Meddler (NA)
: Some passives, such as Zilean's and Draven's, will stop contributing if a game goes long enough. Few games get to level 18 or 6 items though, so we feel that's an acceptable cost that's more than outweighed by the extra design space that interactions with gold and XP allow. In terms of snowball a passive that offers future gold, with some requirements to get it, is significantly less snowbally than simply starting with substantially higher raw power from level 1 in lane. Dependence on kill does have some downsides, both in terms of player satisfaction/expectations of kill ownership and team interaction. It does give some great game to game variance though and allows for some positive teamplay moments as well, particularly since putting kills onto a marksman is usually the correct play regardless.
What about Syndra's passive? It literally only applies at 4 levels (9,13,16,18) and it doesn't even do that much for her considering her win rate drops off pretty hard as game duration increases. She hasn't been a very good pick since her Q was nerfed by 20 damage at rank 1 and she has problems as an immobile mage; will she be seeing any changes/buffs in the upcoming update?
ItemsGuy (NA)
: As far as ally W goes, it always felt like a sacrifice due to its dual nature--being forced to use it on an ally that got bursted down means that all enemies in the vicinity can rest easy knowing that Tahm is no longer capable of taking them out of the fight for a few seconds or dealing that considerable % max health damage. I'm generally of the opinion that mobility should always be what gets shaved off of Tahm when he gets too big for his britches (or two coats, in this case), and while losing the getaway movespeed is certainly going to hurt, it may be appropriate to allow him to keep his durability and threat generation--on top of making its aggressive movespeed that much more attractive for getting your friendly Olaf or Darius into the fight. I do worry, though, that the loss of getaway speed may end up turning an ally W into a death wish for both parties, since Tahm is already pretty slow and landing CC on him is essentially a 2-for-1 deal. (Can't say if this is bad balance-wise or not, but it may lead to Tahm accidentally killing his teammates when using the ability that is supposed to save them--maybe increased spit distance may be a solution here, so it's more of Tahm sacrificing himself and less of both of them getting away for free). Also, considering the frustration of Tahm's ally-saving ability--which requires heavy commitment from him, on top of proximity to an ally on a low-mobility character, on top of sacrificing an offensive option and so on--does this mean that Thresh may be looked at in the near future? While he certainly excels when it comes to picking out enemies, it seems a bit overkill to allow him to save an ally without really having to sacrifice anything. For a champ who is able to deliver a Death Sentence for any poor soul he's able to catch, it almost seems a bit unfair that he can freely save an ally at the edge of his screen in the same breath.
> I do worry, though, that the loss of getaway speed may end up turning an ally W into a death wish for both parties, since Tahm is already pretty slow and landing CC on him is essentially a 2-for-1 deal. I don't think so, because no damage or cc is being applied to the champion he's carrying, and he can spit them out 200 units in front of him, so they may still be able to escape. I definitely agree that removing the movement speed will significantly impact his escape, but that's what's causing so much frustration for the enemy team in the first place, so I can't say a nerf like this isn't warranted. > Also, considering the frustration of Tahm's ally-saving ability--which requires heavy commitment from him, on top of proximity to an ally on a low-mobility character, on top of sacrificing an offensive option and so on--does this mean that Thresh may be looked at in the near future? While he certainly excels when it comes to picking out enemies, it seems a bit overkill to allow him to save an ally without really having to sacrifice anything. They can't take the lantern while CC'd (even silence stops it), it can be stood on (or warded) to make it difficult to click, and the dash it provides it can be cancelled by knockups. There's a lot more counterplay to Thresh's lantern than just 'focus the support'.
aperson1 (NA)
: Tongue Lash's slow scales up pretty crazily, from 30% to 70%. For a guy whose contribution isn't supposed to be catching people out, Tongue Lash is a pretty good fight starter. I find against more immobile carries (Ashe, Varus, Jinx) once my Q gets to a certain rank I can basically hit them from brush, walk up and auto to land the other 2 stacks for a devour and easy kill/flash. IIRC on the PBE before his release, his Q slow was significantly lower, then got buffed up. If you're worried that some champs are unable to escape him, you should probably look at his Q again.
