Meddler (NA)
: Quick Gameplay Thoughts: April 28
Here's some of my question from Gameplay Thoughts: April 25. 1. Can we look at Leblanc? I know she was ridiculous after her rework, but I felt she does not do any significant damage after the nerf. Her early game is unnoticeable, and her late game is horrible. 2. What is Heimerdinger suppose to excel at? In preseason, Banner of Command and zz'rot got nerf, resulted in nerf to split pushing top donger. The only good build that somewhat works is rushing liandry, but mid to late game, he does not excel anything compare to other mid lane champion. 3. Any changes to look over Fiddlesticks? Felt he needs so much stats; CDR, AP, Mana/Mana regen, and Magic penetration. If he's underperforming, can you change to make him less reliance on too much stats. Rather just focuses on buying 3 out of the 4 stats. 4. Any chance on looking at botrk? I think the item is too strong for a first item: too much lifesteal and dueling potential. I think it's a must buy for adc bot lane. This has the same problem back in season 3 with bloodthrister. 5. Lastly, what with the Udyr changes? What does do changes change anyway? Why change it the first place?
Meddler (NA)
: Quick Gameplay Thoughts: April 25
Here's a couple of questions. 1. Can we look at Leblanc? I know she was ridiculous after her rework, but I felt she does not do any significant damage after the nerf. Her early game is unnoticeable, and her late game is horrible. 2. Is Heimerdinger ever get notice? In preseason, Banner of Command and zz'rot got nerf, resulted in nerf to split pushing top donger. The only good build that somewhat works is rushing liandry. 3. Any changes to look over fiddlesticks? Felt he needs so much stats; CDR, AP, Mana/Mana regen, and Magic penetration. If he's underperforming, can you change to make him less reliance on any one of those stats. Rather just focuses on buying 3 out of the 4 stats. 4. Any chance on looking at botrk? I think the item is too strong for a first item, too much lifesteal and dueling potential. I think it's a must buy for adc bot lane. This has the same problem back in season 3 with bloodthrister. 5. Lastly, what with the udyr changes? What does do changes change anyway? Why change it the first place?
: Patch Chat with the Playtest Team - 7.4
Few Questions. 1. Why you nerf Varus in the PBE? WIth the nerf to the lethality item and the penetration mastries which Varus used, is it too soon to nerf him? I thought your philosophy to nerf then wait. 2. Thank god you nerf first turret gold. What took so long? 3. No nerf to Leblanc's chain length?
: Minions with personality
would like an easter egg minion, similar to the duck that appears in the river
: I actually feel the opposite. To me games have felt tankier and less bursty from when I started in season 3. I miss the days of DFG katarina or LB one shotting people. So personally I'm not feeling this damage creep the same way you are explaining it. **Edit:** Want to throw in that I am the assassin player on the team. My views here are not all of my teammates, I would actually be surprised if they did not disagree with me. They are just my thoughts as a player of the game.
I can agree that the game felt tankier from the past seasons, but the damage has also drastically increased over the past few seasons. I was not talking about burst, I was talking about the amount of damage in just one combo. I remember Jax in season 4 takes about 5-7 auto attacks with tri-force and botrk to finish a carry. Now the Jax could finish someone with 3-5 auto attack. I want to know what change from the past seasons compare to season we have now? Do you think we can revert changes to stabilize the damages?
: Patch Chat with the Playtest Team - 7.2 Warwick rework
How do you feel about increasing damage creep over the past few seasons? (Not power creeps where new champions suppresses the old one, but damage has been increasing too much over the past few seasons.) In the past few seasons, teamfight and the games took longer to finish. Now this season, fights last too shortly and games are decided predetermine. In season 3-4, most champions cannot 100-0 someone in a full combo rotation. Now most champion can 100-0 someone over just 2 items.
: Patch Chat with the Playtest Team - 6.24, Camille release
couple of question 1. How is urgot performing? 2. Any plans for syndra? 3. Any plans for Tyrndamere? Most top lane champions can perform better than him.
: I did a lot of our Rylai's analysis (& will also answer some things here that I *can* answer): > How Singed be after rylai changes? Kind of a big core item to singed. Singed should feel more or less the same because he always got the 20% DoT slow for his Rylai's. This might actually be a singed buff because it costs much less and he has other items he wants to build just as badly ({{item:3512}}, {{item:3800}} ) > Any possible changes to Syndra? Felt too punishing to not get hit by her q,e and yet lose 70-90% to the squishy's hp by a single ult. Any changes to reward Syndra for actually hitting her skill shot. Check PBE stuff! General consensus from what I've heard is that she benefited from a preseason with no aegis involved, but not as largely as other mages (Winrates are wack in the preseason...) so she's mostly just incredibly frustrating to play against (average/low average winrate, incredibly high ban% and large pickup in playrate post worlds) and tunings for the short term will try to address some frustration concerns. > Do you think Crits are overtune? I think crit chance and ie synchronize too well. I felt adc prefer crit over atk spd/ sustain build. An example, Vayne who known for tank shredder as on-hit effect, prefer crit build to kill their target. I don't think Crit and IE are overtuned at all. I think the vayne example is more a flawed execution of past changes (her good AD ratios on Q for Vayne means she's bursting hard when she should be a top-tier lategame DPSer) > Support experiment. Do you have any analysis or hypothesis on the experiment? For me, I have couple of reason why players don't pick support. This is an excellent design question, but I generally disagree with most of your points. > The itemization does not feel very impactful. Really? I feel like Redemption/Knight's Vow are both crazy insane, and support itemization to me feels like it's almost in a sweetspot (not balance-wise, but in terms of having decent options for different characters that feel impactful) > Really felt like a half a player and useless when behind. Players want visible control over the game. Losing as support felt awful because you had no control over it, totally reliant on the carries to not messed up. This is the one point you wrote that I agree with the most -- being behind on a support does feel awful, but at the same time I feel hard-pressed because while supports often feel the worst and have the least, their kits are independent of items for them to do a lot of work and carry a game. > Too little damage and squishy. Late game, support get destroy quick and can't output noticeable damage as other squishy or tank. Support can't 1v1 and they can't ward in safely without escort. Disagreed wholeheartedly -- I feel like Brand/Zyra/Karma and even Bard sometimes are outputting very high damage over the course of a fight. Is it a problem if off-supports doing so much damage is the *best* strategy? Because that's an interesting thought for further discussion.
