: can u get my cpu usage down from 96% back to 10% again in 8.13?
We don't work with these types of issues, sorry.
: > You can actually E before they land down, Interesting. I would have imagined that the hook animation locks you out of other abilities the same way other hooks work, but if that's not the case then that can work.
It's very close to when they land down, but if you do it fast enough you should be able to get away with it.
: do you guys think there's any chance of adjusting the emote that went on the pbe today too? its currently fast food pyke
I think we are fixing that as well
: Is there a chance Riot will be making Pyke's in-game mask a little bit more like in it's trailer/ splashart or is that locked? Edit: I just saw the changes comming to PBE, he looks much nicer like that.
ya we turned off the fast food render
WalterSofer (EUNE)
: {{item:3174}} Athene's gives 30AP but {{item:3108}} Codex gives 35AP. It also lost 10-30 AP due to the D.Ring and Talisman changes. Can you guys fix this please?(btw passives are supposed to give bonus stats, not making up for the loss of them) Also, {{item:3098}} frostfang gives 50% mana regen, but {{item:3092}} Watchers gives 25%
Just checked this out. Seems like the frostfang and watchers is giving the same amount but the athene's finished item is indeed 30 AP with Codex being 35. I'll drop this by the Live gameplay team.
D357R0Y3R (EUW)
: Oh god...
This thread is a big yikes
: BRAM THE MUSTACHE MAN
I mustache you a question, but I'm shaving it for later
: Who tf did this to Pyke!
Sorry, we forgot to take off the Fast Food render for Pyke :(
: > [{quoted}](name=Riot Hjarta,realm=NA,application-id=A7LBtoKc,discussion-id=teIymOoE,comment-id=00240000000000000000000000000000,timestamp=2018-05-17T22:14:37.996+0000) > > Hey man, thanks for writing this out and sharing your thoughts. > > I don't think I was clear enough in my last post, my bad. Let me clarify further! > > When we design champions we focus on a primary role and sometimes secondary. We definitely want there to be a lot of cool and different viable ways to play champions, and a secondary role is really good at delivering this. That specific comment was responding to the idea that we would just design champions, and then release it to the wild and let players figure out where exactly that champion ends up, not that we want champions to be in a single specific role. > > If we can have champions in multiple roles, and to be relatively balanced in all of those roles, it's definitely a huge win for both us and the players. However, if it is very difficult to have them both balanced and if we had to make a call to support a single role balance wise, it'd basically always be the primary role. Specifically for Pyke, it'd potentially be difficult to have him balanced for other roles and support, and if that turns out to be the case, we will be focusing on him from the support role. In the example of Ekko Jungle and Mid viability, we definitely want to see a world where we can have two roles viable (reason why we buffed Ekko jungle a couple patches back). > > For the specific examples of Kog'maw and Tristana, I don't really have any insight into why we did those changes specifically, but I wouldn't be surprised if it followed a similar logic of us feeling like it is not really possible supporting both playstyles. Back in the good ol' days I was definitely a AP Tristana player that rushed DFG, that shit was hype and I wish there was a world where we could bring it back in a healthier form and I bet we could do it with a lot a lot of work, but it's unfortunately not on our priorities list as of now. > > TL;DR Multiroles good for both us and players, but can sometimes be difficult and therefore forcing us to pick a specific role to balance for. If there is a way to have both roles viable and balanced, we for sure should strive for it. Sounds good, thanks for your explanation. We're on the same page. Supports are always tricky to balance for multiple roles since their design is geared around lower gold income and more utility but a solo lane breaks that. I know top mains certainly weren't fans of Lulu in their lane. ;) Anyway, I still think it would be great to have clarity on which champions have 2 officially supported roles. That way, I can feel very confident in playing them even if it's not their most popular position. I also think that jungle secondary is usually easier to balance for because you can make changes to the kit related to monsters and thus not affect lanes much. This doesn't mean players won't play a champ in other roles than the supported ones or that any meta is enforced. It would just mean that those roles will be taken care of equally and considered when changes are made to the game. If any other role was also viable at that time, there would be no guarantees for the future. It's alright if this is a short list. I just don't want to experience the AP Kog situation again on another off-role. I literally had 500+ ranked games over the seasons on that champion and basically never played him ADC. He's OK now and I understand if perhaps Riot wouldn't put him on that list but I don't want to be that dedicated to a champion's off-role without assurances. For me, it was as if my main champion was deleted from the game for almost a year.