I completely agree that 70% slow for 2s is just too strong on a champion with as much damage as Tahm. If he lands a Q in a 1v1 scenario, it pretty much guarantees him 2 more autos + devour because of how potent the slow is. The only other champions in the game with such strong skillshot slows are: * Bard Q slows for 60% for 1-1.8s * Sion E slows for 40-60% for 2.5s * Rumble E slows for 22.5-52.5% for 3s (45-105% if you hit both on the same target) * Kassadin E slows for 50-90% for only 1s * Lulu's Q slows for 80% but decays over 1-2s * Braum Q slows for 70% and decays over 2s * Vel'Koz Q slows for 70% for 1-2s but decays over the duration If they made Tahm's Q slow decay I wouldn't even mind the ability, but right now it's just too overbearing imo.
Clôude (NA)
: Are there any other dashes that were considered as exceptions/are exceptions? Also, if Diana Qs and Rs does she get the reset even if her dash is blocked?
Diana R and Leona E aren't blocked unless they changed it in the last week. Video [here](https://www.youtube.com/watch?v=u3JOjNR-eFE).
: Your theory and intent behind the minion changes is sound and I've seen people argue for it before. Back in season 3 and prior, once you took a single inhibitor minions in all lanes would get stronger and every lane would automatically push. I remember quite clearly, taking one inhib would be a huge event that would tip the scales in favour of your team winning dramatically. Not to sound melodramatic, but it would be a watershed moment in every game you'd play. The winning team would be able to ward the entire map freely, take all the jungle camps, and easily take baron dragon at their discretion. Players back then would sometimes make the same argument you are. 'All the lanes are pushing and the losing team will have the opportunity to catch up and get more gold than the winning team.' That would never happen though. Once all the minions put pressure on the map it was basically an auto win scenario. So in season 4 they removed this feature in efforts to prevent snowballing. I don't see any reason why winning teams won't group as 5 in a single lane and just wait for their side lane minions to auto push the outer towers to force the losing team into a lose-lose scenario. They either defend the side lanes and pray the 5 man advantage doesn't dive them, they allow their side lane turrets to fall, or they forced to take an engage onto the winning team. This is how you would win every game in season 3 with one inhib down. With that said, why do you think the changes you're proposing will be any different from season 3?
Inhibitors increased the HP and damage of every minion agnostically, i.e. they were tankier and dealt more damage against turrets and champions too. These changes only apply to minions; they do not make the minions harder to clear for champions or turrets. Yes, it is significant that this pushing change impacts all lanes, but from the OP, it seems to only be noticeable if your team is significantly behind (losing at least 2 lanes, towers down, etc.). If the winning team just groups as 5 in a single lane, that doesn't stop you from pushing the lane before they reach your tower. Just because the enemy minions are stronger doesn't mean you can't push a lane out, it just means you have to hard push instead of attempting to slow push. Regardless, I feel like it's too early to tell how this will actually affect the game without seeing it in action first. If it's not working as intended, I'm sure Riot will tune it to accomplish its intended goal (as a comeback mechanism).
: The only problem is that the cost is 10**%** of her **maximum** health. Stacking HP on {{champion:16}} is like getting AP on {{champion:36}} . Very sketchy.
I think you mean Magic Pen ({{item:3151}} {{item:3001}} {{item:3135}} {{item:3020}}) on {{champion:36}}. Mundo has no AP or AD ratios.
ploki122 (NA)
: Ironically enough, I believe Riot Socrates himself denied the clamp...
Do you mean [this](http://www.reddit.com/r/leagueoflegends/comments/33wpik/25_of_all_diamond_players_are_only_diamond_5_0_lp/cqpjjf9)?
Meddler (NA)
: Yup, Le Blanc's got some problems. We're doing some work on her at the moment as a result, looking at reducing some mixture of her E's width, her W's travel speed and W's AOE size (unlikely to be all of those at once though). Our goal's to make it easier to react to her casts, whether that's dodging W or E, CCing her as she comes in with W, using defensive abilities on yourself/allies as she W's in or whatever.
