Meddler (NA)
: Quick Gameplay Thoughts: October 25
What are your thoughts on Tryndamere? 1) Is he sufficiently interactive in lane, or does he lean too much into stat-checking and rolling dice with crits? 2) Does RNG luck factor into his fail/success outcomes too much? I.e. does luck matter more than skill? 3) Is it healthy that lucky successive crits can swing the lane in his favor, and bad luck can screw him?
Meddler (NA)
: Quick Gameplay Thoughts: June 14
Toplane Tahm Kench is still disgustingly strong against other melees.
Meddler (NA)
: I figured anyone who wanted to be on Twitter in the first place would be following it there. Any particular questions about it you had or comments you were looking for?
Not really, I just expected a shout out or something.
Meddler (NA)
: Quick Gameplay Thoughts: June 7
No comment on #lifeofapatch?
: Incoming counterplay for ADCs vs Yasuo’s “windwall and stand on top of it” play.
This actually works if you're playing level 11+ Kayle.
: VFX Updates for Amumu, Lulu, Tryndamere and Ziggs
Really nice stuff, especially clarity on Tryndamere's ult.
: Yasuo getting placed out of turret range is a gameplay inconsistency.
Yasuo's R isn't comparable to those because his spell decides where he is placed, not him. Lee Sin controls his Q by deciding what target it hits. Diana and Irelia click on what target they dash to. Yasuo's does some kind of invisible calculation based on the positions of his enemies, and then places him somewhere near them. Stop asking for nerfs to balanced champions. It'll bite you in the ass when the community whines about your favorite champions.
: Can Yasuo Ult Stop Taking Him Out of Turret Range?
Why does everyone on the boards complain about this minor perk of his kit lol. The Yasuo player can't control where his ult positions him, so the game decides to put him in the safer position. Simple as that. You're also crying for a nerf to a champion that neither needs or deserves a nerf.
Meddler (NA)
: Quick Gameplay Thoughts: May 24
Are you considering making larger kit changes to Akali?
Meddler (NA)
: Quick Gameplay Thoughts: May 24
I said it before, I'll say it again: The mistake of the Diana changes was putting way too much power into her base attack speed.
Meddler (NA)
: This is likely an unpopular opinion with some, but my personal take is that Jayce has never had a healthy pattern. When he's been successful it's been in ways that leave his opponents with few ways to interact well enough with him in lane or later. Not expecting this current nerf will do anything other than band aid things a little. Wouldn't want to sink a lot of time into Jayce either though until other champs in significantly greater need of work get help first. Sylas wise we believe wave clear to be a good angle to hit. Tends to be particularly valuable in pro versus other contexts. Means potentially pulling power out of that and then seeing if we can put it elsewhere (though that bit's likely to happen in a follow up patch if so).
Just make him less tanky so opponents can engage on him and hope to win.
Meddler (NA)
: We're looking at some potential changes for 9.12. Main themes being lower waveclear, slightly more single target damage, shield less reliable (current experimental test being E2 gives shield if it hits an enemy).
Oh good, you have no idea what you're doing and you're ignoring the actual problem (0 cooldown ult).
Meddler (NA)
: Quick Gameplay Thoughts: May 24
Are you still looking into ways to make Master Yi better in high elo or is that just kind of dead in the water?
D357R0Y3R (EUW)
: Where is this Akali rage comming from?
Akali needs to be reworked to be more accessible, and less powerful in the hands of pro players.
Rioter Comments
: Muramana definitely could benefit from some "broadening" changes that allow more than just Ezreal to use it. It's a cool stacking item that I could see myself enjoying on a number of champs.
Let it proc on AoE spells for reduced damage at a lesser cost.
Meddler (NA)
: I was considering just shifting to Wuju Strike. Wanted to leave it blank for a bit to see whether stronger names again might be suggested though. I'd be pretty hesitant about shifting more of his power to his ult's CC.
I like the connection to Master Yi.
: and how will you prove it
You can't... which is why this post is a waste of time.
iiGazeii (NA)
: Who could use an Ezreal-tier VGU?
#Champions that would be greatly improved with a VU and just one or two new spells: Jax - Arguably doesn't need major gameplay changes. A new ult active would be cool though. Blitzcrank - Fuck this stupid W. Amumu - Could have a more interesting W or E. Zilean - Put Q on a charge system and give him a new W. Tryndamere - Could be greatly improved with a new Q or W. Teemo - Needs a new model, voiceover, and W.
: Champs without mana should not have ability to poke
Their poke is pretty shitty. Zed's Q does reduced damage if it passes through minions, and while he *can* extend the range with W, doing so puts his gapcloser and escape on a long cooldown. Akali's Q range is short, she does low damage if she doesn't follow up with a passive proc, and she uses up a ton of energy per cast. Yasuo's Q is short range, pulls minion aggro, is a narrow skillshot, and has a fair cooldown early game. C'mon dude, at least try to learn how your matchups work before you come to the boards and whine.
Meddler (NA)
: Wukong Prototype on PBE: Additional changes
Pretty good changes, especially to Placeholder Name.