I agree on the clarification/list part - We should be more open and communicative about that! I'm not entirely sure how I could do this on the Playtest team, but I can mention that there are some players that would like clarification of what roles we'd want/expect that champion to be in. Can't promise any results here, sorry. Sucks to have a champion snatched away from you like that and for that I would like to apologize on our behalf. I hope that we'll be more considerate in the future when making such changes as there's a lot of players that attach to a specific style of a champion and when that is changed, the time put into it feels wasted. Thanks for the discussion LetYourSleepWane and I hope you have a great day :)
: > [{quoted}](name=Riot Hjarta,realm=NA,application-id=A7LBtoKc,discussion-id=teIymOoE,comment-id=003a0000,timestamp=2018-05-17T20:57:24.642+0000) > > Hey Mokuto! > > Thanks for bringing this up! I was a fan of this combo early on in development, but we unfortunately had to remove this interaction/make it impossible as it was basically always the most optimal combo and left the enemy feeling like there was really no counterplay as he'd jump right in front of you, charge the Q in your face making it really hard to dodge, and immediately fling you back into the stun, making you unable to flash and in a very poor position. With the cost of flash, that combo might be more appropriate, but that is difficult to implement. > > We tried to make it work, but unfortunately it just resulted in a very clear optimal combo of doing that and an unhealthy game pattern. > > I hope you enjoy the champion either way as there are a lot of fun combos you can do :)! Oh I definitely will. What other fun combos did you guys discover during testing? (I am partial to W>E then back up and Q to fling into the team).
One combo that's really fun to use is E -> R. You have to cast R immediately after casting R, but what it does is hit confirming your E stun and it can be a pretty powerful tool for engaging. However, you're losing the reset and gold sharing. A more niche combo that is also fun to use when you're low HP against another low HP target over a wall is that you can Q them over the wall, E before they land over the same wall (this will stun them), and when you're over the wall, you R right where they land, causing you TP back over the wall and execute them without taking damage.
: > [{quoted}](name=Riot Hjarta,realm=NA,application-id=A7LBtoKc,discussion-id=teIymOoE,comment-id=002400000000000000000000,timestamp=2018-05-17T20:47:44.074+0000) > > Sure, let me explain it a little bit more. > > When we start making a champion, we have explicit roles in mind where we would want the champion. This ensures that players of different roles can have something new and exciting to play once in a while. With your suggestion, can you imagine a world where we release 3 champions (We release champions with a few months cadence) that end up all being jungle. How would the rest of the player base feel like that we basically just released champions for jungle for almost an entire year? Additionally, when we make these kind of explicit role calls of what the champion should be created around, we can look at that role and understand opportunity spaces (basically things we don't have in that role in our game) and work around it. TL;DR is that it ensures all players get something cool and exciting with some semi-regular cadence and it allows us to create something new and exciting in the role. > > Sure, it has it's downsides and it'd be great to let players decide what is optimal or not and it can suck for players who want to play champions in other roles than designated, but I feel like the pros outweigh the cons here. > > I'm sorry that you feel this way though :( I don't think I've ever heard a player complain "damn, the champion I like is supported in more than one role!". I understand that not every champion is suitable for multiple roles and I think Pyke fits into that category. You don't want a champion's identity to be artificially constrained by being forced to be good in several roles. However, if it seems doable without compromising the design and identity, it is only a good thing for the players. It's more work for you guys but it's so much more rewarding and enjoyable for the players. In fact, you guys even do this sometimes. Ekko being supported as both a jg and mid is an excellent example of this. However, it seems rather random and players on the off-role are often treated like second-class citizens. The off-role tends to be only barely viable and rarely actually good. It can also disappear in another season or rework. This is deeply frustrating for those players and I understand perfectly that not all off-roles can be supported to the same level as the primary role. It's unavoidable sometimes but not always! This is why players need support from Riot so they don't feel burned and alienated (as I did after Kog's first rework when I mained him AP for hundreds of games and over several seasons). If I have no expectations of an off-role being supported, I will not be angry if Riot considers it too difficult for the champ to function well for it/doesn't work with their vision. Still though, there should absolutely be a list of SUPPORTED off-roles that Riot will prioritize to the SAME LEVEL as the primary role. For example, let's say you are willing to support Zilean mid and Zilean support or Ekko jg and Ekko mid or whatever else. This goes on the list for long term support just like for software and it gets labelled an official support. It becomes something we can TRUST Riot to care about and so we feel comfortable buying skins, investing time in the champ etc. It doesn't have to be a long list but I'm sure you can do this for at least 2 dozen champs. For these, support 2 roles officially so we can trust that our effort is not wasted and so that we're not angry if an off-role for an unsupported champion is unfortunately unable to be kept. I played AP Tristana a bit but it was gimmicky as hell even if probably not OP. It was basically cheese and just a snowball 1-shot champ lacking a truly unique playstyle. I didn't expect it to be officially supported because it wasn't healthy gameplay and also didn't make that much sense with her kit as a whole. I wasn't surprised or angry when it stopped being viable. For AP Kog, with all magic damage abilities, AP ratios on everything, a unique playstyle and viability for several seasons, I was incredibly frustrated. Now, he's probably close to OK so that's good but you don't realize how damaging it is to a player's trust and enjoyment when this happens for champions they expect to be officially supported for the off-role too and at the same level not just a sort of placebo buff or tiny nudge like "hey, if you go this off-role, it'll still be bad but you'll be less of a troll." Please figure this out for some champions and allow us to trust you that those roles will be maintained. It will be a huge service to the community and a much larger number of players than you realize (who want to play those picks but don't just because they think they'll be ruined later -> general lack of enjoyment). Thanks!