Please don't reduce W's travel speed... it was horrid before you buffed it, and even today, I still sometimes miss my QW combo simply by my W being faster than the Q mark applies. My original thought on how to nerf LeBlanc's laning phase was to have a smaller AoE in the center of W that could proc Q, but not the edges. Please don't reduce her W range, she already has horrible enough waveclear as it is. As for her E, the hitbox is definitely wider than the animation shows, and it feels a lot easier to hit it than it should be, so go ahead and nerf that. I agree with Thryale too: > can you look at shortening her leash range too? I've burned flash from an almost max range chain and still couldn't escape the tether. That's a problem. Her leash range doesn't check for breaking often enough. She can literally pop back to her W in the last 0.5s and the tether sometimes still won't break. Make her chain only take 1.75s or 1.5s to root but make it a slightly smaller tether range (a la fiddlesticks drain nerf) and then make it check for tether breaking more frequently (like Morg ult). She's extremely annoying to play against, but I don't think LeBlanc needs too many nerfs because it's very hard to carry a game with her. Compare her to Katarina = autowin if you get fed in the first 15 minutes. Hurr Durr I can 70% a squishy with targeted spells and then when I kill them I get to do it all over again. AoE Reset Assassins with instant targeted burst combos are balanced right? Why do you think Kha'Zix can't W midair anymore and it doesn't apply his passive? Because it was too much burst in too short of a window (plus it was AoE). Well what do you think Katarina does? lol. [Here](http://imgur.com/cMuNMg2) is an example of Katarina's burst at 15 minutes in, and also bad Death Recap. TL;DR #NerfKatarina2015
: > [{quoted}](name=DovahShep,realm=NA,application-id=cIfEodbz,discussion-id=xEVZQjPL,comment-id=0109,timestamp=2015-05-21T21:43:00.314+0000) > > So are we going to see a zillean and ekko pair of skins https://www.youtube.com/watch?v=7eL5kj5FE4E
If anyone is wondering about the Japanese text: 時間 Jikan Time 私はチーズバーガーです Watashi wa Chiizubaagaa desu I am a Cheeseburger パープルカナダのカメ Paapuru kaneda no kame Purple Canada's Turtle クロック Kurokku Clock デンマークは言語道断であり Denmaaku wa gongodoudan de ari Denmark is outrageous キャべツ Kyabetsu Cabbage ラディッシュ Radeishu Radish
: You misunderstand what it means to be 'playable'. Pick rate is the determination for playability, not win rate. If a champion is playable, that means that across the playerbase, across various skill levels, players can deal with the champion's complexity, itemization, matchups, and other things well enough in a variety of situations to play the champion a lot. Of the champions you listed, by your own data, only Sona and Janna fit this category. Janna has a 21% pick rate (which is substantial) and Sona has a 5%. Brand, the highest win rate support, has a pick rate of 0.75%, which suggests that there are maybe one or two high level Brand players who can play him exceedingly well to get his win rate that good. That doesn't make him playable. It just means someone has mastered him.
No. Pick rate only tells you what the meta is, it doesn't define what is "unplayable" on its own either. You need a combination of statistics in order to determine the overall health of a champion. Brand is not played much as support because he's not a meta champion, but he still is ridiculously strong (I've won every game on it). Janna and Sona are also very strong, people just don't realize it and spam Thresh every game because they see it in LCS. The meta is defined by what people play, but that doesn't necessarily coincide with what is OP or strong. You can't term champions "unplayable" just because they're not meta, when they still have abnormally high win rates.
Nilok (NA)
: I think Lucian's win rate is more of a side effect of the Tank Meta and him being a bit more burst than most ADC (without true damage), which tanks normally counter.
He applies BotRK twice with his passive though... He is a decently high skillcap champion, but I don't think his win rate should be the lowest of all ADCs...
Mirross (NA)
: Hey there, Totally understand that there's some dissonance here when you get back to back results like this. When we're working on design and balance here we have a range of factors. Most importantly, we want games to stay healthy competitive environments where everyone is trying to do the same thing (namely: win.) We don't want people off farming lanes while the team is doing Baron, or trying to steal kills, or any other weird behavior that's focusing on min-maxing Champ Mastery rather than winning the game. For this reason, your champion points are based on your overall team's performance. We'll keep looking at the specific balancing and see if it needs tweaking. We also want to be able to give you feedback on how well you're doing, and that's what we have the performance grades for - S through D. They compare how well you did in the game with everyone else in your region on that Champion and position (e.g. Rek'Sai jungle). Giving goals and feedback based on individual performance is a really interesting space that we may well move in to in future - we just have to be really careful about how we do it. Suggestions are welcome! :)
It's fine for winning to give you more points... but what people are complaining about is that you earn 5-10x more points by winning than you do losing. That means if you just happen to have a loss streak that's out of your control, you'll basically have "wasted time" because you could've earned the same amount of points in just 1 win. It's fine for losses to count for 1:1.5, 1:2, maybe even 1:3, but not 1:5 or 1:10... that's just too extreme imo.
