Meddler (NA)
: Quick Gameplay Thoughts: September 13
Why nerf Karma when she doesn't meet any of the nerf criteria you guys outlined for nerfs? Presence at last competitive patch was 54%, nerf line is 80 for 2 consecutive patches or 90+ in a single patch. No soloqueue lines crossed, not even close. Presence is actually going down in competitive patch to patch, 100% in 9.12, 90% 9.13, got nerfed, and patch to patch presence since then has been 70, 56, 54, 36% at current patch (low sample).
Meddler (NA)
: Quick Gameplay Thoughts: August 30
Hi, Meddler. Recently you guys posted a preview of what you were working on in preseason including some possible item deletions. I'm worried because one of the items mentioned was Mikael's Crucible, which I completely disagree should be targeted in a "shop clean-up" pass. Mikael's Crucible has been built [more than 350 times in competitive play between patches 9.16 and 9.12](https://lol.gamepedia.com/index.php?title=Special:RunQuery/MatchHistoryPlayer&pfRunQueryFormName=MatchHistoryPlayer&MHP%5Bpreload%5D=Item&MHP%5Btournament%5D=&MHP%5Blink%5D=&MHP%5Bchampion%5D=&MHP%5Brole%5D=&MHP%5Bteam%5D=&MHP%5Bpatch%5D=&MHP%5Byear%5D=&MHP%5Bregion%5D=&MHP%5Btournamentlevel%5D=&MHP%5Brecord%5D=&MHP%5Brecordorder%5D%5Bis_checkbox%5D=true&MHP%5Bitem%5D=Mikael%27s+Crucible&MHP%5Bjungleitem%5D=&MHP%5Bjungleenchant%5D=&MHP%5Blimit%5D=400&MHP%5Bwhere%5D=&MHP%5Bincludelink%5D%5Bis_checkbox%5D=true&MHP%5Btextonly%5D%5Bis_checkbox%5D=true&wpRunQuery=Run+query&pf_free_text=). I find it one of the most satisfying items in the game to use, as well as one of the most skill expressive on a class that typically feels somewhat linear in their decision-making. Is Mikael's really being considered for removal?
: I think Galio won't be able to really maintain a healthy playstyle for both Solo queue and competitive play with his current kit. What would your thoughts be on a revert to his W and R to pre-rework galio, since his Ultimate especially is the biggest skill gap ability in his kit that really shines with coordinated CC you don't see as much in solo queue, and his old W fits thematically as he absorbs magic to heal himself while also being a unique ability a lot of people miss from old galio.
First I looked at this comment and dismissed it as your typical "revert champion", but I returned almost immediately and realize I agree. I used to be a Galio player and don't feel like the current version evokes old Galio *at all*. The global on Galio makes it incredibly hard to balance for both contexts, and it's true that if you keep Justice Punch, Galio's reliability increases by a ton in the context of his old kit. His old W was an aspect that got revamped into his R, but it got removed as soon as it became evident Galio had way too much going on for him. I agree with you. I think Idol of Durand should be reinstated as his R, and his W should be a targetable resistances shield with some effect, though I don't think his old health conversion mechanic would necessarily be the healthiest fit. It's definitely a unique ability that was completely lost, and it shouldn't be hard to find a secondary, modern, healthy effect for a resistances "shield". I do fear just how reliable Idol of Durand with be when you give Galio a dash, especially one as long as Justice Punch, so they'd definitely have to rebalance both those abilties, and I do believe this combo kinda infringes on Amumu's design space, but I would still say your words ring true. Heroic Entrance is always going to make Galio a pro-centric champion and I wish they'd never made this change because it simply serves the superhero fantasy they supplanted Galio with and little more.
: A generalist champion is not a gameplay identity. I can tell you for a fact that the original attempt at Karma's VGU 6 and a half years ago was to modernize her kit but keep what players liked about it. That did not happen. Karma's identity as a battlemage with interactive abilities on allies, was not kept in tact. Quite frankly, Karma was played more in the top and midlane than she ever was in the botlane. Let's go through some pointers with you becuase you seem to think there isn't a problem here. - Karma's VGU was passed on to a Developer who had no working history of doing VGU and even played Karma. The intent behind his work on Karma was to take power away from casting Mantra together and allow Mantra to shine on their own in specific instances. This work took away the entire reason to play this champion and how her Mantra functioned, because the way it functions now already exists on a certain Yordle. - The art was rushed and replaced with incomplete art assets because of fan displeasure of what they were doing. Instead of taking their time and actually listening to the community 6 years ago, we have a poorly executed VGU that has yet to be completed and everyone knows it. - Riot Game Developers removed Shield Bomb, her fans, her dress, her clothesline mechanic, her passive, her Mantra Q healing, and the ability to cast multiple Mantra at a time for one damage move that is blocked by everything, a boring tether that is abused in top lane, and a mass AOE shield that was never liked since day 1 and already exists on two item actives and through out champion kits. Actually, the ability is the only thing that people used to say that was iconic on Karma but it was removed and put on a new champion. - Karma's VGU had to be numbers buffed into oblivion to make it function and it's still a mess. You do know everything on her has been buffed and nerfed more than twice, right? Stop kidding yourself and stop trying to say we are, "underselling" her VGU. It was never a VGU to begin with. You do realize the same things that were being worked on in her GU earlier this year are the same things I am mentioning?
No, supportive mage with a unique power curve for her class (lane bully that doesn't scale linearly as supportive mages and enchanters tend to) is a gameplay identity. Your refusing to accept it doesn't make it disappear magically. As I said, Karma's rework did not really respect the expectations of her playerbase, and some iconic things were lost. That doesn't beget the petulant rant about she losing "her passive, her Mantra Q healing, and the ability to cast multiple Mantra at a time for one damage move that is blocked by everything." . No shit, abilities got changed in a rework. You want old Karma, stop spamming this board with this pretense of having concerns about her current state. You're unironically complaining creeps block her Q/RQ simply because it doesn't match her old Q. * The rework did not take away the reason to play Karma, it took away the reason for YOU to play Karma. * The rework failed to deliver on multiple iconic visual elements for Karma, most notably her fans, yet her current visual elements are still distinct and *stunning*. * The fact that Heimerdinger was LATER reworked to have a similar "ability upgrade" concept as Karma does not mean that Mantra is somehow less valuable as an ability. Locket's AoE shield was much later added to the game, and this childish complaint that Karma has a problem because other elements in the game do *similar* things is beyond stupid. Sona's LATER REWORKED W does not magically make RE less valuable, nor does it end up creating the same gameplay as Karma's Inspire does. * The shield bomb was present on the rework, later removed on the modernization in order to sharpen the identity of each Mantra ability. Ricklessabandon was *successful* at this task, you just don't like it. Shield bomb wasn't good design, either, creating a pattern where you shielded your frontline creeps to harass, completely defeating the point of making RE a strong defensive and utility tool. * You know what also wasn't good design? Her W. It was the most impractical ability this game has ever seen. The clothesline mechanic was *garbage*. Karma could have certainly used an ally-target effect on W, but a) it's beyond obvious she does not have the power budget to fit such a thing, and b) the idea pushed last year to amend this was *garbage*. * Karma has been buffed and nerfed same as every single competitive viable champion in the history of this game. Champions with excellent, healthy kits like Orianna's have had every single ability buffed and/or nerfed multiple times throughout the years. The exercise of balance is not a design problem and you can go blue in the face repeating these absurdities, it will not make them true.
