: New Rune: Revitalize question
Yep, that applies to self healing/shields as well.
: maybe it auto consumes the consumable?
Auto consume is the current functionality yeah, still playing around with whether that's the right call or not though.
Anonagon (NA)
: By "a small chance to get a consumable", you are referrering to a pseudo-RNG effect, aren't you? While its not something that I see being as immediately impactful and thus complained about as Critical Strike, I don't feel like the addition of any RNG effect to the game is a good idea, especially since almost all such effects have been removed (with the only notable exception, Crit, being much complained about). Have you considered any other mechanism for granting the consumable, such as having them drop every Xth Looter proc?
Yes, a pseudo RNG effect, with the pseudo part controlling extremes for any particular game. We like the variation that getting power at somewhat different and not completely predictable times adds. Crit chance is problematic because there's nothing to do about, beyond hope you crit/don't get crit. Looter by contrast has its power offered through items you have to use, that will offer power over a period of time rather than a burst of instant damage, so there should be a lot more play both for the user and other players.
: did u just say a mana pot?
: Hey meddle jw, while I'm not surprised the trap ward with a CD etc didn't work out, what were the issues with it when you sent it to get "beat up" by the team
Issues around the output (zone control) and how much traps, especially in lane, can alter play. I suspect we'll look at the space again at some point, for a launch Rune at least it didn't seem like the right fit though.
: Final Inspiration keystone revealed, "Looter"
Few more details: * This works like Sheen - after you use a spell your next auto attack gets bonuses. * At present those bonuses are slightly increased AA range (50 for ranged/125 for melee), gold generation on hit (like Spellthief's) and a small chance to get a consumable item (could be a health pot, a mana pot, or occasionally, late game in particularly, something like an Oracle's Elixir or Elixir of skill). * Looter (not final name) is still more work in progress than other keystones, so details will change more. It'll hit PBE tomorrow, but balance will probably be off and there'll almost certainly be some noticeable bugs still with it.
Chiken138 (EUW)
: > [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=1M1EHA9Z,comment-id=0000,timestamp=2017-09-25T21:23:04.176+0000) > > Sorry we didn't get to your question, navigating the Twitch spam was tricky. We're expecting some degree of meta shift certainly, though trying to keep the game feeling pretty similar overall. There will almost certainly be some individual champions that get too strong off Runes, and some that struggle too much, and we're expecting we'll do a lot of balance work on the system both while it's on PBE and after it goes live. That will include both regular patches and likely some micro patches to respond to stuff quicker as well. Odds are we'll probably need to adjust mechanics on some individual runes too at some point if they're revealed to be too effective in some circumstances or just not very useful. Possible that even means replacing some, or, if the issue is that some champs just aren't catered to enough, adding additional ones in (3 per slot's not a maximum necessarily). Where are the lethality runes.... u said u have lethality Source in the system but I don't see any
Sudden Impact will be swapping to Lethality/Flat Pen shortly. Might or might not add another source too.
: About the new "Runes Reforged" system.
Sorry we didn't get to your question, navigating the Twitch spam was tricky. We're expecting some degree of meta shift certainly, though trying to keep the game feeling pretty similar overall. There will almost certainly be some individual champions that get too strong off Runes, and some that struggle too much, and we're expecting we'll do a lot of balance work on the system both while it's on PBE and after it goes live. That will include both regular patches and likely some micro patches to respond to stuff quicker as well. Odds are we'll probably need to adjust mechanics on some individual runes too at some point if they're revealed to be too effective in some circumstances or just not very useful. Possible that even means replacing some, or, if the issue is that some champs just aren't catered to enough, adding additional ones in (3 per slot's not a maximum necessarily).
: Feeney art is REAL art
> [{quoted}](name=Solidair3,realm=NA,application-id=6kFXY1kR,discussion-id=P6XIJpPM,comment-id=0009,timestamp=2017-09-24T15:21:28.972+0000) > > Feeney art is REAL art There's actually some of it in the game proper still from memory, at least for a couple more months. He did a few mastery icons at one point too, though in his 'trying to make actual useable art' style rather than his 'magical loading screen art' style.