: The Trinity of Botlane and What it Means for Supports
> TLDR Sustain counters Poke, Poke counters All-In, All-In counters Sustain, but a lot of changes Riot has made has left Poke and Sustain supports unplayable, leading to the current state of bot lane where All-In supports reign supreme. Uh... Unplayable? The [top 5 win rate supports](http://champion.gg/statistics/#?sortBy=general.winPercent&order=descend&roleSort=Support) are Brand, Janna, Sona, Zyra, Soraka, which are all poke/sustain supports. Maybe you're thinking of competitive where the support needs to be able to make plays? But in solo queue, these types of supports are pretty strong...
: Both nerfs were uncalled for. Either nerf one or the other, but you can't nerf two core aspects of tristana's kit and expect her to not have a trash winrate.
And then for some reason Lucian's is even worse this patch... but yes, I still agree that she has needed buffs ever since her "rework". They have been slowly buffing her, so maybe she will eventually become a decent champion with the buffs they keep giving her small buffs over time. I would like to see her get her range and as/lvl back, but it doesn't seem like Riot are willing to go in that direction. She doesn't even beat Caitlyn in range until level 16 now @_@. I say she needs buffs, but I somehow do well with her when i pick her (this is Plat/Diamond normal games, so whatever).
Venowolf (NA)
: The order is per colour (first purple and then blue) obviusly is not the order of build, Abyssal Scepter is a nice item on him because the W and E have lower range (550) and the aura applies in 700 aura rangem so W and E always benefit, the E help him to shred mr, 24-36% if you use in tf is a good amount of MR reduction specially on MR heavy tanks. Void Staff is only in some cases, when the enemy have a huge amount of MR or your team in a AP based comp. Zhonya is not bad at all but I found the passive of IBG very spammable, also is a most cheaper item, and brings more armor.
Oh, his E MR shred stacks up to 3 times, I didn't see that. If you manage to get it to bounce to at least 2 other targets (for the 36% pen) then I guess you could skip {{item:3135}} in exchange for {{item:3001}} . I still prefer {{item:3157}} over {{item:3025}} . Even though you probably always have Iceborn up, it's pretty hard to autoattack much because you're almost always going to be using your passive, which means you can continually cast spells for 3-6s. It is 400g cheaper, I'll give you that, but the 10 armor difference isn't very much, and the Zhonya's active is incredibly valuable. You shouldn't have a problem chasing people down either with your ridiculous movespeed during ult. I didn't even have movespeed quints on the account I played him on and I had no trouble catching up to or kiting people, even a Shyvana.
Venowolf (NA)
: Best Build on him by far. masteries 9 0 21 {{item:3285}} {{item:3001}} {{item:3027}} {{item:3020}} {{item:3025}} {{item:3040}}
{{item:3157}} > {{item:3025}} imo {{item:3001}} is required I guess to have some kind of MR, but I feel like you still need {{item:3135}} since your E only gives 8-12% pen and you max it last. That build will give you 'true damage' to targets at or below 46-48 MR (depending on your rank in E), so you will absolutely destroy squishies. Seems like a pretty good build, assuming that's not the order you build those items in.
: Twin Shadows Could be alright... if your team has really bad vision control land you don't want to face check or if you really need to reveal some pesky invisible champions (and slowing them is useful as well) And no... Zhonya's does not give as much armor as Frozen heart... Frozen heart 100 Armor (the Aura can be pretty good as well... though that heavily depends on the enemy team) Zhonya's 50 armor
Yeah sorry, fixed the Zhonya's thing. I still think it's better because they nerfed his mana ratios, and the active is amazing.