: What are Developers doing about player concerns in regards to Developers, like you honestly, who are catering to the same subset of champions and now new champions? Here you are talking about Irelia again and her problems, but ignoring the vast majority of comments about other people's champions. You talked about Akali last week and the week before that Ryze and Lux. You and so many other Developers really need to be held accountable for your bias choices and work ethic. This game has over 140+ champions in it and it seems like Developers like you and other ones only care about popular champions, new champions and recent VGU ones. {{champion:43}} It's been close to 6 and a half years now and there are still major problems with her kit, gameplay identity and incomplete art assets. Karma was actually to receive a GU earlier this year but Developers, like you, refused to address the problems and it was cancelled because of player backlash. Just like the excuses you used in previous years, time and the fact that there is a huge division in the Karma community is the reason why Developers like you cannot stand the champion or the community. You waited way too long to address her problems and now the community is conflicted within itself on what to do with her. 1) Give her a proper GU that doesn't bottleneck her into one role specifically and finds a way to unify both support and mid players. 2) Address player concerns that her Mantra doesn't offer much skill expression and the fact that the majority of her abilities exist on other champions and item actives. 3) Address player concerns that she is being abused in roles and lanes she shouldn't be in, like top lane Karma. 4) Address her incomplete art assets, lack of a shield casting animation, rushed and incomplete VO, and in-game models that don't match the splast arts. 5) Her lack of a gameplay identity other than sitting in the back and shielding or hoping a Mantra Q lands and deals damage. I know I'm going to be down-voted and harassed. I know players are not going to agree with me when they have their own favorites. I just want people to really understand something. Try being part of a champion community where your concerns, questions, feedback, passion and creativity is ignored from the very beginning of a VGU to the very end of the VGU to present day. Try watching a Developer with no knowledge of champion design, art and someone who doesn't even play the champion be in charge of a VGU that gave her half arsed content and an over the place kit and gameplay identity. Really think about all of the players who voiced their concerns and opinions about their champion and it goes largely ignored for 6 years, where the vocal majority that hated the problems with her left the game because they were unsatisfied. Fast forward to present day where Karma has back and fourth buffs and nerfs, a cancelled GU, a Development team that has commented on her problems and admitted that she needs a lot of work, and a divided community of mains that are all at each other because a Development team refuses to do their jobs and focus on another Ryze VGU or rework. Riot, when it comes to Karma you can care less. When it comes to new champions and popular ones you prioritize all types of work on them. It's been 6 years and there has been almost zero communication, work, and an actual care by you. What are you doing?
Saying Karma has a lack of gameplay identity "other than sitting back and shielding or hoping a mantra Q lands" is like saying Janna is the same because she sits back shielding and hopes a tornado catches someone, or that Orianna just sits back and throws her ball around. If this accurately describes what you do on Karma, you're playing Karma wrong. There is a crowd dedicated to flooding these posts with Karma displeasure. There are some things to Karma that need work, but this crisis narrative that's continually pushed here doesn't exist. Karma is a generalist, supportive mage and there is absolutely a place for that type of champion in League. She doesn't lack an identity because she's a jack of all trades, that's her identity, and it still manifests in a powerful champion healthily played in both support and mid. Her abilities aren't generic because shields and slows and tethers exist on other champions, and her kit isn't replaceable because Locket or Shurelya's exist. This obsession with uniqueness is what's been harming the game for the last couple of years, Karma isn't any less engaging because her abilities are plays on classic combat elements. Karma still provides distinctive talents such as her brand of lane dominance, her value as an team-wide enabler and versatility. Stop trying to undersell Karma to get attention. And frankly, Karma has been reworked for three times the amount of time she existed as prerework Karma: it's time to let it go. As someone who played both 2011-2013 Karma and 2013-2019 Karma, yes, there are some iconic elements to old Karma that were lost and as reworks go, hers wasn't wholly respectful of the expectations of her playerbase, but the product was still a powerful, visually stunning, engaging and interesting champion with weaknesses and strengths, with a fair share of time in the spotlight and away from it that has held well throughout the years through basic balance and modernization efforts. Whatever work she needs, it is not VGU level and pretending otherwise is making it harder and harder to listen.
Meddler (NA)
: Quick Gameplay Thoughts: June 20
To be honest, I'm disappointed with the decision you made on Sona. Pro play is convulsing against Sona because teams refuse to acknowledge that they must go out of their comfort zone to beat her. Isn't Sona doing exactly what you guys hoped to accomplish RE: opening up botlane for champions other than marksmen without the heavy-handed measures you took last year which simply suppressed ADCs? You can say the goal isn't to take Sona out of botlane, but you can't seriously believe that the changes on PBE won't do just that. This was a great opportunity of letting pro play evolve around a pick without it coming at the price distortions in casual play and instead you're caving to an extremely resistant pro environment that will always thwart your efforts to diversify botlane simply because of establishment.
Meddler (NA)
: Quick Gameplay Thoughts: June 7
Meddler (NA)
: Quick Gameplay Thoughts: May 24
Unrelated, but have you considered allowing Orianna's E grant the shield before the ball completes its travel? It would be an improvement similar to what Kassadin got on Q after his rework. On Orianna, it even preserves the value of full travel because passive resistances are only granted once the ball arrives.
: I like the replacement from damage reduction on phantom dancer to shield on phantom dancer, it helps orientate true damage towards being a tank counter rather than a squishy crit user counter and as a tank player ill feel a lot better knowing that the true damage I take wont be as effective on my crit carry and whoever itemized / picked against me will suffer drawbacks for their decision. Its a large flat amount but that might be a good thing, adcs will rush it early game to grab all of that additional dueling power that they so desperately want and it wont be as effective late game which is pretty great.
What does the PD change have to do with true damage, though? How does this change help reorient true damage? The shield being able to take true damage? But that's not a change to the nature of true damage, it's not any more useful against true damage than it is against any other type of damage so it's not decreasing its effectiveness against squishies in any way. What's more, Phantom Dancer isn't currently attempting to fulfill the role of the broad defensive item, and the presence of true damage isn't really affecting the decision to buy PD or not, so I'm really not sure what the logic is here.