: These are the things that should be leaked xD
> [{quoted}](name=Stars Shaper,realm=EUW,application-id=6kFXY1kR,discussion-id=P6XIJpPM,comment-id=0000,timestamp=2017-09-23T21:52:09.046+0000) > > These are the things that should be leaked xD +1
: Could you talk a bit about the reasons why CDR rather than gold generation was chosen when buffing the Spellthief's line? Is it intentional that choosing Spellthief should mean giving up massive amounts of gold compared to choosing Coin even when you're getting Spellthief procs consistently as fast as the item allows? If so, what's the rationale behind this? And if not, is there any plan to look at the items' respective gold generation levels to bring them more in line with each other?
We wanted to distinguish the support items more, rather than always giving them similar effects. That meant pushing Frost Queen's line towards more combative stats (CDR in this case) and in a way that leaves you happier sitting on it at Tier 2. Coin by contrast's then got more gold generation but less in combat power, and has a stronger argument for upgrading it earlier.
Rainfall (EUNE)
: meddler are there any plans for ryze? i enjoyed seeing him in ranked last year even if only for a short time,is there a chance we will see him reach playable winrates next season?
We're looking at some balance changes aimed to help Ryze perform a bit better in solo queue without being really dominant in organized play. Might have those out before pre-season.
TomiMan7 (EUNE)
: Hey Meddler Did you guys consider to put the mana restore effect on Brands E? You almost always last hit with E. Also reducing the mana cost on E as You guys looked at 7.16 could work to push Brand back to mid lane. Another question:Are you guys looking to update Brands kit in the NEAR future to more closly represent this AOE dmg dealer or only his passive (and some of his lacluster E) will do this? Also chaning his R so it could bounce back to him would make wonders.
We've talked about E mana restore, my concern there is that while it feels great when using W+E to clear casters it feels somewhat limited or awkward in many other circumstances given you're not maxing E (and, given its play's less interesting, wouldn't want to make Brand do so). Next version's probably going to be that units killed that are already Ablaze restore some mana. Captures that W+E case but also allows a few other cases to be used as well.
: Also curious would this change to Graves be a lane or jungle Graves buff
Hopefully both, not sure what we'll be doing yet though.
shofaz (NA)
: Hey meddler what are your thoughts on Aatrox right now? Will he receive a rework soon? If so how soon? And what changes is he likely to receive from now till his rework(assuming he will have one).
We're buffing Aatrox a bit in the next patch, he's been struggling more recently especially with Bramble Vest giving him a pretty rough time in lane. We're still planning a gameplay update for him, that'll be sometime next year.
: Are the changes for {{champion:157}} Yasuo from the PBE last month going to return soon?
Possible, but not particularly likely before pre-season at least at this point.
: Live stream: Will it be at a reasonable hour for European people?
I believe we're aiming to start at 12 (noon) PST in part to make it easier for a range of timezones to tune in.
: Hey Meddler, a few questions regarding Karma: - Are you only planning number buffs at this point? - If so, are they just bandaid buffs until you are able to work on her properly early next year like you said before? - Lastly, if you are going through with larger work on Karma next year, how do you feel about some of her older mechanics being updated and brought back to her? The Karma community are seeking reconciliation between the 2 player bases created by her rework.
Yep, likely just a bit of power for now and some mechanics changes next year. I think looking at some of her prior mechanics to see if any of them could be made to work well on her is worth a try. Wouldn't want to make any promises as to what we'd re-add, or even if we'd find we were able to re-add anything, but would definitely look into it. Which particular mechanics would you folks be most interested in seeing us at least experiment with?
: Are you just doing generic buffs for Karma or are you trying to address any issues with the changes you're going for?
Likely just basic power, given we're so close to pre-season and most of our time has to go there. Larger work to fix some of her issues will be a later thing.