> Disagreed wholeheartedly -- I feel like Brand/Zyra/Karma and even Bard sometimes are outputting very high damage over the course of a fight. Is it a problem if off-supports doing so much damage is the *best* strategy? Because that's an interesting thought for further discussion. That's one aspect/category of support that can 1v1 and are self-reliant. The damage support are a threat in all stages of game and cannot be easily ignored. Bard is an outliner from most traditional support that offers strong utility and surprising amount of damage. Most traditional support rely on team's effectiveness and their capability to not messed up. Hard for most traditional support to feel empower in mid-late game. Most traditional support are a threat in early game because most carries don't have the item or damage to kill squishy early. In mid-late, traditional support are an easy target. In soloQ, you want to carry yourself. Playing traditional support on soloQ is very risky in low elo (bronze-gold). Most low elo carries does not know their own mistake and support take punishment for that. Playing damage support gives you a better chance on climbing than traditional support. It's rewarding to play traditional support if your carries know what they are doing and it open more way more options when damage support plays with a knowledgeable carry. Vise vera if carries is behind, less options to play with as traditional support. Playing damage support is not a matter of "best" strategy but matter of reducing risk.
: Patch Chat with the Playtest Team - 6.23, Shyvana, Anivia, and Malzahar mini-updates
Couple of question. 1. How Singed be after rylai changes? Kind of a big core item to singed. 2. How Urgot been doing? Seem everyone forgot him. (Still want Star Guardian Urgot) 3. Any possible changes to Syndra? Felt too punishing to not get hit by her q,e and yet lose 70-90% to the squishy's hp by a single ult. Any changes to reward Syndra for actually hitting her skill shot. 4. Do you think Crits are overtune? I think crit chance and ie synchronize too well. I felt adc prefer crit over atk spd/ sustain build. An example, Vayne who known for tank shredder as on-hit effect, prefer crit build to kill their target. 5. Do you think there is too much damage in game? I felt that there's too much damage in the game. Getting two shot felt bad and most champion can do that when 2-4 items in. I remember in season 3-4 champion take 4-6 hits to actually kill someone after 3-5 items in. I would like to react to the damage i taken rather than dying in 2 seconds. Longer teamfight is funner than pressing faster to win. 6. Support experiment. Do you have any analysis or hypothesis on the experiment? For me, I have couple of reason why players don't pick support. 1. The itemization does not feel very impactful. Tank support items does not tank as well as true tank items. Utility support only have very few option to pick on. Mostly on active item. Hard to see the amount of effectiveness on the item unless your a dedicated support main. 2. Really felt like a half a player and useless when behind. Players want visible control over the game. Losing as support felt awful because you had no control over it, totally reliant on the carries to not messed up. No impact beside vision and peeling. Reason why most people don't want to ranked as support because they can't control their team or map. Need objectives for support. 3. Too little damage and squishy. Late game, support get destroy quick and can't output noticeable damage as other squishy or tank. Support can't 1v1 and they can't ward in safely without escort.
Wuks (NA)
: Happy Thanksgiving, everyone! (+ Elementalist Lux Giveaway?)
I'm thankful for the rework/ champion up team for keeping the champion identity when reworking them. I'm also thankful to the fans artists who contribute to the fans showcase. I'm bought a sketch book and trying to learn to draw. I'm inspired to draw just like the talented artist and hopeful i will become good enough to draw and display my work. Number 39
AD Yuumi (NA)
: > [{quoted}](name=IUsedToBeViable,realm=NA,application-id=A7LBtoKc,discussion-id=TibiO6u0,comment-id=001800000000,timestamp=2016-09-21T06:49:50.259+0000) > > I felt there's more champions that can be archetype that can be explore more > > 1. Elder woman. Probably sits in a throne or a wheelchair, similar to The Lady in Wight from Yu-gi-oh > 2. Copycat. Someone who like stealing talents or wants everyone's DNA. Some who's hate themselves and want to be someone else. Probably someone who's envy of others. > 3. Bug Swarmers. Bugs are not heavy enforced into the game. Sorry kha'zix. > 4. Immobile heavy homing missile tank/ moving fortress. Felt like Urgot could fit this theme, but I felt he should be a horror movie monster instead. Want a heavy loaded champion similar to Machinedramon from Digimon. > 5. Strong Thunder User. Unlike Kennen who control lightning and is mobile. I want a champion that harness thunder that the old ages feared. > 6. More Aquatic creature. Think of a octopus who like to overhelm their prey, or a shark who bites but never let go of his prey. > 7. Dinosaur. I'm surprised this theme is not explore enough. > 8. Puppet Wielder. Someone who control puppet and fight beside him rather than a swarming minions. Two champion in one. Similar to Relius Clover from Blazblue and Ansem from Kingdom Hearts. > 9. Circus or Ringleader. Think of the amazing possibility. Clowns, animals tamer, and magician that appear under his sleeves. > 10. Telepath. Some champion kind of hit this but want a true theme around this. And this is the thing right? THERE ARE SO MANY DIFFERENT FANTASIES PEOPLE WILL ATTACH TO. Not sure everything you listed here is a good fit for league, but overall it's my belief that the thematic possibilities for new champions are near endless.