: Assassins already get the royal treatment from Riot. They dominate midlane with little to no opposition and then become mid game hyper carries that decimate entire teams with little to no effort and 50 million ways to escape unpunished should it go bad. The last thing Assassins need is more items, more damage, more anything.
Wow. Almost everything you said was completely wrong. Are you trapped in season 3 or something?
: I'd rather see assassins start being about something other than exclusively "do as much damage as possible in as little time as possible". Surely there is some unexplored design space we can give to assassins in addition to lots of burst.
I think this is the only reply to my post that I can agree with. Duskblade removes vision, ghostblade gives mobility, EoN has that spellshield. I couldn't really think of anything different for this item to do.
: More lethality has no place in this game.
What does this mean? This item would have the same amount of lethality as other items.
Ahri Baka (EUNE)
: no man , the item costs 2500 gold that's too much for a power spike
It could be raised to 3k or so. I didn't say it needed to have the same price tag.
Rioter Comments
: is there a thematic reason why yasuo gets placed outside turret range during his R?
Well. It makes him better at turret diving. So they presumably wanted him to be good at turret diving.
: If we had AP Bruiser items specifically, Mages would abuse them and one shot you while being tanky AF.
You can put penalties for ranged champions on those items, just like there are on Rageblade and Black Cleaver. Or make them entirely melee only like Titanic Hydra.
: Please, everything in that post is unnecessary. His early game got hit because of the E AD nerf. Just revert it. That is all he needs.
Reverting the bonus AD solves nothing. It would make Master Yi substantially stronger in all elos, but obviously Riot doesn't want to do that when he's already doing so well in average skill games and Riot *clearly stated* they wanted to make him weaker in that context. Edit: If you want to do that buff, at the very least you need to pair it with a nerf targeting Yi's low elo performance.
Meddler (NA)
: Quick Gameplay Thoughts: May 17
If you're investigating ways to fix Master Yi's 'delta', then please read my post on the subject. Thank you for your time.
Arcade Lulu (EUNE)
: I'll never understand people who ban ''none''
I sometimes do this after a patch that nerfs the champion I was used to permabanning. Like, I used to ban Vayne, then she got nerfed and for a day or two there was nothing I felt like banning.
: Replace "none" ban with "pass" to another teammate
Terrible idea. You'd just make the ban process slower for no reason. If someone doesn't want to ban, then let them be. There's no *need* to ban every OP champion the enemy team might possibly pick.
: The solutions are so terrible I don't even know where to start.
: Lmfao I like it but the yasuo q would be the most useless thing I feel like
The purpose is just to add counterplay and make the champion more challenging to use. In exchange it gives him some perks like higher range and more damage.
Rioter Comments
KazKaz (OCE)
: > [{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=NWvzitt3,comment-id=0002,timestamp=2019-05-15T11:52:32.543+0000) > > Most everything you listed is either numbers or not even related to the champion (bad design because Conqueror lul) or not an issue at all. Nobody who is reasonable believes point and click damage is inherently unfair. > > Most everything you've complained about is solved with numbers changes. That's not a bad design. Then why haven't those number changes happened yet?
They already happened. Irelia was incredibly bursty when she was first reworked, now she has a healthy balance of burst and DPS so you can actually fight back against her.
: Small Diana Gameplay changes coming to PBE
I think your mistake was putting so much power into her base stats. There's so much invisible power you're putting into her base attack speed.
Vanishya (EUW)
: May I add that these "nerfs" also hurt a lot her potential of split pushing with the lost of the passive.
Not really... her base attack speed is being buffed extremely hard. You won't even need the old passive bonus attack speed, just a Nashor's Tooth will be sufficient.
: Heya! First, thanks for taking the time to reply and give me your thoughts on this. I'm also going to agree that most of the changes can read as a power down overall when reading through them. A lot of the power that i'm trying to redistribute is scattered in places where it's really hard to tell from a glance. The base stats, movement speed buff and Q changes should be where the bulk of the improvements are when it comes to playing around with them. Would love to hear more of this if you get a chance to play around with it and feel the same way.
Honestly it would make more sense to leave her base attack speed alone, and return the permanent 20% attack speed she used to get from her passive. That way she doesn't scale wildly hard with attack speed items. Seriously, the base attack speed you're proposing is **incredibly** high.
Kadexe (NA)
: Well these are lame as hell. I was hoping to see something cool. I at least like the changes to her passive, spellweaving for attack speed doesn't really mesh with Diana's basic abilities. Could she get a bonus health ratio on her shield? That would at least be a nice buff to alternative bruiser builds without giving more power to assassin builds. If you're looking for more wild ideas for Diana changes (without requiring new visual/audio assets), here goes: * E and R - Switch them. Lower the damage of Lunar Rush, but make it a basic ability. Lower reset time to .75 seconds, and reduce the damage of multiple Lunar Rushes against the same target. Add damage to Moonfall, make the radius 20% larger, but nerf/remove the slow effect. Add a tiny knockback to Lunar Rush. Make the mana cost of Moonfall 100 and cooldown ~2 minutes.
