with the buff to e's damage will end up buffing Ryze's lane dominance, especially against the champions that currently struggle against him (ie: low early waveclear). Have you considered increasing his e or q's mana cost further to compensate, and perhaps implementing a mechanic like Kassadin w, where W'ing minions returns a fraction as much mana, but w'ing champions gives the full refund? I think, actually, the Kassadin model is a good one to look at for Ryze since his kit has been well balanced between the mana-gating of his spells and the refund. Thank you!
: We Got Confirmed Gays But What About Confirmed Lesbians?
I'll start with a few basic facts. First, Riot has no obligation to cater to anyone. Second, for the people who are saying this issue doesn't matter: please respect that your (lack of?) feelings on the issue don't negate the strong feelings of others, like the OP. Third, representation is actually a widespread issue across the entire video game industry, not just in league (representation in all of its many facets - gender, racial, and LGBTQ+). So, taking these in consideration. Yes, Riot has no obligation to cater to anyone. But personally, I think it is somewhat cowardly for such a large company to stand on the sidelines on social justice issues, especially when the issue has received such attention from members of both their internal community (informally, not as representatives of Riot) and their audience. So while I don't blame Riot for their choice not to wave and shout with a rainbow flag, I don't necessarily think they've earned anyone's respect on the matter, either. To address the question of, "Why does it even matter?" - It has been shown, in many many studies, that representation in media promotes a whole HOST of wonderful things. For people outside of the group in question, it promotes tolerance, understanding, and acceptance. For the minority being represented, it promotes self-confidence, increased mental and emotional development, and can even impact things as important as lowering rates of suicide (an especially important issue in the LGBTQ+ community). It may sound stupid to some people, but it is a well documented reality.
Meddler (NA)
: What in particular makes you prefer dual pen?
I think %-based penetration is the best way to go, if you are trying to prioritize increasing damage against tanks -vs- dealing damage against squishies. Flat true damage is strong against two types of enemies: people with high resistances, AND people with low health pools. Unfortunately, "tanks" only fit one of these conditions, since most of them stack HP as well as resistances. %-based penetration is bad against squishies, and hp-stackers (I think you call them bruisers? Or maybe juggernauts?) but good against resistance stacking.
Meddler (NA)
: Quick Gameplay Thoughts: February 21
Definitely glad to hear your thoughts on mastery curves. I think it's also interesting you didn't mention the AP item rework as a major item coming in the midseason though - how is the dev team planning for possible tweaks and balance issues that might crop up in the next few patches, as the new items come into play? Especially since mid meta has been extremely stagnant for a while, both in competitive and regular ranked games,.
Chrony (NA)
: Event Horizon, Dark Matter and Rift Walk have been renamed!
No, riftcrawl was the name on PBE silly. The real name as of patch release is Rifthobble.
: When i read veigar change in pbe, i was wondering if it was a big troll
The change on his stun needed to happen. He had the only instant, ranged stun in the game. And it was AOE. Veigar obviously had weaknesses, I'm not saying he was op so dont hate, but the delay makes sure a veigar player needs to have some skill, and also opens up counterplay options that don't involve a QSS
: > [{quoted}](name=HT Twerk4Miley,realm=NA,application-id=3ErqAdtq,discussion-id=8nNKEXH3,comment-id=0005000000000000,timestamp=2015-02-13T09:31:03.028+0000) > > Leblanc has to go in as well and so does Kassadin and guess what? Even katarina and fizz, even zed. Nidalee has a huge burst that if she lands anything on you she will mostly end up out bursting you. Any smart player knows that when he is hunted, he must run away because the damage on her hunted Q is pretty insane. But you are also saying 1k+ damage on a 90 mana cost 5-6 second long range ability is also justified? Guess what none of them have to land a slow-moving narrow skillshot at 1k+range that's blocked by minions just to be able to do any damage. To get 1k damage on her q you'd have to have 450+AP and be hitting a zero MR target at max range, over-exaggerating doesn't help make your point more believable. Leblanc doesn't have to land her skillshot to knock out large chunks of your health, kassadin has a flash that's at least 3-4 times longer range than nid's along with both of them having cc. Kat is manaless and has resets and a teamfight-winning ultimate, all point-click too. Zed has ranged manaless waveclear and forces the other midlaner to rush zhonya's or die. Fizz is the only comparable one with his shark mechanic now but he still has invulnerability and cc/double gapcloser.
kassadin's flash is ~2.5 times longer than nid's pounce. Unless you're hunted, and she's going at you, in which case they're quite close. And he can't spam it the way nid can to escape... four flashes and you're at 1200 mana, whereas nidalee can pounce every few seconds. Also, kassadin's flash is shorter range than Nidalee's spear.
: > [{quoted}](name=gamerguy13,realm=NA,application-id=3ErqAdtq,discussion-id=8nNKEXH3,comment-id=0000,timestamp=2015-02-12T21:59:22.771+0000) > > this would be an interesting mechanic and they could reward nid players by resetting the mana cost if they hit a spear(just an idea not to make her too weak) Just tie in a refund mechanic with the Hunted mechanic. She gets mana back if she actually goes in on it. This promotes her actually using it the way you are supposed to. ______ Q Mana cost could be something like 100 + 10 per Cast within the last 10 seconds stacking up to 6 or so times. If Nidalee pounces or Takedown's a Hunted Target she refunds Half her total Javelin Toss Cost basically refunding 50 + 5 per cast Mana. ______ It would also be nice if her Hunted duration scaled on the distance her Q traveled so she couldn't get the full duration if she Q'd someone literally right next to her, they flash away and she still gets the huge jump range like 2 seconds later.
This is actually a genius idea. I hope riot sees this... It would make nidalee so much more interesting
: Preseason 2015: Forging a Diverse Armory
Have you guys ever considered having items with stats that scale based on level? That seems like another way you could ensure that things are both relevant early and late... Because idk... Percent-stat based buffs are always iffy in my book. There is too much variation in build path to judge how effective those items are - or they become unbelievably crucial (read: athenes) for everybody because they're so strong.
Khodexus (NA)
: Or just do a reverse, Braum poro-juggling Gnar, then Mega Gnar poro-juggling a delighted Braum in return.
> Or just do a reverse, Braum poro-juggling Gnar, then Mega Gnar poro-juggling a delighted Braum in return. This. Please this.
: Patch Rundown – 4.12
New lucian is too f*ing strong... Infinite dashes... It's like a free ahri ult... There's just nothing you can do against him if you're a skillshot champ :( And if you wanted to make his range a weakness... Then why did you make him less squishy!?

Gunnerkreig

Level 113 (NA)
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