Dam, I wish Rito could make those themes right now (≧ω≦), but I know it takes time to work and polish their themes as amazing as it could. Just be patient young one. Out of all themes I listed, I think puppet wielder would be a good fit for league. I image his kit would be his basic abilities (q,w,e) would be utility or cc, not his main sources of damage. His ult (R) would called his puppet and replaces his basic abilities with controlling the puppet. The puppet is his main source of damage but the puppet can only last shortly and must recharge. The key here is that he has to work together with the puppet to make a sick combo. The wielder has amazing utility but can't finish his target and the puppet can do damage but, can't lock into someone. That's how I would envision him. On a flip note, what champions do you feel that needs to strength their themes? I felt that beside the obvious (Aatrox, Urgot, Galio, Warwick, Evelyn, Nunu, Mordekaiser, Pantheon, Swain), the champions' themes that needs work are Cho'Gath, Dr. Mundo and Irelia. 1. Cho'Gath's themes is essentially growing Godzilla but does not felt like a giant monster to fear. Sion is an excellent example of a fearsome juggernaut, but in comparison, Cho'Gath felt like a squishy monster everyone can attack and and his kit can be clumsy at time. 2. Dr. Mundo is like the Hulk from Marvel but I felt his character is basic. Not in lots of depth of characters and personality. Not saying he has to be grim like Gangplank but would like to see beyond the comic like character we have now. 3. Irelia has so much potential to be amazing but felt flat in term of interaction with her kit. Her blades felt amazing to see but her kit rarely used 4 different blades and instead used all of the blades as a big whacking sticks. The only time her blades seem to used different is her ultimate.
AD Yuumi (NA)
: > [{quoted}](name=BLLLK FLLG,realm=NA,application-id=A7LBtoKc,discussion-id=TibiO6u0,comment-id=0018,timestamp=2016-09-20T21:06:08.524+0000) > > whats a character archetype you personally wanna see represented in league? we're just now getting our druid what's something you feel league is sorely lacking roster wise? I'd say a real vampire would be cool (Vlad needs work to get there) A scythe wielder An inquisitor (think like Demacian high command "I WILL PURGE YOU" guy) Some more types of demons. A fairy
I felt there's more champions that can be archetype that can be explore more 1. Elder woman. Probably sits in a throne or a wheelchair, similar to The Lady in Wight from Yu-gi-oh 2. Copycat. Someone who like stealing talents or wants everyone's DNA. Some who's hate themselves and want to be someone else. Probably someone who's envy of others. 3. Bug Swarmers. Bugs are not heavy enforced into the game. Sorry kha'zix. 4. Immobile heavy homing missile tank/ moving fortress. Felt like Urgot could fit this theme, but I felt he should be a horror movie monster instead. Want a heavy loaded champion similar to Machinedramon from Digimon. 5. Strong Thunder User. Unlike Kennen who control lightning and is mobile. I want a champion that harness thunder that the old ages feared. 6. More Aquatic creature. Think of a octopus who like to overhelm their prey, or a shark who bites but never let go of his prey. 7. Dinosaur. I'm surprised this theme is not explore enough. 8. Puppet Wielder. Someone who control puppet and fight beside him rather than a swarming minions. Two champion in one. Similar to Relius Clover from Blazblue and Ansem from Kingdom Hearts. 9. Circus or Ringleader. Think of the amazing possibility. Clowns, animals tamer, and magician that appear under his sleeves. 10. Telepath. Some champion kind of hit this but want a true theme around this. edit more stuff i just though of 11. Trapper Hunter. Unlike Renger and Kha'zix who's fight in the front line to getting his prey. He's proactive to getting his prey. He set traps for champion to step over. I'm not thinking of basic bear trap but used magically tools to do so. I'm thinking Emperor from Final Fantasy Dissidia. 12. People with canes. Just like them in general. Maybe I like their crime boss theme. SImilar to Penguin from Batman or Roman from RWBY. 13.Kicker Speedster. Unlike lee sin who mobile with dashes to get into his enemy, the speedster play around his enemy just by running faster and cutting his path. He can conflict damage from all side while dodge most of enemy's skillshot. Similar to Mercury from RWBY, Quicksilver from Marvel, and Flash from DC Comics. 14. Teleporter. I was interested in Urgot's ult and think it could potential open a whole kit around teleporting. Not comparing to Kassidin's ult but utility teleporter.
S0BE (NA)
: I really enjoy pulling out different combos of spells with the new Ryze. This new Ryze has a lot of options when it comes to combos- instead of mash-face-on-keyboard old Ryze you need a little bit more finesse to outplay your opponents.