: Becuase Ryze ult passive gives him a free 10/20/30% CDR
For Masteries I ran 0/9/21, but you could also consider 9/0/21 or 21/9/0 or 21/0/9. For Runes, I would take Magic Pen Marks, Armor or HP/lvl seals, MR or MR/lvl or Mana Glyphs, and obviously Movement Speed Quints, although AP is ok. Start {{item:1027}} {{item:2010}} {{item:2010}} Back early and get {{item:3070}} (you can get this after 2-3 waves and TP back to lane. Your next goal should be {{item:3010}} , along with some {{item:2044}} {{item:2043}} Finish {{item:3027}} asap, possibly picking up {{item:1001}} if you need them for lane. GET {{item:3361}} ASAP AFTER LEVEL 9. HELP YOUR TEAM WITH WARDS. THIS IS A GODDAMN PSA. Gotta get the word out somehow. Next I usually pick up {{item:3111}} , but you can also get {{item:3020}} if you want to deal more damage and the enemy doesn't have much cc. By now, your {{item:3070}} should be fully stacked, so consider upgrading to {{item:3007}} {{item:3040}} soon. Some people have considered getting {{item:3042}} because E procs it a bunch of times, but I wouldn't recommend it because you won't be autoattacking very much with the new passive, and {{item:3040}} also gives you more than 120 AP, so it's pretty nice, especially when combined with {{item:3089}} . Despite Ryze having fairly low AP ratios, AP is still not that bad on him. Just because the meta on him before was to build tanky doesn't mean you have to still do it. Like Phreak said, "if you're trying to play a champion exactly the same way after the changes, you're probably not going to find much success." Especially in pro play, a critical aspect of teams is their ability to adapt. {{item:3157}} Is my personal preference now as a 3rd item. You build Ryze somewhat like Kassadin imo, since you get the passive 30% CDR from leveling ult (and they also nerfed his mana ratios). Zhonyas will give you ~~more armor and~~ more damage than FH, plus the active is really nice. The only reason you would need to build FH is against a full AS-reliant team, like Trynd Top, Azir mid, Kalista ADC... something like that. {{item:3001}} Good item if you're against a couple AP champs or need MR. I sometimes don't like it because it delays your {{item:3135}}, but it's good for killing squishies and defending you against mages. {{item:3065}} is another option too for MR, but I personally prefer offensive builds. The CDR is mostly wasted too, so it's really just about the healing/MR. Also, Tank items are usually less gold efficient than Carry items. {{item:3135}} should be core in your build if you're actually looking to deal damage. Even though your E does % pen now it's not very much. Void is a must buy on every AP champ that's trying to deal damage. Consider picking this up around 3rd-4th item, especially since Ryze has fairly low AP ratios. {{item:2139}} Gives a good amount of AP, which despite popular belief, does still help Ryze quite a bit. The true damage on it is extremely good if you're trying to take towers. You could pick a few of these up throughout the game, but they do delay your build a little. Choose your power spikes carefully. {{item:3089}} Is still a decent item, especially with all the AP you will have from RoA/Seraphs. Maybe a decent 4th-5th item. {{item:3285}} is a possible item to consider, but I haven't tried it yet. It seems like it could be good since Ryze runs really fast and spams spells, and he also has fairly low AP ratios, so adding more damage to his combos can help. Usually Luden's is better on poke champs, but I think it has potential on Ryze, so go try it out. {{item:3116}} Haven't really considered this, I just feel like other items are better. It could allow you to chase someone down though, so it's worth a shot. {{item:3151}} Not sure about this one. It's probably not that great, but maybe it could work against a really tanky team because of the % Current HP damage. {{item:3026}} The classic core Ryze build. Get this if you're snowballing and want to go SUPER HAM. Or just get it if you don't want to die ever. You should have at least 3 items completed before you buy this though imo. {{item:3041}} Good luck stacking this lol... {{item:3100}} Pretty bad since you don't auto much, but it can add a little bit of burst to your combo and the mana helps you out a tiny bit. Wouldn't recommend it unless you're trying to take towers, in which case, don't forget {{item:2139}} too. {{item:3152}} Not really worth it, the Spell vamp is kinda w/e since your spells will be AoE most of the time (with ult). You get a decent amount back from just your ult spell vamp anyway, so there are better items. {{item:3025}} Haven't tried, it seems pretty bad to me. Doesn't give a whole lot of anything that you can't get with other items, and you have a decent amount of lockdown with W anyway, plus you barely autoattack at all during your passive. {{item:3023}} Almost forgot this item even exists. It could maybe be a situational item, but I think everything above is just better. {{item:3146}} Just no.
Meddler (NA)
: Current thought is that he's in an okay spot. He's not currently dominating play, but can be extremely effective when played well in an appropriate team comp and lane match up. We would like to help out his early game slightly at some point, in the form of making his last hitting a little easier. We're being cautious about how we do that though, to avoid re-introducing his lane bullying, since that wasn't an intended strength for him and lacked sufficient counterplay for some opponents.
I played Azir a lot during his free week, and I'm so glad you buffed his base AS. He was unplayable for me on release. However, I feel like he still has [a lot of bugs](http://www.reddit.com/r/leagueoflegends/comments/33ii6v/compliation_of_azir_bugs_still_existing/) that needs to be fixed. Soldiers randomly cancelling autos or being used on turret when you don't want them to is super annoying and can cost you kills. Buffs to his early game last hitting would be welcome though.
AD Yuumi (NA)
: AFKAKDSFKJSDFA...I just spent an hour typing up a long detailed response to this and then my computer ate it. whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy I'm so sad right now... Give me some time to retype it. I'll be back.