Squad5 (NA)
: For now I'd like to test out sharpening his identity as a higher damage and CC but lower durability tank. It's definitely possible that something might need to be added back onto the kit - and it could just be placed somewhere else that gives more play for the enemy.
It's strange to see a tank with no durability steroid, but I guess that's a change that "must" be made if you're making his masterworks more accessible for his team while adding power to the rest of his kit. If it doesn't work too well, the suggestion to grant a shield on E per champion hit is a good one, from another poster here.
Meddler (NA)
: Got those pretty high right now. Some of the issue is that they're often just not in relevant positions (team fight moved, no other enemies around etc). Some of it seems to be that they are contributing, but it's not getting well noticed, hence the focus on clarity first, then possible mechanics changes.
I already pitched this idea to you, but maybe make the statues destroyable by your team and leave them up until they respawn or they get autoed. Maybe the teamfight moved, but on the off chance the enemy team is reengaging, they have to cross the statues again and your team gets to use them to dissuade. If you add a trigger other than time (like the statues being destructible), you can add power by tuning their duration and still have them be threats both as ice pillars and mines. Plus, this also addresses those situations where the statues are going to be nuisances (your team is chasing, you don't want a Sion sized obstacle that keeps you from reaching the rest) rather than boons.
Meddler (NA)
: Quick Gameplay Thoughts: October 3
If the concern with Nami is how much her healing is preventing interaction during the laning phase, why isn't there some sort of way of compensating for the loss, such as tinkering with the ratio on W? I just don't understand why you've been so heavyhanded with enchanter balance when they aren't the champions that have been causing distortions in the game. The meta is always Alistar Braum with some special guests unless you miss the mark olympically on item balance (Ardent Censer, Redemption). Speaking of ratios, a few weeks ago you guys talked about preserving and encouraging off-meta builds. On the subject of Corki, every time you introduced nerfs in the past you unduly nerfed AP ratios, in fact nerfed the AP ratios more than you did AD ones for some unfathomable reason. AP Corki had a distinct playstyle to AD Corki that you guys all but killed with balance passes. Is it possible Corki gets the Shyvana treatment from a few patches ago? Corki's overnerfed ratios are, for example, the reason why he can't itemize for magic penetration he would benefit from, and his abilities unfairly scale much harder with AD than AP (package in particular is obscene, but also true of Q and R) considering AD contributes to auto damage that AP Corki doesn't get to tap into. This was a fun playstyle that was stifled and is sorely missed.
Meddler (NA)
: Quick Gameplay Thoughts: August 29
I don't necessarily think Quinn in a *bad* spot, but I do find it confusing why she gets no comments when she, and not Wukong, got the highest hit when they were nerfed two patches ago. This patch, you guys nerfed Stormrazor. Last patch you nerfed many runes these champions rely on. In particular, her winrate got reduced by ~4%. What I don't understand is why you don't foster her tentative appearance on competitive play now that you've reduced some of the straight power she boasted, but did choose to address Wukong's state, who suffered less of relative hit. Especially considering Quinn has places in her kit to improve that don't produce gross gameplay.
Meddler (NA)
: Quick Gameplay Thoughts: August 24
Hi, Meddler! Coukd we get word on the missing chat log when someone on your team uses "on my way" pings? It's incredibly disconcerting.
Meddler (NA)
: In terms of timing, still waiting on artists to become available. In terms of gameplay, it's been pretty stable. We've been recently testing the passive triggering on nearby enemies and enemies Lissandra's recently damaged, not just recently damaged. Suspect that'll probably stick, that the new passive doesn't need to be too gated, given only triggers on champion death and the damage is delayed.
This is a premature corncern so feel free to dismiss it, but I've been thinking about the passive and grew worried that in some situations, like chasing inside the jungle for example, the passive making enemy champions unpassable terrain is going to be a detriment to your team. It got me thinking that maybe you could put in a way around this, for example by allowing Lissandra'a team to auto the ice statue to trigger the explosion earlier. Thoughts?
Meddler (NA)
: Should have some thoughts on upcoming ADC item changes in the next post. Crit item satisfaction and power curve are the likely things we'll look at, talking details internally over the next couple of days. Probably includes Zeal item changes to avoid overcapping on crit.
Wait, but overcapping on critical hit is not a problem outside of annoying people's imaginary OCDs. The implication of what you're saying is that Zeals will be 25% critical hit, which means a nerf to slot efficiency regardless of any gold refactors you guys do to compensate. It's weakening single Zeal item builds to address a non-issue. Why push on the ADC the need to itemize for 100% critical hit? Stormrazor is currently holding the line for crit itemization, and it fosters single Zeal builds because SR + Zeal + IE is already a huge gold goal. What you're hinting here implies a return to double Zeal cores, and those just aren't reasonable in the current meta. ADCs need more robust powerspikes, not prettier numbers.
Meddler (NA)
: We're looking at reducing some shields to 2.5, not all. Janna, Karma, Lulu and Ori are the main cases we're considering. No immediate plans at least for others like Shen, Morg etc though that could change.
Why would you do this in conjunction with the Heal + Shield % nerfs on PBE? Outside of player frustration, those champions are not out of line in casual or competitive play. Were you to go through with this, do you have compensation planned? Finally, what about persistent buffs like Janna's AD on E? A nerf to shield duration would be double-dip.
Meddler (NA)
: Quick Gameplay Thoughts: May 23
Thoughts on Bard after the buff?
Vekkna (NA)
: We now have 17 keystones. How are you feeling about the auto-attack/ability split between keystones as it becomes more and more lopsided in favor of auto-attacks? **Auto-Attack Only** * Press the attack * Lethal tempo * Fleet Footwork * Dark Harvest * Hail of Blades * Grasp * Glacial Augment **Auto-Attack Trigger (mandatory)** * Kleptomancy * Conqueror **Hybrid Auto-Attack/Ability** * Electrocute * Predator * Aery * Phase Rush **Ability Only** * Comet * Aftershock Just by looking at the spread, it looks like there's a whole lot of design focus on covering every conceivable auto-attacking niche, while everyone else is screened for Aery or Electrocute usability before Comet is assigned to them by default.
I mean, you can make the point that there is some support missing for caster types from Keystones, but you're making it seem like autottack focused champions are the only enfranchised class when autoattacks in this context are simply a trigger that everyone has access to. Almost every type of champion autoattacks in their combat patterns. It's also a healthy trigger--autoattack ranges are stable short compared to abilities. If you want the keystones to create gameplay and not necessarily "something happens when I hit you with this 2000 range ability", then autos are a great way of gating power.