  Rioter Comments
Veneirop (OCE)
: Is Brittle Ornn exclusive?
We'll see how it goes and then potentially put it in one or two more places eventually. It's not something we want to be too widespread, doesn't need to be Ornn exclusive though. Similar approach to how Grounding's gone, starting on Cass, but now on Singed as well.
: Because most of the "good" discussions they were participating on in Gameplay now happen here instead. People know Meddler is relatively easy to reach and those who really want to discuss (as opposed to just complain) make the effort of coming here. EDIT: Also, I'm pretty sure they still read what happens on Gameplay every once in a while, even if they don't participate.
> [{quoted}](name=DeathBurs7,realm=EUW,application-id=A7LBtoKc,discussion-id=vNFRvIEM,comment-id=00030000,timestamp=2017-09-20T17:13:25.928+0000) > > Because most of the "good" discussions they were participating on in Gameplay now happen here instead. People know Meddler is relatively easy to reach and those who really want to discuss (as opposed to just complain) make the effort of coming here. > > EDIT: Also, I'm pretty sure they still read what happens on Gameplay every once in a while, even if they don't participate. Yeah, I'll still read through a chunk of the Gameplay board a couple of times a day, just spending time I used to spend posting there here instead.
patmax17 (EUW)
: Hi Meddler! I asked this in another thread and I got a few positive comments, so I thought I would see if you can help. Earlier this year there was some talk about amping the visibility of contribution to the game from the support role. In the after game lobby we got vision score and "CC score", but IIRC there was some talk about adding "damage shielded", a counter for "clutch saves", and to split "damage healed" between self-heal and heals on others. Are these changes still on your radar? Did you scrap them, or icebox them? Thanks!
Damage shielded should be coming at some point. Turned out we needed to do a bunch of work on how shields track stuff behind the scenes to capture that properly, so it wasn't as easy to add it as we'd initially expected.
beany (NA)
: Are there any champs that you're looking to put balance time into in the next couple patches (besides brand) regardless of the preseason changes?
Yeah, there's still some regular balance work ongoing. I'll get some notes on our thoughts into Friday's post.
Yogolo (EUW)
: > _**Not doing starting items in pre-season** > > We'd previously mentioned that we'd taking a look at starting items (changes and new ones) during pre-season. After some investigation into options there we've decided not to do so, instead putting more time into runes, base stat changes and some other systemic changes. Starting items still looks like a good space to work on later, with things like an item for bot lane mages as an alternative to marksmen particularly promising. We'll give it another look next year as a result._ Does that mean you'll scrap Doran's Dagger (for now) or will you guys continue working on it?
Scapped for now, possible something like it returns next year though definitely wouldn't make any promises.
: Since you clearly enjoy Ziggs, what did you think about his comic?
I enjoyed it. The mainly kindred spirits relationship between Jinx and Ziggs, with some stark contrasts at times, worked pretty well for me as a reader. Not sure it's a strong enough theme to solo carry future stories, but was really happy to see it done.
: I play {{champion:516}} a fair bit (see Icon) and have some suggestions on some changes. What Ornn mostly needs is some changes to make him feel less "clunky" to play. The Pillar spawn time is slightly too long and not being able to cast in anywhere within it's capable range feels bad. Make make Q pillar spawn decrease on how close the spell is casted to Ornn (Probably should not fall bellow 1 second). Another issue is mana costs. We Ornn players understand the power of his passive, but he is currently forced to build mana items because of this budget power. It the same opportunity cost for {{champion:14}}, having to have a low base health to compensate for the permanent health gaining mechanic passive from W; Basically Ornn is forced to build mana for this passive. A slight buff to his base Mana pool would help. His ultimate, designed to be niche, is a little difficult to pull off. If you cast it when you need it in a team fight (as a tank you are in the middle of the fight) then you likely be CC'd when you need to recast the ult to bat the ram. This forces Ornn to cast to Ult from the side of the fight, but sacrifices the position he needs to be in as a tank. I don't have any suggested buffs for his Ult (he may not need it) it is designed to be niche. What he DOES NOT need is damage buffs or CD buffs, just more QoL changes.