If you use firefox, it saves form data, even if your computer loses power or whatever.
AD Yuumi (NA)
: Okay got response typed up again. So as Jinx's designer I asked to head up the nerfs coming out for her this patch. Let's talk about them and Jinxy in general. First full info on the nerfs: The **min** damage on the R is being cut. The **max** damage is staying the same. Additionally, the execute damage is not being touched. **SMD rocket will ALWAYS deal 25/30/35% of the target's missing health regardless of range.** Below are the rough damage estimates based on ranges Jinxs should be familiar with: *NUMBERS AND CHANGES ARE SUBJECT TO CHANGE (or not). ALL THIS IS STILL IN TESTING* R damage @ Point blank:** 125/175/225(+.5) >>> 25/35/45 (+.1) ** R damage @ Minigun range: **175/245/315 (+.7) >>> 110/155/200(+.45)** R damage @ Level 9 Rocket range: **185/260/335 (+.75) >>> 135/190/245(+.55)** R damage @ Shock Pistol range (max): **unchanged - 250/350/450(+1.0)** **TLDR summary of the below wall of text: We like Jinx being strong for a variety of reasons but she may be TOO strong at the moment. Jinx's snowballing and hyper-carry potential is intended to be strong and we like it where it is so this change is targeted at amping up her main weakness (gets wrekt if jumped on). IF THIS CHANGE GOES TOO FAR WE'LL FOLLOW UP ON IT. THE GOAL HERE IS A SLIGHT TONING DOWN OF JINX'S POWER. ** Generally we like Jinx being a strong champ in League of Legends. Even when winning she has a lot of inbuilt counterplay which makes losing to her feel a lot less demoralizing. Thanks to her general immobility combined with the delayed and conditional nature of her spells players tend to come out of games against Jinx with gameplans on how they're going to beat her next time. Going off of this, it is likely that Jinx "at balance" sits at above a 50% winrate. This partially stems from the nature of her power profile. Jinx is highly snowbally, especially in AoE focused teamfights, and is one of the best characters in the game at taking objectives after killing off the enemy team. This is going to contribute to a higher number of wins in solo queue where the "group and push" strategy is so prevalent (Jinx loves grouping and pushing!). People group, teamfights happen, Jinx AoE's things, and 1 kill tends to lead to 1-4 more + towers and dragons. Additionally, it's worth mentioning Jinx's dedicated player base. If you run into a Jinx player on live that person is going to have 31 games on her on average, That's up there with other "I main dis guy forever" champs like Yasuo, Lee Sin, and Riven. For comparison, Graves has a similar play rate to Jinx (they're neck and neck for most picked ADC), and yet the average Graves player only has 16 games on him. This isn't meant to be a knock on Graves but more a highlight on the fact that many of the Jinx's you run into out there have played her A LOT and as such you'd expect a higher win rate out of her due to player experience. So I've gone over why we're okay with Jinx being strong so in that case why are we nerfing her? Well the thing is there's strong and then there's I AM THE GOD OF SOLO QUEUE strong. Jinx is trending towards the latter and has only been getting better each patch. She's got one of the highest winrates in the game at 55% across all elos and that combined with her insane playrate is cause for alarm. We felt some light tuning would be appropriate to level the playing field vs. other ADC's so we looked across her kit and asked ourselves "is there anything Jinx is doing right now that maybe she shouldn't be?" So as her designer I've always felt that Jinx is defined by the following strength and weakness **A) Jinx is a snowball:** If you let Jinx get ahead and can't figure out how to get to her SHE WILL TAKE EVERYTHING YOU LOVE AND BURN IT TO THE GROUND. **B) Jinx has a hard time with people who invade her personal space.** If you manage to jump on her when she's unprepared you should be rewarded accordingly. The strength is supported by things like Get Excited (the speed passive), the always-on AS/range+AoE steroids on Switcheroo (the Q), and Jinx's reach in general which progresses from 525 range - to 700 - to 1500 - to global. This power combination ensures that if Jinx has enough gold and manages to get a foothold of safety/advantage in a fight she WILL GET TO YOU, BLOW YOU UP, AND THEN TAKE YOUR TOWERS. This is good, it's character defining and it's what we'd like her to excel at. The weakness is supported by the ramp up on minigun, the cast/arm times on all her spells/ and the damage w/distance mechanic on the R. If you manage to close with an unprepared Jinx she's going to have a hard time dealing with you. Her spells leave her vulnerable, her AS needs to ramp for full DPS, chompers take a while to arm, **and ideally she can't just Graves ult you for a burst of power unless you're incredibly low on health. ** ^^^^^that last thing is where we found a possible problem. Jinx was winning a number of engagements off the sheer burst power of her ultimate, even at pointblank range. This to me is out of line with her strength/weakness profile. In summary: **Jinx is a hyper carry who can kill every single member of your team from extreme ranges if left alone but if you jump on her she should be at a severe disadvantage. ** Nerfing the pointblank ultimate makes the weakness more true and allows us to preserve her strengths in light of extreme power in solo queue.