: PBE Chat with the Playtest Team - 8.10
On PBE right now Last Whisper is a 1300 gold item that grants 10 AD and 10% armor penetration. Serrated Dirk is an item that grants from 7 to 10 armor penetration, 25 AD and a damaging passive. Did I mention it costs 1100 gold? Most champions don't cross the 100 armor point at any point during a game, what exactly justifies Last Whisper being a glorified longsword with a BF Sword pricetag? It grants 10 AD my dudes. For 1300 gold. Against squishies it'll grant somewhere in the ballpark of 5-8 armor penetration. Against tanks it's not even performing much better, an EXTREME case relative to game time can net you maybe 18-20 arpen? That's the effectiveness of one single Lethality item, that are explicitly *not* designed to deal with tanks. And that's just against the armor-stacking tank. Why are players going to invest money in a grossly inefficient item?
Meddler (NA)
: Quick Gameplay Thoughts: April 25
Hey, Meddler! I know this subject is touchy considering how intense people got over the weeks when you tentatively agreed to do some work, but it seems like Lissandra, while slightly improved after the buffs they gave her recently, is still in the same overall state. Thoughts? In my opinion, Lissandra ceased to be truly viable because you guys shaved ~220 HP off her a year and a half ago, a preemptive nerf in fear of her becoming a hotly contested pick at Worlds because she saw some resurgence leading up to 2016 WC, particularly in Korea. Needless to say, the nerfs actually demolished her, and I think it's telling. Given the type of mage that Lissandra is and the way she itemizes, it's no surprise an HP nerf ended up knockig her off the grid. That brings me to... her passive. I know you guys talked in the past about conditional shielding and things like that, and it really seems like something along those lines is what would make Lissandra able to succeed healthily judging by her balance history. Without it making any promises, are you guys looking at her with ideas in mind?
Vanjie (NA)
: I really appreciate you taking the time to communicate about the new Karma bio. It's horrible that it took so much hate, backlash, threads and passion to get you guys to make change. It's a shame that in 2018 the community that supports your game, has to force Developers to make changes on a champion that had so much taken from her already. The track record with every single Development team that does work on Karma has not been good. The reason be is they take everything that made her unique and interesting and put it on Ivern, Irelia, or a new champion that will have something she had. This is the work ethic you and past Developers created for yourselves and didn't rectify for the past 5 years. I apologize if myself or any other Karma main hurts your feelings or makes you feel a certain way. None of us should be ashamed of what we said or did though. You had 5 years to do work on Karma and you spent it on champions like Ryze, Ahri, and Lux. Every single Developer spent the past 5 years working on popular champions as opposed to working on champions that really need attention. This lore update for Karma was an opportunity for SOME Developer at Riot Games to show the Karma community that you cared about her. Instead you gave us the same transparent attitude and work ethic that almost every other Developer has been giving us the past 5 years. You took away her fans for a theme that isn't even present and represented well in her art, lore, kit and narrative. You took away her shield bomb and gave it to Ivern because you wanted a champion that sits in the back and builds shield enhancing items to be relevant in the game. You took away any status and grace Karma had and gave it to Irelia because you wanted Karma to be this character that does nothing, is no one, and is forgettable. Every single one of you Developers from different teams, really need to start making progress with Karma's issues. The Karma community has been patient, understanding, and passionate about a champion that was completely butchered for half-worked on content that is almost insulting. I mean Karma doesn't even have a running and shield casting animation and this is just one of her many problems that I know every single Developer is aware but refuses to actually work on or communicate about. The problem Karma mains have with her goes far beyond just a bad lore change. You don't seem to care and you don't seem to listen. We want a fully conceptualized champion that deserves more than what every single Developer has been doing to her the past 5 years. It's really pathetic that in 2018 Lux gets VO additions to her but Karma cannot get a single thing that matches new art, a theme and narrative created for her. It's really pathetic that a champion like Cho that is slated for a VGU can get all of his abilities updated but Karma cannot get improvements to her abilities that show us some sort of flashy art or thematic that really brings it all together. It's extremely pathetic that Ahri can get massive kit changes done to her for 3 patch cycles but Karma can have her shield bomb removed and put on Ivern, a buff to her Mantra E that is later nerfed, and buffs to a passive on Mantra abilities that are bland and make no sense. So, tell other Development teams to start communicating about Karma, because Katey, Reav3 and Meddler said no one in house is communicating about her. Maybe it is high time that in the past 5 years you stop prioritizing work done for popular champion or champion that are slated for a VGU, and start working on champions that do not necessarily need a VGU to fix mistakes YOU CREATED. ----------- Now to talk about the lore at hand. This transparent lore you seem be going on about better give us more than what we have now. Right now we have a champion that reflects how she is in game: bland and does nothing. I want to see Dharia's story, personality and adventures more. Even though she is Karma, this is Dharia's story and this is the perfect opportunity to show us more of a personality than this bland and boring character you created. Karma needs to do more than just sit in one spot and meditate all day. I want her to actually fight, use her abilities, and do something other than shield people in the back-line. You didn't do any of the above and look where it got you. We got a snippet of Dharia's personality and then it just went all away. - Thank you and good luck. Miss Vanjie.
: The new Karma bio
"We didn't tell the whole story" sounds like "our awful version of Karma has more backstory". The problem isn't a lack of context, the problem is that the key elements of the Karma you wrote are poor and go against who Karma is as a character. Just listen to her voiceover - a great one - and contrast to what you wrote. You did not capture the essence of Karma, you wrote a supporting character in Irelia's story meant to be little more than a contrast. The problem is that the stories show Irelia as the one who takes action to protect her homeland when that is not in any way incompatible with the fabric of Karma's character. Karma is about retribution, about reaping what you sow. About peace, enforced. Your version of Karma cannot proactively enforce peace or dole out retribution because "she stops hearing voices". The in-game version of Karma is all about catching up to you to give you what you had coming. You wrote Karma as a pacifist stereotype that makes absolutely no sense, and trying to explain it further is not going to fix the problem, it's simply going to give you a better argument to self-assert on your tonedeaf version of Karma. Karma's contrast to Irelia should come in the form of sensibility that Irelia lacks entirely. Irelia has grown to be bloodthirsty and dehumanizing, something that Karma isn't and shouldn't ever be. But Karma is very far from a doormat, something that you wrote yourselves in a corner about. Your Karma is toothless because she lives in fear of losing more "voices" than she already has. Your Karma also reads as *not her own person*. She's a pair of pants worn by "the spirits". There are no interesting conflicts attached to Karma because she doesn't appear to be truly autonomous. Her power is conditional, she's overly concerned with a counsel whose importance you did not explain, and she does not exhibit any of the strong personality you get from her in-game. She's swallowed alive by the spirits. If you want to make right by Karma, MEAN IT. Scrap the whole "never kill again" and make Karma *more* than just this generic chosen one who hears spirits. That's a generic character and a generic trope. Make Darha much, much more prominent.