I developed my thoughts more [here.](
Meddler (NA)
: Prototype Wukong Changes on PBE Context
: Small Diana Gameplay changes coming to PBE
Well these are lame as hell. I was hoping to see something cool. I at least like the changes to her passive, spellweaving for attack speed doesn't really mesh with Diana's basic abilities. Could she get a bonus health ratio on her shield? That would at least be a nice buff to alternative bruiser builds without giving more power to assassin builds. If you're looking for more wild ideas for Diana changes (without requiring new visual/audio assets), here goes: * E and R - Switch them. Lower the damage of Lunar Rush, but make it a basic ability. Lower reset time to .75 seconds, and reduce the damage of multiple Lunar Rushes against the same target. Add damage to Moonfall, make the radius 20% larger, but nerf/remove the slow effect. Add a tiny knockback to Lunar Rush. Make the mana cost of Moonfall 100 and cooldown ~2 minutes.
Meddler (NA)
: Quick Gameplay Thoughts: May 9
Where are you predicting Master Yi will land in 9.10? What with the direct changes, and Rageblade and Conqueror nerfs.
: Please stop making us watch LCS/MSI/w/e for quests.
Nobody's making you do it. The rewards suck anyway, all they ever offer me is a teaspoon of blue essence.
123girr (NA)
: What to Build Against True Damage and % Health?
Sejuani has lots of different ways to CC Yi, and he can't kill her quickly. As long as you play with your team, you should be able to lock him down and kill him before he kills anyone on your team.
FkValeRly (EUW)
: >Most high-skilled riven players don't even utilize her shield at all what the fuck did I just read
Just the usual stuff that gets upvoted on the boards.
: Thanks so much for all the feedback so far, everyone! As this is my first public project at Riot, the sudden exposure has hit me like a Malphite ult, so I apologize for not being able to answer everyone individually. Lots of great comments being made here, so I wanted to add more context to some of the biggest talking points I've seen so far: **Power and Build Paths**- these changes aren't meant to nerf Malphite. He actually has one of the healthiest and most balanced win rates and play rates in the game, if you look at it holistically. If the values are off, we will definitely adjust. As a goal of the project, AP and jungle builds are meant to be power neutral, too. **Triple Armor Buff**- For clarity, Malphite's W would still permanently increase his Armor by 10/15/20/25/30%. It was only the 3x multiplier when he had his shield that was on the chopping block. Seeing "900 Armor" is a fun aspect of his fantasy, though, and it's clear that people really loved socking it to those AD-heavy teams. Finding a way to bring this back in some form is my #1 takeaway from the feedback so far, so stay tuned on this one. **VGU versus Small Scale Updates**- For context, I was given a unique opportunity to work on a Champion I thought could use some love, partially as a way to ramp myself up with the tools and processes of the team. Since I'm so new to the company, it didn't make sense to upend everyone's existing pipelines and schedules to accommodate my experimental side project. While we obviously feel like there are plenty of Champions who could use larger scale reworks, this was a low risk, low scope way of helping Malphite out with the resources I had available to me. **VFX Updates**- One of our amazing VFX Artists was nice enough to sneak some Malphite work into his existing work schedule. He hasn't gotten to all of them yet, but it's already looking awesome and should be on the PBE next week. Keep in mind that you'll only see these on the BASE SKIN for the time being. **Next Steps**- I'm going to put together a revised proposal later today- stay tuned!
Pretty simple but nice improvements. I like that he has some CDR scaling on W now, plus attack resets are always a cheap way to add fun.
Meddler (NA)
: Quick Gameplay Thoughts: May 3
Hi Meddler! Great to see you again. What are your opinions on the changes to Master Yi on the PBE: * How confident are you that the changes will accomplish the stated goal of making him better at high elo, worse in low elo? * Are you going to be doing followup work to make sure Yi is balanced in 9.10/9.11? * What inspired the Alpha Strike rework, and what does that aim to accomplish? My personal thoughts on the mini-rework: * We would like our cool yellow sword glow returned. Removing it was just kinda salt in the wound when the bonus AD was removed. * The Alpha Strike animations need some polish; I would suggest forcing Master Yi to use his haste-run animation (instead of walking) while in Alpha Strike. That being said, the animations are really cool and nice for clarity. * Making Alpha Strike's duration shorter might be good for sharpening Master Yi's difficulty (more sensitive timing to dodge spells), making him more lethal in high elo (less time to react to his attacks), and making him less frustrating to play against (since he'd be untargetable less). * Wuju Style doesn't have a mana cost because the penalty for using it was losing the AD when the ability is on cooldown. Now that that's gone, maybe you can put a mana cost on it? I know that's a really weird suggestion, but resource budgeting is an important difference between low elo and high elo players (look at Ryze and Akali's performance), and it frees up power budget in Master Yi's kit to [make room for buffs.]( * Hail of Blades [seems to be bugged](
: Why can we still not see skins ingame?
Because why should Riot bother if 3rd party YouTube channels do the work for them?
SirPurrr (NA)
He's uncommonly picked or banned, so I don't expect him to get nerfed anytime soon.
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