I get that Jinx is supposed to be the premier snowball ADC (no love for Tristana </3), but she still snowballs too ridiculously much, and this change will do nothing to fix that. She has a [60% win rate in 25-30 minute games](http://champion.gg/champion/jinx). Even using your ult point blank on a tank with 4k hp, you still get the 35% missing hp damage, which can be over 1000 damage depending on how low they are. The fact that you're nerfing the base damage on this ability is somewhat laughable to me, because although it does reward people for getting into her face (by lowering the damage on the ability by ~100-300 at point blank). The missing HP damage is what makes this ability so strong, and this change does nothing to reduce that at all. The fact that 1 kill on Jinx allows her to snowball an entire game is absolutely ridiculous to me. Her weakness is no escape? You can literally play a "protect the Jinx" comp with Janna/Lulu/Nami/Alistar/Thresh... anything that has peel then. What's the counterplay if you can't touch Jinx? You just lose draft if you don't ban Kog and Jinx or Lulu and Janna? I've seen Jinx in almost every one of my ~Diamond 5 mmr ranked games... I think she's too strong at the moment and people have realized it. I think instead of doing this, you should just reduce the hitbox on her ult a little bit. Does she really need to take towers super fast? Does that have to be one of her strengths too? Give her the caitlyn nerf and make her minigun not stack on towers. Why does she have to be able to 100-0 a tower in 1 minion wave? Does her minigun range (700) (Tristana doesn't even reach this range now T___T), also need to splash and crit and deal 10% bonus damage? I think there are plenty more changes that can be made to her. I know you're trying to use the argument that "well we don't want to nerf her strengths, let's just make her weaknesses bigger," but her strengths are just TOO STRONG. Please consider a little harsher nerfs. I don't think her win rate needs to go below 50% or anything, but she's at 55% right now... that's pretty damn high, ESPECIALLY for an ADC (oh sorry, I should say "Marksman"). I'm not trying to be, rude, mean, inconsiderate, or anything like that, but you guys tend to leave problem champions alone for a long time, and then when you nerf, you nerf the wrong things about the champions because you're so committed to your design philosophy of making their weaknesses bigger. When do you get to the point where a strength is so strong that it outweighs any weakness that they have (which can also be solved with counterplay)? Just food for thought. \#BuffTristana2015
: Woah woah woah, "dweebs" is a pretty strong term here. ;) Lots of ISPs (AT&T included) have been super helpful and open to conversations. Some just take longer than others to hammer out an agreement is all!
Any info on Cablevision? Last time i contacted them, they said they had no information about being contacted by Riot, and a post on the last thread said that Riot had contacted their peering group with no response. Has communication broken down somewhere?
: Veigar was never a champion update project. I know that the live balance team that did his original changes are going to continue to make sure that he gets to a viable and fun state. Definitely he could probably use some bigger updates in the future, but he's not currently on our plate.
What about Tristana? Her win rate was destroyed by the "Rework", and went down even more with the introduction of Cinderhulk. And yet the "buffs" she has been getting have done almost nothing to her win rate. She is the lowest win rate ADC at 45%. Please give her the range back or AS/level back, or give her some kind of "meaningful" buff that actually makes her a viable pick. I still enjoyed playing her before the rework, but the removal of Grevious Wounds on her E and change from magic to Physical Damage also hurt her laning power a lot. Please do something to give her a buff that makes her playable again. There's no reason to pick Tristana for her tower killing prowess when you can just pick Jinx (55% win rate, 59% win rate in 20-25 minute games).
: NA Server Roadmap Update: PoPs, Peering, and the North Bridge
I have Optimum/Cablevision in NY and I still have lag spikes and packet loss, but it usually occurs between 7:30pm - 11:30pm EST (plus or minus an hour).
Rioter Comments
: The 10 rules for becoming and maintaining diamond V
: If Sion gets stunned while channeling his Q, does the spell still go off?