: Public Apology to Cowsep and to the League Community
The best apology would have been admitting you made a mistake, letting it die, and not write these frankly pathetic, long-winded attempts at excusing yourself by citing "TWO SIDES BEING STUBBORN" and other many false equivalences you made. No, dude, you were in the wrong and rightfully called out for it. No, you didn't have an amazing point that got derailed by "pride". You smugly started a witch hunt, got nailed. You even had the audacity to call yourself "perhaps too analytical" as some sort of extenuating factor. Like seriously?
Meddler (NA)
: Quick Gameplay Thoughts: February 28
Have you considered making Zeal items mutually exclusive? I feel like the healthiest period for ADCs was when their builds built upon AD more so than critical hit. You've yourselves created a problem by seeping power from every build that isn't double crit as well as adding synergy between Zeal items. Zeals could be made more distinct in isolation if you could only fit one in your build, and from then on AD builds would be slowed down by increased gold costs of alternatives. As long as there is sufficient Attack Speed in the system, AD builds could become far more versatile and healthy if double Zeal wasn't an option. Items like Dervish Blade and even Zephyr could be great to the AD system with tweaks, and they would help in offering versatility. No 100% crit possible except for a couple of champions like Tryndamere or Yasuo would be best. ADCs wpuld have to itemize Reaver to even get close to it, and Reaver Zeal IE is a far healthier build than what we currently see.
: You should not compare things to before, if the game changes the rules change, the power you had before is not the same than now if the environment changes Twin Shadow was (i made the math) nearly 100% gold efficient when it had 80 ap they reduced it to 60 ap, it is now nearly 89% gold efficient reminder: 1 ap= 21.75 gold, 1% cdr=40 gold, and 7% movement is nearly 400 gold worth so you would build a 2400 gold item that gives you 2400 gold worth of stats that are 80 ap 10% cdr but also 7% movement speed helping you to rotate faster and fight better BUT also the active giving you 5 sec slow on enemies _**compared to every single ap item in the game it would have been the STRONGEST ITEM BY FAR**_ because no ap items would do this I knew it was going to be broken the second i saw it, but Rioters were careful and fixed it without me having to say anything
1 CDR is NOT 40 gold. 7% MS is NOT worth 400 gold. The item is now 77% efficient. The math: * 1% CDR = 24.75 gold = 247.5 gold * 1% MS = 39.5 gold = 276.5 gold * 1 AP = 21.75 gold = 1305 gold Item gives 1829 gold worth of stats and is worth 2400 gold, which makes it need its passive to be valued at 570 gold at least to cut even. The gold efficiency for Twin Shadows compared to other support items is dreadful. All support items have similarly powerful actives and/or passives, some blatantly more powerful, and none are as inefficient.
PhRoXz0n (NA)
: AP Items Request for Balance Thoughts
Isn't the nerfed Twin Shadows way too inefficient for a support-style item? I can see the potential for abuse, but it now grants 1850 gold worth of stats. The passive would have to be valued at 550 gold to cut even. Don't you think you're overreacting based on the initial reception? Kinda reminds me of Lethal Tempo, which people believed was going to be the next coming of Jesus before preseason hit. And I understand and share concerns for sololane abuse considering its pricetag, but couldn't you make it more attractive for supports somehow? I just remember how underutilized Twin Shadows was when it was removed and can't help but feel like it's headed toward the same space if you leave it as is. I don't know what could be done about it, but mechanics like the old expose weakness (that don't work on own spells) seem like good ways to make these types of items more attractive to supports in exclusion of sololaners. I just don't see how a 77% gold efficient item can realistically compete with fully efficient items that also have powerful actives and/or passives, and I often don't when I'm playtesting on PBE. On some champions I'd just rather go for one of the mage items now that I have some money to spare from the Sightstone removal.
xMem0 (EUW)
: Archangel lost 30 ap and only gained 650 mana and not 1000 to compensate. why? i feel like the reward for surviving early is not good enough for archangel + rod of ages combo. Did you think about just making archangle a very expensive item so that it is the most efficent item as for gold\slot ration so that it really dominates lategame because again it's the most efficent item that you can buy for a slot and also those who didn't buy tear early can't just swap for it lategame because it's jsut too late to stack it. it would be good if archangel cost 6000+ that would really make it a strong lategame item because when you finsih your sixth slot BOOM you are the strongest guy around. something like orn passive works. gives you that edge lategame
> [{quoted}](name=xMem0,realm=EUW,application-id=A7LBtoKc,discussion-id=TaijPHAm,comment-id=0089,timestamp=2018-02-06T23:44:31.022+0000) > > Archangel lost 30 ap and only gained 650 mana and not 1000 to compensate. why? i feel like the reward for surviving early is not good enough for archangel + rod of ages combo. Did you think about just making archangle a very expensive item so that it is the most efficent item as for gold\slot ration so that it really dominates lategame because again it's the most efficent item that you can buy for a slot and also those who didn't but tear early can't just swap for it lategame because it's jsut too late to stack it. it would be good if archangel cost 6000+ that would really make it a strong lategame item because when you finsih your sixth slot BOOM you are the strongest guy around. something like orn passive works. give you that edge lategame Mana is converted into AP, so Seraph's only gives 12 AP less and got 20% CDR to compensate. It got more cost efficient.
PhRoXz0n (NA)
: AP Itemization on PBE (8.4)
One painfully obvious issue is the fact that you're increasing the number of ad hoc parts. Guise only builds into Liandry's (unless we count BMB items, which, just... no), and now Orb of Shadow only builds into Morello's. One would think that part of the goals of these passes would be to increase the amount of options you have to build upon a part. Granted, it's debatable whether these "the final item but weaker" standalone parts are bad form or not, but it's a discussion to be had. Apart from that, there are some problems with the way item effects are worded. Take Essence Drain, for example. It implies as long as you're hitting someone with a spell, you deal 10% more damage. That's what it says on the tin. Then it "clarifies" by saying only 2% per second. What does that mean? Also, you deal 10% more damage? Spell damage? All damage? Is is triggered by autos too? Or Haste: why not just say Unique passive - Haste: +10% CDR? As a side note, I have doubts GLP's current active, if left untouched, would make that item competitive when faced with the generalist Luden's or Archangel's. Do you have any plans on tweaking it?
Aeon123 (NA)
: Quick Update on Rotating Game Modes
How does one mandate the other? Is there people actively involved in keeping a game mode in rotation? Is there some kind of uninterruptible rotating game mode prayer circle?
Meddler (NA)
: Quick Gameplay Thoughts: December 15
Why did you triple dip nerf Corki when nothing suggests he was out of line? Sub 53% winrate, no priority in either Kespa Cup or All-Stars.