For the new Ryze,... 1. Do you still max q? Or e? 2. What's your favorite moment with the new Ryze? 3. How does jungle Ryze do? I can see Ryze have decent jungle clear and above average ganks.
Siegil (NA)
: 1. Yes, in some of the test. We have some odd picks that appear in playtest from time to time. 2. We've done quite a lot of testing on the new Ryze update and we're super excited about it. I think it will be a fun champion for players, experienced and new, to play and learn. I think he makes a lot of exciting (and tragic) plays around the map via his ultimate. 3. TBH I haven't felt it too much, but it definitely feels less snowbally.
Speaking of the Ryze update, what are you so excited about the change? I don't really see a differences beside his new ult. LIke hat's his new strength and weakness?
: Patch Chat with Playtest Team - 6.13
Here's a couple of question? 1. Do you guys play-test off-meta picks? WHat's your favorite picks? 2. Do you guys play-test the new ryze update? What's your thoughts? 3. How's the experiences changes in patch 6.13? How much of improvement compare to patch 6.12?
Statikk (NA)
: Next Class Update - the Assassins
R u guys going to change the stealth mechanic like renger evelyn shaco?
: 1) I believe the goal was to support the fighter class and to make it so they enjoy building the item more. There were a few people who like it a bit too much(irelia) and a few that were hit pretty hard by it. I'm sure there will be follow up for any heavily affected users. 2) We playtest the jungle the same way we playtest anything. We do full games where we have people jungle to get feels on the changes. If it is something that will affect clear time/health/etc we load up as a solo player and just do different routes and compare the changes. 3) It mainly just has a new particle so it will be easier to know where Zed can blink to. 4) A lot of things could have made this change happen, it will never just be one thing. A lot of tank items got nerfed, fighters got buffed, triforce got changed, cleaver got buffed, etc etc. 5) It is hard to measure frustration with any metric, since it is an emotion that varies from person to person. Certain things will be more frustrating the lower you go in ELO because the counterplay may be less clear to less skilled players. Our job is not really to reduce frustration, it is mainly to identify if we find it frustrating and give that feedback to designers. The designers are then the ones who would choose whether to solve the frustration or not.
Thanks for replying. If you don't mind, can you please answer more of my questions? 1. Do you guys playtest the not very popular champions (yorick, warwick, urgot, galio, mordekaiser, heimerdinger)? If do, who plays them and how do you analyze them? Do you compare the strengths of other champions, or you compare the uniqueness to perform a certain task successfully? 2. Do you guys playtest off-meta builds? Do you guys try really wacky-builds like ap lucian or adc twisted fate? 3. What's your thought on adc currently? This season, I heard lots of complaint from adc mains on the lack of counter plays/answers against certain champions and comps. I felt terrible when i'm behind as adc, and when i do went even or ahead, I felt tanks and assassin can still kill me even when they have the same or even less amount of gold than me. I felt early to mid-game as adc not very enjoyable to get my late game spike. There's not a lot of defensives items for me to build besides damage. 4. I really want to go back on frustration. I felt this topic is really important to go unnoticed. There's a lot of topic under frustration, so I will break it apart. a. I'm curious in your analysis on why players don't like playing against Zed. In my experiences against Zed, I felt he has too much strengths and not enough weakness to take advantage. I felt his margin of error to fail are low and can easily snowball after couple of kills. He can remain relevant even after he went remain even or falls behind. b. Might be off-topic but curious on your analysis on why losing to be frustration? I can get why people losing in ranked can be frustrating, but losing in normals or even a friendly games with friends is frustrating. I can't really identify on what triggered these frustrations or even a way to reduce them. Why can't we have fun losing compare to other competitive games? What do you believed the main reason for losing to be frustrating?
: Patch Chat 6.12 - Keystones and Catalyst and Marksman Items, Oh My!
Ok, here's couple of question. 1. How the new triforce's changes coming along in patch 6.11? I felt it was a unnecessary changes and what's the whole purpose behind those changes? Any outliners from the triforces changes. 2. How you playtest in jungle? There's not a lot of playtesters and there's other factors in jungle; clear time, sustain, mobility, gold efficiency, and power-spike. 3. What exactly changed from the zed's shadow in patch 6.12? 4. Lately, the meta is shifting from tank meta to damage dealing meta. What caused that change? 5. How do you identify and measure frustration against a certain champion? Does the measurement varies against different elo? How do you reduce frustration?
: Patch Chat 6.11 - Better Nerf Irelia
Previous I remember someone mention that during testing, nerfing zed's q makes zed weak. What changed?
Meddler (NA)
: I suspect we'll have to at some point yes, won't be in 6.10 at least though.
Can you look at rageblade vayne, felt completely unfair to fight against. She only require very few autos-attacks and items to do a lot much damage.
Meddler (NA)
: We do expect Battle Mages to build tankier on average than other mages and they'll generally have things on their kits to support that (Vlad's passive, Ryze being rewarded for building mana since mana's found on tankier items, Swain's need for mana in the same vein etc). I'd agree Battle Mages are the closest thing there is to a mage version of a juggernaut, in terms of shorter range, tougher, lower mobility, more defensive power than others in their class.
So, Vladmir is a battle mage? Seems like to fair to be close-median range. What I'm worry is his restriction. He's not gated by mana.
: Nope that was me. Gustaf and I have had quite a few discussions around this topic actually. We're not always in agreement with each other, as it should be.