Hey man, thanks for writing this out and sharing your thoughts. I don't think I was clear enough in my last post, my bad. Let me clarify further! When we design champions we focus on a primary role and sometimes secondary. We definitely want there to be a lot of cool and different viable ways to play champions, and a secondary role is really good at delivering this. That specific comment was responding to the idea that we would just design champions, and then release it to the wild and let players figure out where exactly that champion ends up, not that we want champions to be in a single specific role. If we can have champions in multiple roles, and to be relatively balanced in all of those roles, it's definitely a huge win for both us and the players. However, if it is very difficult to have them both balanced and if we had to make a call to support a single role balance wise, it'd basically always be the primary role. Specifically for Pyke, it'd potentially be difficult to have him balanced for other roles and support, and if that turns out to be the case, we will be focusing on him from the support role. In the example of Ekko Jungle and Mid viability, we definitely want to see a world where we can have two roles viable (reason why we buffed Ekko jungle a couple patches back). For the specific examples of Kog'maw and Tristana, I don't really have any insight into why we did those changes specifically, but I wouldn't be surprised if it followed a similar logic of us feeling like it is not really possible supporting both playstyles. Back in the good ol' days I was definitely a AP Tristana player that rushed DFG, that shit was hype and I wish there was a world where we could bring it back in a healthier form and I bet we could do it with a lot a lot of work, but it's unfortunately not on our priorities list as of now. TL;DR Multiroles good for both us and players, but can sometimes be difficult and therefore forcing us to pick a specific role to balance for. If there is a way to have both roles viable and balanced, we for sure should strive for it.
: Thank you for your response. While I will admit that I (and from what I've read, many others) fear for the possibility of him being too good in the jungle leading to him getting nerfed hard enough that he's unusable as a support, I'm still super excited for him for both roles, though, as the idea of a super-proactive support going along with an aggressive adc like vayne or lucian is rather appealing to me and I'm willing to trust that these balance changes won't overly gimp him since there are plans already made should something happen.
You're welcome! Yeah, it can be scary to balance a champion if other roles are also dominant as it can influence his main role. From our perspective we have pretty solid tuning levers to make him a decent amount worse in jungle while still support paying as much of a price for it. Hopefully we don't end up even having to use those but if we do, I hope they work well enough to preserve him in the support role :)
: Can the team consider making the Health to AD calculations happen last? For cases like steraks shield, or overgrowth, cinderhulk, and stoneplate active potential to scale up his AD further.
That'd be up for the designer and I think he's putting in the specific cases for the HP item interactions. Unsure what it'll end up be as of now though, sorry, but it sounds like stoneplate MIGHT end up giving bonus AD instead of increasing his HP.
: Why are we talking to the playtest team and not the balance team.
> Comes to a post named "PBE Chat with the Playtest Team" > "Why are we talking to the Playtest team?" {{sticker:zombie-brand-mindblown}}
: I have a question for the play testers. When I first tried out pyke I noticed both his W and E and can be used as engage tools and escape tools. So, my first instinct was to tie on of them to an engage combo and use the other for escape. to the point. It feels intuitive to E>ShortQCHARGEHOOK>Epullback since pyke has one of the few mechanics in the game that can fling a character backwards. This combo seems like it would be powerful YET; its not possible, even with flash. The only time you can get enough distance from your E to land this combo is with the help of other players. Specifically other players who have teleport abilities who are not the ADC you are duoing with... I see combos similar to this with champs like {{champion:79}} who use flash to land their CC chain. So my question is why is the Q into stun combo disabled even with flash?