Alak (EUW)
: He probably won't answer you. Unless you ask about ADCs.
He literally answered a question about assassin balance before you even thought of posting this low level drivel.
Meddler (NA)
: Quick Gameplay Thoughts: December 6
Meddler, can we get context on the healing/shielding nerfs on PBE? Specifically, I'm really bothered by the fact that Mikael's Crucible once again draws the short stick by getting the harshest nerf both in terms of flat power reduction (-5%) and relative power reduction (-25% compared to the others' -20%). Mikael's continually gets pot shots, like the reduction in mana regeneration that was also part of a larger scale nerf that didn't really mean to target Mikael's. Out of the support items, Mikael's is by far the healthiest, with the best ability for skill expression and so the best gates for power. Why does Mikael's keep getting nerfed when it's already at a state where even when it's really appropriate, it's hard to justify it? Are there plans to compensate?
Xt0 (EUNE)
: You say that magic damage dealers are benefiting from removal of MR runes, but aren't they also suffering from removal of Mpen runes.
They're losing more MR than mages are losing Mpen, so.
Meddler (NA)
: With this approach Frostfang would have 10% CDR. Frost Queen's build path would then have a Blasting Rod instead of Fiendish Codex, so you'd still have 10% CDR at T3 as well. Not sure on Zyra. Might be able to get her back to mid to the degree she was played/effective there before the update, would still expect that to leave her significantly better as a support given even on release I'd argue that's where her kit was strongest.
Then you fixed nothing about the Spellthief's line. Extra CDR on Frostfang is a minor change that will not change the decision over support items for any type of champion. Why make changes in anticipation of problems that *haven't happened*? I really don't understand why you guys keep balancing in this manner.
Meddler (NA)
: Quick Gameplay Thoughts: September 8
PLEASE don't remove the AS component to Censer. I love the nerf idea, but the AS component is what gives Censer clear optimal cases, the part the creates interesting decisions for the person who benefits from the buff ("maybe I forego an attackspeed item here in favor of raw power?"). The on-hit component is much less circumstantial, and more of an afterthought for everyone involved.
Meddler (NA)
: Quick Gameplay Thoughts: August 8
Frankly, raising Janna's cooldowns is a ridiculous notion. That champion already suffers from harsh activity downtimes since the only cooldown she's "allowed" to use freely is E. She must hold Q, she must hold R, and she cannot use W because there is absolutely no reward for doing so. On the contrary, in most cases using W is counterproductive to Janna. Adding "reward" to using W as Janna by nerfing her across the board and making W give some power back is not going to actually happen as gameplay for Janna players. You will continue not to use W, and Janna will just suffer from bigger downtimes, which will lower her winrates but make her experience poorer. Both Q and R have sufficient skill expression. E is no different to any of the other shield abilities in the game. W is a *travesty*. Remove the free movement speed to accentuate the real skill expression in Janna's kit that is positioning on her, and return some amount of power in her active. Adress both Coin and Ardent Censer. It's incredibly unfair for you to simply make Janna a poorer champion to adress winrates when a) winrates on spellthief's line are fair, and b) Janna is a champion that's always been balanced with above average winrates. Janna is too fast. Janna has no reason to use W in battle, and giving her faux-rewards for doing so is not going to alter her gameplay, certainly not for the better. Don't balance Janna according to "mindless" vitriol.
Meddler (NA)
: Quick Gameplay Thoughts: May 16
Quinn doesnt seem to be doing very well after the nerfs even with the ADC item improvements... Are there plans to better her in some way? Maybe reward her better for building crit?
Meddler (NA)
: Hadn't seen that particular one, thanks for the link!
An electric themed drake with %ms when moving toward allied champions would be great, I know it's a concept you guys have already considered.
Meddler (NA)
: Thornmail with a reduced healing effect is something we're going to be looking at a bit now that mid season's out of the way, seems like a reasonable niche for an item in response to lifesteal users sometimes getting really effective. Would likely need to be paired with some adjustments to the damage return though. Armor/MR drakes are popular suggestions, they do run into overlap with Infernal drake (direct PVP combat power) and challenges with not being useful to much of the team at all or creating excessively tanky team comps where even targets who should be squishy by themselves get too resilient.
This is a terrible idea. Thornmail is already an item than sins by reversing the balance of power where DPS cannot beat tank unless they overpower the damage received from Thornmail. Any item that dissuades DPS from attacking the unit they're supposed to counter is, arguably, badly designed. What you're proposing not only fails to recognize that Thormail is at its core an item with a flawed premise, you're saying it's reasonable for it to also remove the means by which you deal with it as a DPS. When Thornmail is strong and lifesteal is weak, it's a sledgehammer on ADC itemization because you need MR and lifesteal on your inventory if you want to have *baseline effectiveness* in any battle that is played front to back. Thorns passive cannot exist on a tank item if it's strong enough to kill the attacker long before the user does under fire, let alone if it includes grievous wounds to eliminate the means to overcome Thorns in the first place. Please reconsider.
PhRoXz0n (NA)
: Anivia in 7.1
Great post, but you were a little selfserving with your take on Anivia's laning phase. Anivia's mana commitment in order to trade is very harsh. This cannot be justified by her build, her build is a symptom of her mana costs being steep. You nerfed Anivia's yield for mana used in lane, knowing that her opting into mana items means she's comparably weaker than most champions who get one-item fixes for their mana problems. Anivia's response to this is to become a pushing laner, not to trade. Then you spoke of how relentless pushing was discouraged with the changes... a little too on the nose. In my opinion, if you look at Anivia in the near future, you need to evaluate her mana costs in lane in order to incentivize her to use her mana to trade, not necessarily her reward for landing the combo, since, as you said, the reward is already significant enough. Otherwise, I think the change was very positive from a health, identity and gameplay point of view. It's way more interesting when a champion gets rewarded for performing a series of actions well than rewarding them greatly even when they skip most. Just meditate on how much Anivia has to sacrifice in order to perform these actions.