No, his Q is a channeled spell and is immediately cancelled by stuns, silences, taunts, fears, knockups, knockbacks, channel interrupts (talon/kassadin/viktor), and suppression (warwick/urgot/skarner/malzahar). However, if you anticipate said cc, then you can end the channel early to get at least some damage off instead of none at all.
RiotChun (NA)
: At this point, we are just doing experimental changes to LeBlanc/Kayle and there is a good chance that we will not release those changes for 4.9. To be more specific, I personally believe LeBlanc's damage is a little too high as she has above-average base damage and very-high AP ratio (3.7 ap ratio for a QRWE combo -_-). Changing the Mimic damage is a good direction to try but we are still trying to find a way to balance her tricky / precise burst while making her fair to play against as I mentioned in the OP. For Kayle, it is not the case you are afraid of. There are high strengths of Kayle and she just needs some real weaknesses. Range reduction would be effective but we are still exploring.
What if you made it so that Leblanc's Q could only be procced by a smaller radius inside the W damage? I feel like one of her most annoying aspects currently is the free damage she gets from her Q+W combo, which is literally impossible to dodge in early laning (the hitbox is just too damn big). Also, her W cooldown might be a tad low later in the game, since with max CDR she can W 3s after her first W times out (3s). I think her burst can be nudged down a tad bit, since every LeBlanc builds DFG anyway, but nothing nearly as significant as what you guys did to her ultimate (butchered it).
: > A silenced, rooted ADC is a dead ADC unless the enemy team is retarded or it's a pre-6 teamfight or something. They can still auto attack one to three times (depending on AtkSpd) during the duration but they can no longer use escape abilities, BotRK active, or defensive summoners and are the easiest target to kill in the first place. Positioning is everything on an ADC, and a snare removes that option. A silenced, rooted adc is a bad adc. If any adc lets leblanc get close enough to use her e (500 range) He's bad. I can see an adc being 100-0'd by leblanc in a team fight if your team doesn't deal with leblanc correctly, but same goes for zed. So....
LB has a 2550 range snare with (W R Flash E). Its still 1550 range with just W E. There's no way for an ADC to both deal damage and stay out of her kill range. LB combo (W DFG Q R E W) takes about 0.5s to execute and will chunk 70% of the ADC's life even if E misses. Average reaction time is ~300ms, so it is very hard for your support (ali,thresh,lulu,morg) to react in time to save you. Zed, on the other hand, has pretty mediocre laning, his rank 1 ult only amplifies 20% damage, and he needs to land his Q skillshot to even do noticeable damage. If you miss your Q on Zed, you are not getting the kill unless it's already late game or the enemy is low hp already. You only get 1 Q per ult. Like Zed's ult alone gives you 0.75s to react (he's untargetable) and prepare for his ult. LeBlanc has already done her combo and either killed or chunked you before Zed even becomes targetable...
: It's not very intuitive that players need to dodge "too far" for this specific projectile compared to others. That's a random burden of extra knowledge that you need for this matchup - a problem that could easily be fixed by adjusting the particle effect to closer match the actual size of the projectile.
> It's not very intuitive that players need to dodge "too far" for this specific projectile compared to others. *cough cough* nidalee javelin
Meddler (NA)
: More powerful abilities will usually have higher trade offs certainly. In Dark Binding's case one of the biggest trade offs for the power of the root is the missile speed for example - at 1200 units/second it's slower than most missiles in the game. Overall though we're much more focused on how champions as a whole compare, not individual abilities. Having mobility or reliable hard CC elsewhere on the kit for example has substantial implications for what sort of functionality can be attached to a specific ability. Looking at the Sejuani E example you discuss yup, Permafrost's potentially a very powerful spell and has a low cost. On the other hand it's also got a lower application range than Wither and doesn't slow attack speed. Sejuani also doesn't have the inherent sustain, or late game single target damage, that Nasus can bring. She also plays a different role to Nasus (initiator tank versus heavy fighter) and so needs to have different strengths and weaknesses.
> In Dark Binding's case one of the biggest trade offs for the power of the root is the missile speed for example - at 1200 units/second it's slower than most missiles in the game. It might be slower, but it also has double the hitbox width of any other skillshot in the game. Seriously, please take a look at what you can do to make Morgana a more interactive champion.
: Keep in mind, Lyte, we were also told that 1350rp wouldn't be a new price tier and that all new champions weren't going to be 6300. I understand that things change, but some of us are reasonably paranoid about what Riot says are just 'experiments'.

ICantNameMe

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