Hey Mokuto! Thanks for bringing this up! I was a fan of this combo early on in development, but we unfortunately had to remove this interaction/make it impossible as it was basically always the most optimal combo and left the enemy feeling like there was really no counterplay as he'd jump right in front of you, charge the Q in your face making it really hard to dodge, and immediately fling you back into the stun, making you unable to flash and in a very poor position. With the cost of flash, that combo might be more appropriate, but that is difficult to implement. We tried to make it work, but unfortunately it just resulted in a very clear optimal combo of doing that and an unhealthy game pattern. I hope you enjoy the champion either way as there are a lot of fun combos you can do :)!
Emo Twink (OCE)
: When does Nimbus Cloak proc on ults that last a few seconds, like Zoe's?
It's on cast (When you press the R).
: Leagues hookers to date have been at least somewhat tanky. Does he function well as a hook based catcher without being able to tank up due to his passive? If he's pulling an enemy to himself then not being able to survive that enemies damage seems like a problem in that fallback pattern.
Yup, you're right! It's definitely not as good as, for example, Thresh's catcher pattern. He's a catcher and is somewhat tanky in addition to having a ally saving spell. It is like that by design because we need to have his fall-back pattern weaker than a champions main pattern (Thresh). For that specific example, you'd have to use your E to jump back and hope your team is able to do something with the small pull. You can actually E before they land down, allowing you to jump back to safety and potentially opening up an opportunity for your team. Not as effective as Thresh, but it does function as a fall-back pattern.
: So you're reiterating the point that players don't get to decide where a champion goes, riot does. I think you missed the problem here.
Sure, let me explain it a little bit more. When we start making a champion, we have explicit roles in mind where we would want the champion. This ensures that players of different roles can have something new and exciting to play once in a while. With your suggestion, can you imagine a world where we release 3 champions (We release champions with a few months cadence) that end up all being jungle. How would the rest of the player base feel like that we basically just released champions for jungle for almost an entire year? Additionally, when we make these kind of explicit role calls of what the champion should be created around, we can look at that role and understand opportunity spaces (basically things we don't have in that role in our game) and work around it. TL;DR is that it ensures all players get something cool and exciting with some semi-regular cadence and it allows us to create something new and exciting in the role. Sure, it has it's downsides and it'd be great to let players decide what is optimal or not and it can suck for players who want to play champions in other roles than designated, but I feel like the pros outweigh the cons here. I'm sorry that you feel this way though :(
: >Cinderhulk - This item increases your bonus HP by 15%, but since Pyke cannot have any bonus health, it does not add anything to the Bonus HP -> AD conversion. cinderhulk gives its bonus hp before it gets converted by pyke. e.g having 400 flat hp will increase pyke's maximum health by 400\*0.15 = 60 i didn't check if this hp increases his ad but it does increase his hp
It shouldn't give bonus HP/give him any more maximum health. I'm expecting this bug to be fixed before live.
: What is pykes fall back play pattern? A champion who only has one play pattern and who is designed around their success case with no consideration to their failure cases is a flawed champion design. Assassins have the ahead case of killing opponents. Some assassins have a behind case of getting some defenses and being a second rate diver. Some assassins fallback pattern is split pushing. Some assassins can powerfarm effectively to catch up. It seems like pyke has none of these fallback patterns so what does he do when behind?
Hey Sixdogman, The fallback pattern is that one of a support catcher with a very high effective range (E -> Ranged Q). He does not need a lot of damage to be a functional character but should have less impact compared to other catchers such as Thresh, Rakan, and Blitzcrank as it is his fall-back, not his main pattern.
: Hello Playtest Team! how are you guys doing? :) Periodically in the games, Taliyah’s voice is heard, even if she is on the base or another part of the map. Especially it is heard during replays. Is it a hidden egg or a possible teaser?
I think that might just be a bug O.O
Kotteb (NA)
: so if people think his kit is shit for support, and better for jungle, like vi, who iirc was intended for top lane, instead of letting him use his double cc and mobility for ganking tools, you'd rather forcibly alter him? {{sticker:sg-lux-2}} who remembers when riot released champs and let players figure out what to do? pepperidge farms remembers.
The kit is solid for support and we believe that we have good tuning levers to keep him out of other lanes without impacting the support role all too much.
: Hey Hjarta can you share any cool scrapped Pyke spells you tested with Fuller and can you really can call yourself a support main if you main Pyke {{sticker:sg-ezreal}}
I'm not sure if I can share anything to be honest. If I can, I'd want to share some cool videos of us playtesting the abilities instead of describing them :) No. You'd be a murder main.
Enjutsu (EUNE)
: What kind of ADC Pyke prefers?
Someone really aggressive, especially with additional CC! :)
: I get that this isn't your wheelhouse, but...doesn't that kinda mean that the champion concept is flawed?