: > [{quoted}](name=Hadriel,realm=NA,application-id=3ErqAdtq,discussion-id=NrIimRFN,comment-id=001b,timestamp=2016-12-03T01:36:41.498+0000) > > Ok, but how are the extra silence duration and extra MS going toward offering Garen distinct advantages other champions do not have? Garen himself does nothing with the extra silence amount, he simply shits on people longer, nothing is enabled by extra silence duration and silence is awful to play against. The MS, cool, it'd be fine to give that back, but it does nothing to make Garen a better choice over Darius. > > I think Riot's plan is better at giving Garen tools to provide unique value than your suggestion to restore Garen's old numbers. Sure, I don't think Riot's proposed changes actually accomplish making Garen justifiable, but you, Garen main who wants to be listened because you know more about this champion than most, have not come forward with a suggestion that solves any of Garen's problems, which can be expressed as: > > * Lack for a reason to pick Garen over champions with similar profiles. (Villainy did absolutely nothing to make Garen provide compelling value to a team). > > * Lack of laning ability making it unduly hard to take off to a point where you're able to do the Garen thing opportunely. > > * There's no point in the game where you're really online, no period you point out and say "there, this is my jam, I'm really strong here." > > > You also have to bear in mind that: > > * Garen lacks complex ways to express skill, meaning his baseline power is often his max power. If his baseline power is high, he's always able to access that power, making him unduly reliable, especially when you consider Garen is ball-of-stat-y due to W, an ability with absolutely no gameplay attached. He naturally grows stronger than other champions in his class in terms of baseline power. > > * Garen has access to high-frustration tools like silence, a powerful execute (albeit on a long cooldown) and (potentially) very high amounts of true damage. They might be balanced due to Garen's ability to access those tools, but always impoverish the experience of other players when usable reliably. > > * Garen is juggernaut, meaning he's "allowed" to wield otherwise unfair amounts of power like described in the last bullet due to his difficulty in reaching his targets. Of course, that doesn't mean the amount of power he has access to can't be undertuned currently considering his weaknesses, but there's danger both cranking up the power making every instance of reaching the backline lethal (the Mordekaiser Q lesson) *and* removing or trivializing his problems reaching the backline (the Skarner lesson). > > In the end, the problem with Garen is and always will be that he's too straightforward a character to be strong as a baseline because then every Garen you encounter is very similarly strong. Mains don't want Garen to gain complexity/difficulty, but it's practically impossible to give power to Garen in way that rewards good play only on such a kit. Catch-22. Garen needs a formal rework, not buffs or small scale changes, because no changes can give Garen power that feels satisfactory for them that doesn't automatically make everyone playing against Garen rue their existence. Or maybe there are changes to be had but require extensive experimentation and iteration no single champion gets the luxury to have. Garen deserves to receive tools that make him uniquely good, wholeheartedly agree, but seeing you ask for the silence and MS back disappoints me greatly because they don't achieve that for Garen, so they come off as "buff my champion back up and pretend like he didn't get power elsewhere when he got those changes so I can get the best of both worlds". More substance, please. First of all, I don't think Garen needs a formal rework. At this point it would be stupid imo to consider that option. What Garen needs are _**reliable **_mechanics in order to be able to perform his role effectively. I also disagree that Villain Mechanic is useless, and honestly its a very bad criticism that its useless. Its problem isn't its bad, its the fact that its _unreliable_. It needs to be _**reliable**_ and would go a long way with a simple change like "The Villain stays the Villain until Garen kills the target" rather than the BS switching Villain passive while you are fighting and someone gets a gimmicky kill. You would see a hell of a lot of improvement with just QoL buffs if Meddler or the Rito team ever magically thinks of it. In response to my suggestions not doing enough, I don't think you understand that I am not asking for a numbers buffs as they have potentially the factor of making the issues occur which you typed up in your unnecessary essay...which is why I suggested utility buffs. The Silence duration is the whole reason Garen once upon a time used to dump on Riven and many other top laners. Giving him back that power through utility options rather than through raw numbers accomplishes a lot more than giving power and later nerfing it because "O shet we overbuffed, Nerf Hammer time". The Movement speed would again pump his reliability and escape something which he struggles at tremendously. Again these suggestions weren't to try and push him to more raw damage which is something everyone agrees that a simple champion like Garen would be unhealthy to have. However in order to compensate he should have more utility factors in order to make him reliable overall. It opts into more of a playstyle that oh no Garen is not frustrating because he has too much raw damage but because there's factors of his kit which disable me from performing my job well. As for the suggestions on the current E, rather than 25% shred, hell I think an ASPD Slow of 35% on his Spin for the champions caught in it would have been more useful as its partially the reason why he can't trade evenly with some of the champs due to the damage constrictions on it atm.
Who said Villainy was useless? I said it did nothing to make Garen provide additional value that would make him more appealing to a team. "You know what we need here, guys? We need Garen because his... villain mechanic... is great for what we want to do/to counter what they want to do". That doesn't happen. If you're going to say that it's "a bad criticism to think villainy is useless" at least make sure that's what I said. In the end, you're just ignoring every point I made and furthering that you think Garen needs number buffs. I repeat, the problem with that is that it's simply raising the power levels on *all* types of Garens, and Garen lacks the skill expression necessary to make power yield significantly more for a good player than a novice. That's Garen's downfall. And to change that, well, you'd need a rework, but Garen mains won't have that. Case in point. When you just buff numbers (MS value, silence duration) you make every type of Garen, at any skill level, better. And when Garen is good enough that it's justifiable at the high end of players, he's good enough that he's overwhelming at the low end because the high end player doesn't exhibit significantly more mastery than a low end player because Garen kit doesn't provide the spaces to do that. When all players have access to a champion's highest potential, you have a balance problem. Entering Garen. > As for the suggestions on the current E, rather than 25% shred, hell I think an ASPD Slow of 35% on his Spin for the champions caught in it would have been more useful as its partially the reason why he can't trade evenly with some of the champs due to the damage constrictions on it atm. So what you're saying is you want to autowin a trade because you press a button and walk toward someone, in a manner that does not differentiate in use the novice from the master. I repeat, as long as Garen doesn't have nuances, he can't be given inconditional power. Garen already has access to frustrating mechanics as is to add an attack speed slow, but the issue isn't your suggestion itself, it's the underlying logic. It's not that I want to shit on you or your opinion or anything, I just need you to understand why Riot cannot tend to your frustrations without creating a balance problem in the long run. Maybe there's still reasonable room to buff Garen inconditionally, but it's almost certainly not in areas like the silence duration or by adding another jarring mechanic like an attack speed slow. Do remember Garen got power in exchange for the nerfs he received in the juggernaut update, it's unfair to expect a better overall repertoire of tools for no cost. If I were in your spot, I'd rather ask for things like flat effectiveness on some of his tools than buffs or additions to his oppressive features. How about 4/5 seconds flat duration of W? 3 seconds of Q duration? Maybe rework Villainy so you have some control over the benefits of attacking that champion. Say, marking the champion and locking for choice for a few minutes. Having a baseline effectiveness that increases or decreases with their villiany factor. Then you could mark the enemy laner even though he's even to you, and maybe get a minor buff like 0.5% max HP true damage per E spin hit and 30% of your ult's damage converted into true damage against them, but marking the massively fed ADC would yield 1% max HP true damage per E spin and 100% damage conversion. That way you get control over the mechanic in a way that allows you to show some proficiency, with the choice of sticking to a subpar option just to increase your baseline effectiveness against them. (Though even then, I'd fear for Garen's power levels).