Mana costs in particular are something we're also talking about. More thoughts, and/or changes cropping up on PBE, likely to follow about those soon.
: What's going on with {{champion:68}}? The orange bar QoL change seems to inadvertently nerfed him pretty hard (can't use E while overheated, Danger Zone bonus not applying to E sometimes). There weren't any intended nerfs were there?
Yeah, looks like a couple of bugs got introduced, either as part of that change or around the same time at least. We've got some fixes underway.
: Just want to confirm, will {{champion:516}} Ornn be disabled during Worlds? I remember you said something like that in your earlier gameplay thoughts around the time Ornn was released. EDIT: How well is {{champion:203}} Kindred doing right now? Will Ornn have a item upgrade involving lethality (assassin based) items ({{item:3147}} Duskblade, {{item:3142}} Youmuu's, or {{item:3814}} Edge of Night)?
Ornn will be disabled during Worlds. Also, based off ongoing conversation today, it's possible we might pull possible 7.20 Ornn buffs forwards into 7.19 after all.
Vekkna (NA)
: How are you guys handling magic pen? I keep asking this because buffing MR across the board is going to be very detrimental to pen-reliant champs. Most of my matchups in mid lane are against opponents who run 0-4 MR in runes while I run 13-20 mpen in runes. Removing early mpen options while buffing base stats (MR) is going to crush my laning, and an early pen advantage is honestly the only thing keeping my preferred mid laner remotely viable in that role.
We'll likely be reducing starting MR across the board, not buffing it, so while champs won't start with flat magic pen like they used to they'll be facing lower MR values, both from champ starts and generally from pre-game.
Meta Noir (EUW)
: > Starting items still looks like a good space to work on later, with things like an item for bot lane mages as an alternative to marksmen particularly promising. Insanely hyped, that you guys finally decided to look for actual ways to support other options as marksmen in a duo lane and I would love, if you guys could give Melee Champions a similar treatment! Thanks so much for trying to make this possible and please hang to this, till you guys found a fair and working way! Would it maybe be possible to dive deeper into this specific topic here or maybe even in a Nexus post in the future? Would be awesome. Because you adressed it in your post above in a very similar way to what I wrote a few days back, I add my post from one of your last QGT's and hope it is okay for you (sorry in advance if you already read it)… ___ Hey Meddler, because you wrote about Runes in the long term here, I wanted to ask you and maybe even give ideas, about the possiblity to give farming melees in a duo lane an actual tool via Runes (Melee only) next mid-season/pre-season and by this making them at least semi-viable? For example: ''Passive: Mordekaiser gains bonus experience for killing minions near allied champions.'' This could get removed (a lot of the playerbase are really sure, that Mordekaiser will be one of the very next Relaunches after Swain – overall insanely outdated and a crazy bugfest) and turned into as mentioned above? The team could, just to maybe give inspiration, add a short cooldown in case an ally/support starts farming to prevent abuse? The amount of possible duo lane combinations would add a lot of refreshing fun to the game and people could come up with very creative picks and strategies. The community (including Rioters!) had enthusiastic conversations about such a huge change in the past (I remember Fearless & Ghostcrawler) and I think the most will agree, that such a thing is long overdue. Another Rioter wrote a short while ago, that you guys plan on giving more support to melees in general regarding problems against range and crowd control… maybe it would fit to adress this by combining it with the proposed change in one big change cycle in the future? Thanks for reading and I would love to read your thoughts about it!
Repost's all good, I didn't see this one the first time. We'll definitely talk more about trying to support classes in other positions once we've got something a bit more concrete to talk on, about all I can confidently say is it's something we'll want to look at more. In terms of offering tools like that to support melee duo lanes I think there's potential there, though I'd do it through starting items rather than runes. That's because, particularly in solo queue, being able to co-ordinate stuff like that in champ select can be trickier. Starting items give a bit more forgiveness, even if you're last pick or someone's alt tabbed after locking in.