I disagree. I think this has a place in the kit which allows it to function. I'd call it more towards a necessity rather than a flaw.
Flemman (EUW)
: > [{quoted}](name=Riot Hjarta,realm=NA,application-id=A7LBtoKc,discussion-id=teIymOoE,comment-id=00120002,timestamp=2018-05-16T22:58:23.626+0000) > This does put pressure on Pyke to use his ultimate early and get kills to match or get ahead of the enemy support, making him more of a feast or famine character. This outcome is to some extent desirable for us as this matches a lot of assassins on live. Either they mess you and your team up, or fall flat. isn't this to risky for the support role? I mean, considering the feast or famine trait of assassin, why taking Pyke over another support who don't need as much to align to do good. I fear pyke will become the lee of support, a pick for player who can only satisfy themselves when they carry with flashy play, ending in a situation where they go in everytime and solo losing the lane/game
Too risky? I don't think so. Risky? Definitely. There is a cost with trying new things in the support role, and the people who play Pyke will be signing up for that experience and there is a chance that the team pays some cost with it too. However, with the drive of creating something that breaks the perception boundaries of what a support can do, it would not really make sense for us to shut down these "Lee of support" aspects of the champion just because other supports don't have it. I do feel with you, though. Playing with a Pyke can potentially put a lot of the spotlight and results of the game on his shoulders due to the feast and famine style and that is sometimes just not fun to have on your team, especially as a support. I'm hoping that this won't be too bad of an experience for players, but we won't fully know the results until he's on Live.
: What are your thoughts on Pyke not being able to build health?
Personally, I think it's lame to have a very hard rule that heavy-handedly prevents him to get a respectable level of tankiness. I also do think that it was necessary in this case for the champion to function.
: If Pyke ends up being played more as a jungler than a support, will you try to balance him around the support role or let him fall naturally where he will with his kit?
We will be actively balancing him around support and have plans in place for launch if he ends up not being played support primarily.
: thoughts on supp champs like karma janna soraka being more poke supps than defensive enchanters, seems the champs r good early in lane and good lategame with itemization and peel. It seems this part of the supp lacks a bad point in the game.
We've been moving towards a more aggressively playstyle for enchanters early on as the previous versions we saw way back then was something that was purely defensive throughout the game. This can result in non-interaction, especially in lane, where no one is really enjoying playing as or against it. It is true that the output of enchanters becomes more and more defensive as the game goes on, but I wouldn't really fully agree with that they do not have a bad point in the game. For example, in lane you can go for all-ins when they move up to poke as they tend to have lower HP.
: Hey guys! What gave you the inspiration to create an assassin support? It seems like these roles would clash pretty badly but it looks like you’ve done it well!
Hey Wolfinator! In short, we felt like there was an opportunity to create something super cool for supports that broke the perception boundaries of what a support can be. If you're looking for some context on Pyke and design decisions behind it I'd suggest you check out: https://www.riftherald.com/interviews/2018/5/14/17352460/pyke-design-interview-lol I'm glad you think we did a good job on it! We won't really know fully how it ends up until it hits live but we're prepared if we see some unintended behavior.
Sperge (OCE)
: Cheers for the response! In terms of the threshold I can understand keeping it tied to Pyke's champion level to keep it consistent across all levels of play, maybe reduce the ratio or even tie the AD Ratio to the execute only? EG: If Pyke's ult has a base of 300, has a ratio of 140% (current) and he has 100 AD, the threshold is 440. If the target is below 440, execute them, otherwise deal base damage only (300). If that makes sense? Keep up the great work otherwise! Everything else seems reasonable with the numbers imo :)
That doesn't sound too bad of an idea but we're mostly concerned with the execution threshold as of now, as if Pyke doesn't get the reset or gold he is not accessing all the strengths of his ultimate, making it less problematic. I'll keep this in mind though. Thanks <3
: Hey, I’m having fun messing with Pyke! There’s a lot of changes right now: the role of ADC, jungling being slowed down, the importance of crab, and a brand new style of Support in Pyke. Do you feel like the role of Support is going to fundamentally change? To me, this puts a lot of additional pressure on Support players to roam and help on invading/defending invades. Or is this an overreaction and the “adc bodyguard” will forever be the primary function? About Pyke specifically: the itemization in the game seems to really let him down at the moment. All his good items are priced for solo laners, and the hyper-efficient Support items like Locket and Redemption just do not work at all. Do you feel like he’s currently in a position to succeed once he hits solo queue, or does something outside of his kit need to change?