: @Meddler can we talk about Garen? How long do you plan on ignoring any advice from Garen mains?
Ok, but how are the extra silence duration and extra MS going toward offering Garen distinct advantages other champions do not have? Garen himself does nothing with the extra silence amount, he simply shits on people longer, nothing is enabled by extra silence duration and silence is awful to play against. The MS, cool, it'd be fine to give that back, but it does nothing to make Garen a better choice over Darius. I think Riot's plan is better at giving Garen tools to provide unique value than your suggestion to restore Garen's old numbers. Sure, I don't think Riot's proposed changes actually accomplish making Garen justifiable, but you, Garen main who wants to be listened because you know more about this champion than most, have not come forward with a suggestion that solves any of Garen's problems, which can be expressed as: * Lack for a reason to pick Garen over champions with similar profiles. (Villainy did absolutely nothing to make Garen provide compelling value to a team). * Lack of laning ability making it unduly hard to take off to a point where you're able to do the Garen thing opportunely. * There's no point in the game where you're really online, no period you point out and say "there, this is my jam, I'm really strong here." You also have to bear in mind that: * Garen lacks complex ways to express skill, meaning his baseline power is often his max power. If his baseline power is high, he's always able to access that power, making him unduly reliable, especially when you consider Garen is ball-of-stat-y due to W, an ability with absolutely no gameplay attached. He naturally grows stronger than other champions in his class in terms of baseline power. * Garen has access to high-frustration tools like silence, a powerful execute (albeit on a long cooldown) and (potentially) very high amounts of true damage. They might be balanced due to Garen's ability to access those tools, but always impoverish the experience of other players when usable reliably. * Garen is juggernaut, meaning he's "allowed" to wield otherwise unfair amounts of power like described in the last bullet due to his difficulty in reaching his targets. Of course, that doesn't mean the amount of power he has access to can't be undertuned currently considering his weaknesses, but there's danger both cranking up the power making every instance of reaching the backline lethal (the Mordekaiser Q lesson) *and* removing or trivializing his problems reaching the backline (the Skarner lesson). In the end, the problem with Garen is and always will be that he's too straightforward a character to be strong as a baseline because then every Garen you encounter is very similarly strong. Mains don't want Garen to gain complexity/difficulty, but it's practically impossible to give power to Garen in way that rewards good play only on such a kit. Catch-22. Garen needs a formal rework, not buffs or small scale changes, because no changes can give Garen power that feels satisfactory for them that doesn't automatically make everyone playing against Garen rue their existence. Or maybe there are changes to be had but require extensive experimentation and iteration no single champion gets the luxury to have. Garen deserves to receive tools that make him uniquely good, wholeheartedly agree, but seeing you ask for the silence and MS back disappoints me greatly because they don't achieve that for Garen, so they come off as "buff my champion back up and pretend like he didn't get power elsewhere when he got those changes so I can get the best of both worlds". More substance, please.
Karakot (NA)
: They are ment to do that because it puts you into combat by applying 1 true damage that way you get your assists when you hit someone with those abilities
You're right, but that doesn't make it okay. That's a workaround with virtually no impact except in cases like this, where it's simply unfair a suppossed-to-be nondamaging ability is cancelling an ult with sole condition "receive damage". That measure was a bandaid. It's about time Riot codes champion slows as combat-triggering. They've had plenty of time to figure out how to do it.
: [GAMEPLAY] Eating Honeyfruit Knocks Quinn out of Ult Form
This is just a side effect of a bigger bug, which is non-damaging alows knocking Quinn out of ult, something that shouldn't be happening. Singed W and Trundle E also cancel Quinn's ult unduly.
Meddler (NA)
: Timeline on Rylai's hasn't been as urgent as other work, given it's not particularly connected to the other pre-season changes, in contrast with other things on the same time like assassin kits, balance and items. At the same time it's also an item that's been used by a lot of champs this year, so cost of getting it wrong's noticeable. Don't want to rush it as a result. Couple that with some lack of agreement on exactly who should or shouldn't have access to slows on all their spells in the first place, or whether a more limited approach is needed instead, and you get a process that takes longer than usual. I'd expect 2-3 different versions of Rylai's to exacerbate the current problems with it, not fix them. Allowing champions to choose even more optimal stat profiles for it makes it more attractive, and therefore universal, rather than limiting it to those it should be a tool on. Branching items like that can be a great approach if the thing being provided's baseline functionality for the class (e.g. % armor pen for ADCs, Sightstones for supports etc). With things like 'all spells slow' that are meant to be optional on most possible users, and something you should make some form of trade off for, branching items can fight against what you're trying to accomplish.
What about changes to other preseason-expected things like Blade of the Ruined King or Bond of Stone?
Meddler (NA)
: Official patch notes are still weeks away (with the patch itself). Unofficial notes based off changes seen on PBE (Surrender@20 etc) will I imagine start showing up tomorrow at some point.
I don't understand: why not just remove the multiple bolt mechanic? What's the main feature on Protobelt, the dash or the damage? Why does protobelt erase a creep wave on buy even as a first item? You guys are not taking the bull by the horn.
: 16 Questions: Week 2 -- Mirror, mirror on the wall...
What a shoddy article. Was there actually any insight or did you use up all your brain power on crafting this many senseless "jokes" and cringey pop culture references?
: Okay, I'm going to try to get every question I have in one post. "Let's do this." --(1. Which champion) 2. I've kind of enjoyed how some of the better designed assassins, like Zed, Evelynn, Shaco, and LeBlanc have very unique styles of not only assassinating enemies, but kind of controlling the field of play in their own unique way, almost like a control mage. Will you try to improve this on these champions and improve it on other champions too? Yes, some of these need major VGUs, but you've changed champion's entire playstyles in a small update before, like Graves. 3. What, if anything, will be done with "Pseudo-Assassins" like Diana, who are more of Assassins than Fighters? She is intended to be a Fighter/Diver, I believe, but she is built more effectively as an assassin and never built bruiser or rarely built for damage over time with anything more than a Nashor's Tooth. Or there's Master Yi, who should be labelled as a Fighter over Assassin. 4. Will you do anything about Kassadin? I think he might actually be in a balanced state right now, but I'm not sure. 5. For a little bit of hype, describe an new ability that is being completely changed without telling us the champion. Some of these may be arbitrary. Have a nice evening.
"Better designed assassins" Shaco and Evelynn? I mean... what? I do believe the problem with changing Diana outside of her posing an issue for game health is that her category as an AP fighter isn't supported by itemization, so her kit must reward her building glass cannon, otherwise she'd fail.
Statikk (NA)
: Assassins Pre-Season Class Update - Systems Tweaks and Smaller Scale Updates
Can you give us an idea on what the change to flat armor penetration will entail?
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Hadriel

Level 203 (NA)
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