Would you argued that Shaco is a more well designed assassin than Zed? Shaco's kit is better designed because he ACTUALLY has a high risk, high reward. For Shaco to fight, he q in to fight without any escape unlike Zed who can blink out of fight. Plenty of reaction time to fight against Shaco unlike Zed.
PWYFF (NA)
: [DISCUSSION] State of the Season
Can we talk about our lord and savior, Urgot!!!!! Jokes aside. What was thinking process in adding fear in his ult? Seems a bit off to add it out of the blue.
: Personally I believe Zed is the best designed assassin in our game. He has good counter play while having huge play making capability. Every champion will have problems associated with them, but that doesn't mean they need a rework.
I would argue that Shaco is the best-designed assassin. Shaco has high risk, high reward. Shaco has more counter plays than most assassin because there couple of options to play around him. Once Shaco q in to kill someone, he risk failing to kill and die in the process unless Zed who can blink out of the commitment to kill his target. When Shaco is behind, he become useless. Shaco cannot trade without not committing fully; most assassins has a get-away free card unlike Zed.
: How does nerfing his Q give him a new weakness to exploit in any way? I would say these new W cd nerfs add way more of a weakness to hit than a Q nerf.
Sorry, my message was not clear. What i'm trying to get at is that there's too much power associated with zed. Based on the discussion i read so far, nerf or buff zed's q will either break the champion or weak to play as. I believed that most of his strength in located into his q, which is why is frustrating to go against. I was wondering if there's a way to strip power away his q and put it somewhere else. What i read earlier is that putting power in zed's e makes him "don't ever get close to this guy." So maybe stripping strength is not a good idea. If stripping strength not going to work. I wonder if creating a definite weakness is a option to be look at. Zed has a lot of strength, but very few weakness and it's easy to play around his weakness. I was wondering if zed can be balance in that way.
: Patch Chat 6.7 - Playtesting 101
I posted earlier about why not nerf zed's q. It really seems that maybe zed does not have a very definite weakness to exploit on. Zed has many strength from waveclear, poke, mobility, manaless/energy, roamer, insane outplay potential, great escape, and high damage burst. The only real weakness with zed is his late game falls off, but it's easy to play around that with his great early to mid game. The way I see it, there's two choices. Take away some of zed's strength or create a new weakness to exploit on. I prefer the weakness exploit option.
: Patch Chat 6.7 - Playtesting 101
Bunch of question here goes. 1. Is the poppy's dash travels the same distance as her old e? I know her e range was nerf but the dash distance remains the same? I still want to bash people from dragon pit into the wall on red buff. 2. What you think about tank items? Many assassin or ap mage that can gap close start building tank items. Example of people building tank item are tank ekko, graves, and alaki. Do you think that champions that build tank item have enough high base damage that they don't really need damage items or tank item are too strong? 3. Why not nerf zed q? I thought with the new item for ad assassin, duskblade, was suppose to solve the issue that assassin's items overlap with marksman's item. That's why assassin originally has high base damage with low scaling. Zed still have high base damage but decent scaling even after the duskblade has settle in. 4. Can graves be looked at? I felt that graves have too much damage and so much tankiness to kill him. Takes too much resources to kill him.
: He's supposed to have a strong laning phase
Maybe i was not very specific on "decision making." When I meant decision making, there's a trade off. Should i used my ability to harass while being vulnerable to be trade and gank. Zed does not really have that problem. He's manaless which, makes him unable to go oom. The only restriction is his energy and cd. That's fine that he's manaless, he can win trades in the long run in theory. The problem is he's too good at winning his lane. His high base damage on his q and insane waveclear. He does not have to get close to perform his trade or clear the wave. He can literally just stay back and poke until they are low. Trying to trade while his abilities on cd is almost difficult to perform. Way too safe for his oppressive laning phase.
: Patch Chat with Playtest - Comet Dragon
How about zed oppressive laning phase? Nothing meaningful in decision making. Too safe for the amount of damage and poke he offer.
Reav3 (NA)
: The primary goal of the roster project is to look at a class that has a lot of champions who do similar things and make them more distinct from one another. Currently there are a lot of tanks that do very similar things. Zac, Malphite, Maokai to name a few. A roster project would be a good opportunity to give some of these champions a clearer strategic Identity. While assassins probably have the most game health issues, all 3 of the classes I mentioned above have a lot of champions with very similar strategic identies in them.
Can support be looked at? Does not have to be immediate but at least start looking at them. Some of the traditional support are somewhat similar or very lackluster when behind. Nami and Sona falls on this category, similar on what they do, but nami has better number and kit wise. My another problem is margin of error. Tanky support does not get punish hard when making a mistake, but traditional support get punish hard when they do. Lastly, traditional support has the same amount of impact as tanky support. Traditional support has higher risk and yet tanky support can do about the same amount of impact but less risk. My main concern is support itemization. Support get gold generation and get a lot of gold as of result, but not a lot of good item to buy. There are good support items like {{item:2049}} {{item:3222}} {{item:3092}} {{item:3190}} {{item:3401}} {{item:3069}}. The other support item are niche and serves their role well which is not bad, but we need more support item. There few option for traditional support to buy and when they got their core item, they either buy ap or tanky, both are expensive or does not fit well for the champion. Want more answer to specific team comp or helps strengthens our team comp.