Hey Killgoldfish! Hell yea, glad your digging Pyke! I don't expect the role of support to fundamentally change with Pyke necessarily as he is just a single champion, but he does pave the way for an interesting future. With Pyke, we definitely wanted to push the perception boundaries of what a support is and can be, and by doing so, we are opening up a lot of opportunities in the future to do something cool and interesting that isn't just "big bulky dude with CC" or "Delicate enchanter that heals and shields your team." In the context of the overall changes of the new role of ADC and Jungle changes, I think we could see a minor shift of the priorities of the support, especially around helping other members of the team earlier which could manifest in either further roams, invading and defending invades, and helping securing scuttlecrab. With some shift in focus, I could see the "ADC Bodyguard" aspect be less prioritize, but still be a major primary function of the support role. To answer your itemization question: Pyke does inject gold into the game for himself through his ultimate to compensate for the higher cost items. In non-Pyke scenarios ADC's tend to get the kills (outside of occasional mishaps or necessity) and the support usually always gets the assist. This ends up being a 300g benefit for the ADC, and 150g for the support. In Pyke's case, the only difference is that Pyke gets more gold: You could think of Pyke's ultimate as a self-gold generator as technically the ADC would be getting the kills on live, and therefore the full gold, and the only thing that is changing from a purely gold perspective is that Pyke is getting more $$$. This does put pressure on Pyke to use his ultimate early and get kills to match or get ahead of the enemy support, making him more of a feast or famine character. This outcome is to some extent desirable for us as this matches a lot of assassins on live. Either they mess you and your team up, or fall flat. Hopefully I articulated that well enough for you! Was having some difficulty finding the right words/examples.
Sperge (OCE)
: Hey! Just wanted to say Pyke looks absolutely fantastic and I'm excited to give him a go when he hits live! Just a curious question with his ultimate though, is there a reason that you opted to go with a flat health threshold on his ultimate rather than a % health? I feel like at later stages with high AD it'll be usable too early on a squishy and not early enough on a tank. Thanks!
Hey Sperge! Glad you think Pyke looks fantastic and are excited about him! We preferred the R to not be too target agnostic, and wanted it be primarily used for killing squishies. Assassins on live can struggle with killing tanks, and we felt that it was appropriate that Pyke would have a similarly shared assassin weakness. I do agree with you that we may have overshot the effectiveness on squishies and had it too difficult to use on tanks. The R is something we're still potentially making iterations on so any feedback like that does help. Thanks! :)
Altiverse (EUNE)
: ##Pyke: * Currently some HP-increasing effects such as Grasp, Overgrowth, Cinderhulk and Stoneplate active seem to give him HP that isn't converted to AD. Is this intended? * If not, how will Stoneplate's active interact with him? [I made a discussion earlier](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/pyrEeIYq-how-will-pyke-interact-with-stoneplate-and-why-its-important) regarding this, in more detail. * Considering you want to push Pyke into Support, atleast as his primary role, isn't it a bad idea to make his ult be so heavily reliant on his level (since it has a per-level scaling damage/execution threshold)? Supports usually are the lowest level on a team; having him on any role other than a support will make his ult much more effective, the way it currently works. ##Miscellaneous: * Banner of Command's new effect seem to be much stronger on Siege Minions than other options. Do you think it's a good idea to make it in a way that using it on a Siege Minion will always be the best choice? Perhaps giving some more, specialized effects per minion type rather than "stats buff" is the way to go. * Both Stormrazor and Essence Reaver might prove too strong as rush items, considering their base stats alone cover their price gold-efficiency wise. Shouldn't a bit higher of a price be a better idea (with stronger passives, if need be)?
Hello Altiverse! I can help you on some of the Pyke questions. The way Pyke's HP -> AD conversion works is that it's only on bonus HP, and therefore that rule would interact with runes and items a bit differently, depending on how the item is coded. I'm not absolutely certain how each interaction is coded, but I think I have ideas of why it might be working differently. For your first question: 1. Grasp, at least the way it's laid out, increases your health by 5 per proc. I'm honestly not quite sure why it is not adding to his HP->AD conversion, but by the looks of it, it is not actually not giving you bonus HP, but rather just increasing your permanent HP. However, I'd expect this to work with the HP -> AD conversion, so I'll probably run this by the designers today to see what the exact interaction with this is. 2. Cinderhulk - This item increases your bonus HP by 15%, but since Pyke cannot have any bonus health, it does not add anything to the Bonus HP -> AD conversion. The 300 HP should, and as far as I know, is adding to the HP->AD conversion. 3. Overgrowth - This increases your maximum health, but might not actually be understood in our coding as "bonus health" therefore not proccing any of the HP -> AD conversion. I think this is going to be under the same, or similar rule, as grasp and I'll bring it up with the designers as well. 4. Stoneplate - Stoneplate does not give you any extra bonus health, but rather works off your maximum/current health, meaning that you should be getting an increased HP increase, but not any AD increase. Second question: Yup! You're definitely correct here that it does have synergies with lanes with solo experience. The major reason behind the per-level scaling was that we were seeing major spikes in power at lvl 11, and if the Pyke was stuck between 8-10, the ultimate often felt lackluster and difficult to use, especially for supports. On a similar note of the current R, this does also have some synergies with solo lanes as they can access that high spike a lot earlier than supports could, which was another worry. We have been paying attention to the PBE and internal tests to see which R iteration is preferable, healthier and more appropriate for support and it is entirely possible that this was not the correct solution. We very recently made the change and unfortunately didn't get much testing on it before PBE and I'd expect the R to be under some possible further iterations so keep your eyes peeled out for potential changes! :) Thanks for the questions!