Psyrik (NA)
: > [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=vNFRvIEM,comment-id=,timestamp=2017-09-20T17:02:54.000+0000) >If Ez did end up as a jungle only champ we'd want to do some work to let him lane again without pushing him out of the jungle if possible too He IS a jungle only champ at the moment. Havnt seen him adc in ages
Jungle Ezreal's still quite a new thing, he hasn't been getting meaningful play there for that long. It's also getting more play than bot, but hasn't effectively removed bot play entirely. We'll look at him again after all the pre-season disruption's settled/been somewhat balanced, but aren't going to jump onto changes when it's still a new thing and hasn't become the only way he's played either.
Psyrik (NA)
: Will we see the stat changes for every champion when rune rework hits? (please dont forget to give reksai some attack speed stats, everyone runs either AS quints or Reds and its a needed part of her core stats. Thanks for all you do Meddler <3)
For the Live launch at least yeah. Probably on PBE at the same time too, though possible the base stat changes follow slightly later (and they'll probably get adjusted further while on PBE too regardless).
: What do you mean by "target agnosticism"?
Oh, sorry, bit jargony. A champ can be described as target agnostic if they don't care so much about who they're hitting, generally because there are effects on their kit that let them be good against tanky targets as well as squishies (% health damage, true damage, % pen/shred etc).
Rainfall (EUNE)
: meddler,irrelevant to this post,why has riot stopped visiting and commenting on posts in the gameplay boards?
I can't speak for all of Riot. For me personally it's a combination of time and echo chamber effect though. Time wise there's only so much time in most weeks I can put into communication on Boards and I've felt I can offer better visibility into stuff through preparing these posts a couple of times a week and then responding to stuff here. In terms of echo chamber it feels like an awful lot of the time Boards is dominated by a lot of threads by a small proportion of users saying the exact same thing, with pretty negative treatment of people trying to discuss alternate viewpoints. People looking to shout more than talk. There's still a bunch of good stuff out there, but it's a lot harder to have those discussions than it should be IMO.
: > Not doing starting items in pre-season I'm really sad about that, but at least it's only postponed, not completely canceled. ;/ Any detail you can tease about the whole project? Did you try something for **melee** carries bot lane?
We've talked about stuff like that yeah. Melee carries bot lane's a pretty big challenge though given all the difficulties they face. More likely to have changes to things that are closer to effective already, hence the call out on a mage carry bot lane item as something we'll want to look at again.
Càne (EUW)
: I remember that there was a shyvanascope rework planned for Aurelion Sol. Any news on that?
Got cancelled back around March. Short version is we didn't feel the direction involved would address enough, but would likely be fairly off putting to a lot of existing ASol players.
Pauuuul (EUW)
: Any News on Evelynn?
VGUs are like new champs, we won't mention as many details about them pre-release as smaller updates, especially around exact release timing. Should still expect to see her before pre-season though.
: This question is kinda selfish but I'm curious, what do you guys think about kennen?
Seems fine, will reassess of course after pre-season hits.
: > Jungle Ezreal Ezreal has been for a very long time a poster child for champs who can **healthily** support various different builds. AD Ez vs AP Ez exists for ages, even AD Ez itself is somewhat diverse, with Blue vs Triforce builds. And now we get that Jungle build. What do you think make Ezreal so adaptable? Can you learn something from Ezreal to apply it to more champs?
A few things I'd argue contribute to that, in particular in combination with each other: 1. His Q breaks a usually strongly established rule (you can't apply on AA effects at long ranges). That allows for some creative use of effects in different ways than other champs usually get to use them. 2. That's counter balanced by a lack of a lot of other things on his kit (no CC, no sustained mobility, no protective effects beyond his blink/range, no target agnosticism etc). Getting powerful effects from different builds doesn't leave him overloaded. 3. A lot of his output's unreliable (skillshots in his case), meaning even if something removes counterplay in other ways there's always some degree of inherent response available to all opponents. 4. There's a strong enough core to his gameplay identity that it doesn't get drowned out under his items (he's still Ezreal, rather than just a bunch of different stats/unique effects).