: GD, how was your day ?
awful, I got to redo 30 pages of essay due Thursday, and i got another 30 page due next Tuesday. FML
: Mid Year Mage Updates - Cassiopeia Direction
Based on what's given, Cass would be ap mage that excel at killing single target given that her twin fangs is her key ability. Strengths... 1. Good at killing single target. Either tanks or squishy. 2. Wins long term trade. The more you fight cass, the more damage she can output with her poison/ twin fangs. 3. Good ultimate to initiation/self peel. Her key ability enemy has to watch out for. Her definitive weakness would be... 1. She has no cc beside her ultimate. Can't self peel, but has tools to play around it. Probably excel movement speed. 2. Limited range. She can't poke from far distances. She has to get her hands dirty. 3. She can't focus multiple target. She has to focus on one target, either melt tanks or kill carries. 4. Not good at burst/short trade. Need time to output her damage. Is this a clear image on why people would pick her.
: We definitely keep thinking about the idea of some kind of fire / rebirth / "this body is just one of many" move, but our explorations are met with all manner of problems. Coming back from the dead has a really weird relationship with the game generally. It also has a fire theme, but not a fire output per se--that is, it makes sense for a fire man to have those powers, but the result of those powers is "I am hard to kill" instead of "I have burned that guy to the ground", so it's more foreign to his playstyle. Agreed on the "burn enemies who stick together" front. It's one of Brand's most recognizable traits on live--any AoE mage punishes enemies who clump up, but Brand does it extra. That makes a lot of sense for the ultimate fire mage. Stacking passive is also definitely something we're playing around with. Finding ways to make Brand more fiery and explosive is high on the wishlist.
Rebirth from fire sounds like a new champion. Could explore that theme but definitely does not fit brand. Brand like burning people to ashes.
: Patch Chat with Playtest - Patch 6.4
Hey rito, would you mind to look over my discussion board about support? I put a lot of thinking and want to see if they match of how rito think about support. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/86moj656-riot-can-we-discuss-about-support
: That's correct. Also yes on the two flags at once.
two flags are better than one.
Rioter Comments
Statikk (NA)
: Mid-Year Mage Update
Well her is my thoughts of the champion's identity. Malzahar Malzahar is known for his dots dps to single target. This is especially noticeable with his e and his ultimate. His w is a aoe dots but it's very lackluster terms of visual and unnoticeable hidden power. His q allows him to do start his combo and somewhat a zoning tool. His passive is unique and has potential be distinct enough for other ap mage. How i image him is the commander of the voidlings. He can summon voiding to do his work and does dots dps. He wants to bring the void influence to the world, while kassadin wants to stop him and the voids-influence. Image kassadin vs malzahar. Kassadin would be cutting voidlings and jumping to kill as much as he can. Then kassadin jump to malzahar but malzahar would used his ultimate to stop Kassadin while order his voldlings to attack and continue the invasion against the world. Seems to have a lot of cool potential with his passive. Vladimir Vladimir is known for his late game sustain monster, but incredible weak early game because he has no blood of his foe. The ult while does the job of doing damage, it's kind of lacking the fantasy of the blood mage rather than throw a pool of blood and explode. His e while does aoe damage is not very satisfying ability to used. constantly have to used his e to get a empower heal/damage does not feel good. His w is very good and meaningful ability because he can escape but has a huge cost, making his ability not abusable unlike fizz escape. His w is gated by %health making this ability kind of bad early game but forgivable in late game with his sustain. His q is simple but that's about it. Wish there can be more meaningful interaction with his sustain rather than everything relies on this ability. His passive is boring and wish he can do more with his blood he is holding in his hand. How i image him to be the one man army monster. Vladimir is surround by an army for the crimes he committed. He drain the surrounding foes's blood slowly while the blood be gather into a ball of blood he's holding. Vladmir consume some of the blood and heals his wounds but it's slowly heals. Guards attack him but using the blood he's holding, he kill the guards by impaling with a blood spear (reference to vlad the impaler). Archers would shoot but vladimir would used blood pool to avoid getting hit. The army try to jump all into him but he used his trump card to suck all the enemy's blood into the ball and release the ball of blood to cause a explosion of a bloody mess. :^D Brand Brand is known for the the insane aoe to teamfights and the traditional immobile mage. His ult while is a good damage to the team, it's unreliable when using on alone target but feels good to bring massive damage to the team. It get counter hard by mobile mage who can avoid grouping together by using their escape. The e while it's a point and click ability, It spread the burning flame to his foe but it feels bad using it alone and has to be combo with his other ability. Usual people used this for the e+q combo. w is a good ability even by itself without combing with other abilities. it's satisfying to look and meaningful counter play. The q is simple skill shot but it's a basic tool for his burning parade. Not like his conditional power that has to be limited. His passive while good damage, he plays like a poke mage. He has the kit to do poke but does he need that passive? Should be rewarded for doing damage to the team. Like the more enemy he burns >:D How i image him to be the he's the living embodiment of burning waste to the land and spreading fire to be burn into ashes. Enemy would burn facing him and he will raise hellfire to anyone who wants to stop him. Enemies would be nuked if they're close to their allies and with their corpse caught in flames, their flames would spread to new targets. Zyra Zyra is the zoning plant lady, capable to