Geneman (EUNE)
: Hello guys! I've seen the bugfix to Project Jhin. Was there a problem with his PROJECT background voices in his voicelines too, and are they still there? I want to buy this skin, but those dope sounds are a huge part why. (I heard them in the skin spotlight, and other videos, that's where i know about it)
Don't have any insight on skins, sorry!
: Hey guys! First of all I wanted to thank y'all for what I consider to be the best patch of all time. I have a few questions on assassins. 1. Assassins have received noticeably less playtime than most other classes, especially in competitive. To what extent is this because of their feast or famine nature that compels the balance team to keep them on the DL most of the time? 2. What do you think about assassin champs like Kha opting into more brawly playstyle patterns and builds? 3. There was a recent Quick Gameplay Thoughts that indicated bringing back more solo carry agency and potential to the game. Are buffs to assassins a larger part of this? Thanks alot!
1. Well, I think it is a mix of things and sure what you mention can play into it. I think a big problem has been locket though as it shuts out assassin's patterns quite effectively (Basically, doing a shit-ton of damage in a combo) and is viable almost in every game to either the JG or Support. 2. Wanted to answer the other two questions, but dont have much insight on this -- I am a support player :S 3. I don't think those are related as far as I know.
YLAEH (EUW)
: will trading skins ever be put into this game for a small cost between friends (only skins of same value)
"Disclaimer: We have no insight on upcoming/future skins." {{sticker:sg-janna}}
Hópe (NA)
: > [{quoted}](name=Riot Hjarta,realm=NA,application-id=A7LBtoKc,discussion-id=WlKXy85w,comment-id=00010002,timestamp=2018-03-22T22:14:49.457+0000) > > 1. No, we do not hate ADCs. > > 2. We buffed him since he had some impact after the tracker knife changes and wanted to compensate him. > > 3. The game systems team did. Lowbo was the designer. > > 4. We overall felt that ADCs have a decent amount of agency and strengths without having to pay much for them. Kit weaknesses in ADC&#x27;s that were explicitly not being able to push waves that well often found a lot of power in just getting statikk shiv and therefore not having to worry about having to pay some cost to clear waves. > > 5. We feel decently comfortable shipping this as is from internal testing and if I remember correctly it has been nerfed since hitting PBE. If there are any issues once it ships live, we will take appropriate action. > > Hope that gives you some insight into your questions. > > Take care! How do you guys feel about the current power of supports? I feel like they have too much going for them atm Scorch + Aery + Spellthiefs means insane damage early.
I do agree that the damage potential early for enchanters is quite high, but wasn't isn't as much of a problem as it was early season. If it gets too out of hand/starts eating up the support meta then I could imagine us looking at it a bit more. I think the current power of supports is pretty decent and, at least in my opinion, I think it is pretty important to have them feeling powerful to have the role be more satisfying.
Raptor (EUNE)
: Going to try my luck again guys, ANYTHING about the new champion that you can tell us ?? xD
: Do you guys ever play Twisted Treeline? I tried but never received an answer about why it's okay that we can buy from the top inhibitor turret but can't shop in the outer ring of the spawn pad walking bot side. It just doesn't make sense to me from a game play standpoint. I know this isn't specific to this patch which is probably what this form is for, but do you take Twisted Treeline into any consideration with patches?
Riot King Cobra and Riot Ender L do play TT occasionally on live. Other than that, not really. We generally do not test or do changes to Twisted Treeline, so I can't really give you much insight to this question, sorry.