  Rioter Comments
: Brand has changes on the PBE that exclusively help him solo lane: Units killed by his eruption restore mana. He's always been both a mid and a kill-lane support because of his pressure and early damage
> [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=U3hMhHTX,comment-id=0000,timestamp=2017-09-18T19:28:49.797+0000) > > Brand has changes on the PBE that exclusively help him solo lane: Units killed by his eruption restore mana. > > He&#x27;s always been both a mid and a kill-lane support because of his pressure and early damage Brief bit of passing context on those changes - expect them to vanish from the PBE this week (probably tomorrow) and then return in a modified form the patch after. We're at the point where we need to lock down the patch and that Brand stuff needs a bit more work.
Mixolydia (EUNE)
: Probably unrelated but do you know if we'll have another Artilery Mage in the future as it is the smallest subclass in the game? Or do you plan to merge it with Battle and Burst Mage subclasses?
We'll keep making artillery champs occasionally. It's likely to always be the smallest, or at least one of the smallest sub classes though. That's not a problem in our eyes - not all subclasses have the same amount of design space in them, some things are just more niche already.
Jackom1 (EUW)
: Are you going to change the jungle again this year, by introducing new elements like last year's plants? Or you fine with the amount of interactive elements in the jungle, at least as far as the pre-season is concerned?
We're no planning on making any major structural changes to the jungle. We'll likely tune camp health and damage for example, but won't be adding or removing notable elements.
: The absolute radio silence on eve is irritating and worrisome for something that was supposed to be so close, did you guys mess up and have to delay again?
We previously mentioned Eve's close and coming out before pre-season. We don't share all the details about VGUs ahead of schedule, instead going for some elements that are more like a new champion release (teasers, some degree of surprise). You can probably do the math from there unless you mess up.
Sunibee (NA)
: Quick question do you view {{item:3100}} as a Burst item (Assassins) or a Sustained damage item? (control/battle mage )
Depends a lot on the kit it's on IMO, whether it's a kit with burst looking to get a bit more from working on AA in or a kit with low CD spells that's well suited to AA weaving.
Chiken138 (EUW)
: Will there be lethality Runes on the new Runes System? My whole playstyle builds around them
> [{quoted}](name=Chiken138,realm=EUW,application-id=A7LBtoKc,discussion-id=xKlZajuu,comment-id=0008,timestamp=2017-09-15T16:15:25.672+0000) > > Will there be lethality Runes on the new Runes System? My whole playstyle builds around them There's a source of Lethality/flat MPEN in the system at present. Might change another Rune to also offer some, not sure yet.
: Hey Meddler, u said u were looking for a Ryze change...specific to his ultimate for 7.19. Im wondering where the update is since i cant find anything on PBE :O I think changing his ult from a global tool to a DMG/Steroid Ult is the right way for making him balanced especially for the difference of pro play and SoloQ. Thanks for your answer :)
Ryze changes are really unlikely in 7.19. 7.20 is pretty possible, definitely want them out before 7.22.
SeeKerŻ (EUW)
: Hey Meddler, Any changes comming for exp catchup, ardent censer and knights vow ? Meta is around who peels adc the most and makes assassin fairly useless in high level play.
Ardent has changes on the PBE, those are still being worked on. XP and gold income's being looked at for possible pre-season changes, no details yet though. No current plans for Knight's Vow, will probably see where things land post pre-season and assess again then.
: Is the Steraks buff/change you mentioned in another post coming in this patch, or later down the road?
Still being worked on, think it's likely we'll ship something. If I had to guess probably 50/50 this patch or 7.20.
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