disrupt team fights by using plants to do her bidding. She is not a burst mage but does damage over time to anyone who would enter her terrain( cause she'a plant. Not a mobile mage). Ultimate is an good ability that satisfy what she suppose to do, but the plant gain attack speed boost is very underwhelming. The e is another good cc ability and with the plant stinger cool but want more of those guy. The q is a good poke/zoning and the plant stationary shooter is cool but same problem as the planter stinger, want more of them. The w has a very boring passive of cdr and has to be combo with her abilities to work. Her passive is very terrible to used for lots of reason. The main point is that she need a new passive. Maybe still control plant even on death but no damage dealt but she can still contribute cc (plants are alive you know.) How i image her to be the a living embodiment of Australia jungle where everything is trying to kill you but just plants. Being shot by spikes and stab by plant stinger. Even vines would trap you to your doom. XP Vel’Koz Vel’Koz is the poke long-range mage that attack from weird angles . I think his ult,q and e are fine and unique in his kit but the w could use some work. His w could clear wave which is good but need to add meaning to this theme. His second w hit could push enemy side way just a little bit(not a knockback or knockup), leaving room to used his combo and attack (could be powerful). His passive is powerful but does not fill the analyzing and knowledge seeker mage. Cassiopeia We all know what's wrong with her but no meaningful direction on where she can go. The problem is that she has to stack to gain mediocre stats and explore fantasy of the "poison mage". In my opinion, Cassiopeia has to be a close ranged dots dps mage. She's assassin but she likes to drop hp slowly rather than burst like her sister, katarina. Her ult is fine and fit with the curse and similar to the monster medusa. Her e is a point and click, is very unsatisfying because he play like ryze spamming ability to do damage. Her w is a zone of poisoning gas that spreads, nothing interactive beside the e. The q while does poke, it's boring if poison too easily. need more interaction with poison to make them feels good to used while enemy can play with the poison. Maybe the q poison little damage that is unnoticeable but does more if the poison is consume more.
: Here's a post where you can ask questions about the stuff I've worked on, and I'll try to answer.
I was wonder of what you think of blink escape/abilities in the game? I play other rmoba, Hero of the Storm, where they don't have blink escape until very late in the game and the most mobile heros have dash escape. Currently, i found some champion to be frustrating to play against like zed, shaco, ekko and even katarina.
: Here's a post where you can ask questions about the stuff I've worked on, and I'll try to answer.
PWYFF (NA)
: Preseason Open Forum [day 1]
Can {{champion:82}} mordekaiser's ult passive get ghost version of rift herald?
Meddler (NA)
: Some gameplay work in progress, general gameplay thoughts (10/20/2015)
Thought about singed {{champion:27}}? What about proxy singed?
: Balance Team Q+A: Ask Us Anything! [COMPLETE]
Any thoughts about singed{{champion:27}}? What happen his proxy singed?
Meddler (NA)
: Long term we'll rework him. Short term we're giving him some buffs so he's in a better state in the meantime.
any plans on urgot's identity or direction he's going?
Ypherion (NA)
: Let's talk about the jungle
Honestly, I hate the new jg. It's very unsatisfying and lack impact. Here's my thought (note, I'm not suggesting changes but the things i'm frustrated about) 1. ** Jg can kill u if u don't have major damage or health sustain.** Need to back after like 3 camps. Serious, y i'm getting punish for not pick a specific champion. Champions with those above categories are better because they can kill more camps which result in more exp and has more opportunities to gank. Weak jg have to back after killing some camps or one gank which result in less exp and less opportunities to gank. 2. **Jg lack gold or waste a lot of resources** Tank jg need gold to get tanky, Ap jg need gold to get ap, assassin jg need gold get damage. You get the idea. The jg camps does not give a lot of gold to satisfied those conditions. Tank jg is the has the most problems getting gold. For jg to get significant amount of gold either they tax the lane after a gank or kill the enemy. Tank jg don't want that since they want to give it to the laner. This cause the tank jg to starve. Most tank item are really expensive to built and lack impact. Most bruiser and ad assassin can manage because they don't need to waste a lot of resource like mana and health to clear the camps. The more ad they built, the better to clear camps faster and gank better. Tank jg on the other hand does not improve much after built resistance, their clear is still bad and not generating more gold after getting resistance. They still need to burn the same amount of mana and clear about the same as before. Ap jg is the same and they needs mana and ap. IF they are behind, they are useless. 3. **Jg lack impact after certain lvl** After maybe lvl 10, most champion can solo dragon. After that lvl 10, he's just a bodyguard for the dragon. If the jg dies, great free dragon/ baron. There's not much a jg can do beside grouping with teammates. There's need to be more objective for jg beside baron and dragon. Jg already lacks gold and can't do much beside if ur ad bruiser or assassin.
Riot Jag (NA)
: Nice analysis. One of the goals of the rework was to make Sona a little more interactive and take more risks to get the full power out of her spells. The interesting point you bring to me here is that you feel the current aggressive playstyle for Sona is not correct for the character, but if you look through the thread you see a lot of people concerned that a passive playstyle feels less interesting to them as well. In addition to the playstyle differences you mention, it's curious to me whether or not the new method by which she expresses power in her abilities (i.e. in more visible '"snuggle" zones vs the older auras) feels underwhelming for the Sona players dissatisfied with the rework, or if it is more about the power of the abilities themselves (e.g. "the mana/heal values on W are too low").