Arammus (EUW)
: do you hate adcs? why did you buff lee sin now? usually this happens before worlds. who decided to bring shurelya back? why the nerf to statikk and rapidfire? again do you hate adcs? even tho the entire pbe boards screamed "DONT RELEASE CONQUEROR LIKE THIS!!!" you did, why? thats all i'd like to know right now no reason to dislike me because riot answered me <3
1. No, we do not hate ADCs. 2. We buffed him since he had some impact after the tracker knife changes and wanted to compensate him. 3. The game systems team did. Lowbo was the designer. 4. We overall felt that ADCs have a decent amount of agency and strengths without having to pay much for them. Kit weaknesses in ADC's that were explicitly not being able to push waves that well often found a lot of power in just getting statikk shiv and therefore not having to worry about having to pay some cost to clear waves. 5. We feel decently comfortable shipping this as is from internal testing and if I remember correctly it has been nerfed since hitting PBE. If there are any issues once it ships live, we will take appropriate action. Hope that gives you some insight into your questions. Take care!
: If I may give you an advice: If you open the gyazo picture in a new link and copy-paste the URL you get the picture will show. https://i.gyazo.com/ba3882e59ee91d904f442648ef0413eb.png
Thanks! I'm still pretty potato with using the boards unfortunately.
: https://i.gyazo.com/3d6ec07014813ad8e9edf3218d92ca9a.png I used my secret magic powers in a wizardry tool named Paint to create a graph detailing this.
: This is your chance, Riot! Show us that you actually care!
Hey guys! Thank you so much for bringing this to our attention. I have personally alerted our team of technical experts (Team Poro McFluffers), the FBI, CIA, NSA, the UN and the White House. We have had top level experts work on this for hours on end to find out the reason why he is on that ledge. Thankfully, through the hard work from Mc.Bobenstein, we have found out the reason for his placement. Using Mc.Bobenstein's technology of Zoom, we uncovered this as the reason: https://gyazo.com/ba3882e59ee91d904f442648ef0413eb.png Again, thank you for bringing this to our attention summoners. We will always make sure nothing happens to our Poro's as they are the backbone of League of Legends. Cheers, Hjarta
: Do you have any plans for Tahm Kench? feels a bit weak
aCup of Tea (EUNE)
: Hi into a new year, I'm not entirely sure if I got it correctly but new sightstone removal will unlock some gold for supports. How do aggressive mages in support do with that bit of gold open for them, are they more oppressive? Are there any possible nerf considerations to some mages thanks to that change which could transcend to mid lane nerfs? Well not like everyone bought sightstone on mages but hey there are people who tried to play more supportive role like that. :0 Thanks.
AP Mages definitely take the advantage on this change as they can rush their AP magic pen items sooner and are often not gated by heavy mana requirements, making them not have to go into morello. However, with the removal of the support quest reward and them not getting health on the sightstone item unless it's upgraded to the max sightstone (buy ruby crystal and upgrade cost); ap mages are getting hit in other ways to pay for this. They're not getting a free sightstone per se but rather the vision aspect which is valued at around 400g on live right now. 400g does definitely go a far way in helping them get more magic penetration and become more snowbally, but, I do not think that it's going to be too oppressive. As always, we'll be monitoring this very well once it hits live and taking any action necessary :)
TomiMan7 (EUNE)
: You have a point there but later as the game goes on everyone outranges him, and getting into E range witch is just about AA range is close to impossible :(
I feel ya. A big part of Brand is knowing when to start the fight, and that can be difficult especially in a punishing meta where you're really susceptible to long range poke, especially magic. This can lead to feeling like everyone out-ranges you. However, if you get into a teamfight and have ultimate, it can often help starting off with the ultimate if you think it's going to bounce to more people, hitting Q right after, then W + E-ing to finish off the combo. His ultimate range is a bit longer than his E, so you'll be safer - Downside is that you're using your ultimate in a potentially sub-optimal way and you might not always have it up, but, if it's a good time to use the ultimate and it's up it can be good to lead with it instead of E. Hope this helped a little bit. Thanks for stopping by the patch chat :)
TomiMan7 (EUNE)
: what is your thoughts on Brand {{champion:63}} ? I feel like this buff was just enough to restore the missing dmg from DfT. Do you guys think that a range increase on his E in order to help him in the late game could happen anytime? I feel like this hinders his performance in the mid / late game more than anything else, since he gets destroyed and outranged by almost everyone.
I think is a pretty sizeable buff that fills that void that DFT left behind and I'm hoping it feels like it too! I think that adding a range on his E makes him too potent in the sense that his E and Q combo -> W would be too safe. He is a massive damage mage, and I think he needs to have some risks involved accessing it and adding range to E would take away from it.
Raptor (EUNE)
: Next champ missing his right arm confirmed !!!
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Riot Hjarta

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