I was one of those people who supported on the sona rework thread before her actual rework hit on the pbe. When we has discussion on sona before her rework, the general agreement was her "passive" playstyle was bad. The reason why her "passive" playstyle was bad, because it really requires no skill or thought process on using her skill. Her general playstyle was q for poke, w for heal and e for running away. If situation gone bad, used ult or flash ult engage. Nothing meaningful in her kit beside her powercord and her ult. When we discussed, we had a general agreement what sona should be; her abilities have more meaningful choices beside the playstyle i mention and has a moment of weakness to lane or teamfight against. It sound like rito is actually listen to us, but when sona reworked hit pbe, we got a distorted version of what we image. The problem with sona pbe; 1. All her abilities got undertoned or no significant impact of her laning and teamfight. Her q hit less damage than her pre-reworked and can't be the poke support that well without her powercord. The powercord q is poorly designed because it's unavoidable damage which hurts and cannot not interact with her without taking that powercord damage. The powercord q is counteractive to lane against and not the interactive poke support we image. Her w heal less when your adc has nearly full hp but heal more when the adc has less hp. This is a good idea but the problem is the amount of heal is really not that significant. There almost no different in the amount of heal compare to the difference of hp missing. This encourage her old playstyle of using her w to heal almost everytime the adc take a hit. The w is undertone to make used of her missing % hp to make the most of it. Hew powercord w is good but then again it's an auto that can't be blocked. Her e increase the movement speed of your adc to either caught up to your enemies or run away. The problem is the movement speed of her e is really unnoticeable. Her e is only significant if her ult has ranks. No real impact of her e on pre-6. The only significant part was her powercord e which give a big slow but the problem with it is it's unavoidable damage because it an auto. The auto is not interactive to lane against. 2. her aura is less range/ movement speed too low To make all "interactive" to lane against, it made all her aura less range. Not a huge complaint on this one but you have to be really close to make used of it. With her movement speed already low, it just punishing for sona to establish her aura for her allies to used. She very squishy and open harm of enemy aoe abilities to your carries if they are close to you. No need for aura if your carries going die next to u. Sona is the aura support that benefits allies if close, should not be punish so hard to just establish her aura. 3. All her abilities has a high cooldown This was one of the major argument on her discussion of her rework. All her abilities has higher cd compare to her pre-reworked. People complain that sona is a musician and her gamestyle should reflect that. Not hugely sold on this but keep this in mind. 4. her aura is not significant This is my huge complain with sona rework. It's bad enough that setting up aura is hard but the aura itself is bad. I do like the aura is visible on the rework but the aura is not significant. Her q give more bonus magic damage if the adc hit a target. The complaint is it not that great compare to the powercord q and her actual q. Her aura is more interactive compare to the powercord q and her actual q and it suck that it got to scale with her ult. Her w gives her a shield but it's not significant enough to make a huge different. Like that the shield to negate some incoming damage but her heal does more than her shield. Her e it just not even there. see no different without a ranked 3 ult.
Solels (NA)
: Vladimir's sustain is downright idiotic
His early game is terrible. His q has a long cd until it reach rank 5. His w take 20 % current hp and if he used it, he lose his escape and has a long cd. Vlad is counter by ignite. The strategy against vlad is to kill him on lvl 1-6. If he used his w, punish him for that. His q heal is low on rank 1-3. After u kill him couple of times, zone him.
Wasabo (NA)
: Your favorite jungler in S5?
{{champion:80}} because his passive allow him to easily tank jg monster and dragon. his strong early game allows him to dominate the dragon pit and strong ganking tools. {{champion:14}} because he can tank it pretty well compare to the other jg. His q does good amount of damage to the monster
Sooko (EUW)
: Champions that are fun to play against?
there are few champion i have fun going against i named some of them. 1. {{champion:53}} Dodge his q and he lost his kill potential. 2. {{champion:131}} Most of her damage is in her q and r. By dodging her q, she lost her kill potential and easy to trade. 3. {{champion:30}} this champion is fun to dodge his q and run away from him when he dies. oh crap ult. 4. {{champion:127}} Just don't get close to ur minions against her 5. {{champion:99}} dodge her q and e and lost her kill potential 6. {{champion:92}} time her q and e for meaningful trades 7. {{champion:14}} love him missing his q and r. 8. {{champion:412}} fun to see players who can be madlife 9. {{champion:4}} just dodge his q and timed his w. Make sure u call out when he has ult. this guy makes you communicate with your team. 10. {{champion:161}} love to dodge his q and the outplays he miss all of that. 11. {{champion:115}} his q has one of worst hitbox. felt fair going against him. Champions i hate going against 1. {{champion:84}} {{champion:38}} {{champion:55}} really hard to trade against them after lvl 6. felt unfair against them b/c no reaction time. 2. {{champion:268}} {{champion:105}} {{champion:117}} {{champion:18}} {{champion:25}} {{champion:39}} {{champion:74}} {{champion:126}} {{champion:76}} {{champion:83}} {{champion:17}} almost impossible to trade lane against due to no open opportunity or play really safe. 3. {{champion:28}} {{champion:107}} {{champion:35}} god those jg gave me a heart atk and almost hard to kill them due to their stealth.
Rioter Comments
: Let's talk about the new jungle!
I find the crab monster really op. He provide vision on the most important objective on the map, making it hard to inniate a gank a lane or steal drag/baron without the enemy noticing. plus it made it easier for mid and jungle to gank other lane easily. This make ganking/hard in natation jg job easier
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IAmNeverViable

Level 41 (NA)
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