: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=A7LBtoKc,discussion-id=82cE8haV,comment-id=000b0000,timestamp=2019-04-26T17:18:53.960+0000) > > Yes! Guinsoo's is also under consideration at the moment. Not for a rework level thing, but for tuning. Currently I have a change in testing where Phantom hit triggers every third attack (rather than every other attack) and its %pen is a flat 15% (rather than 6.5-15% based on level). > > We'll be keeping this in mind while evaluating Vayne and Master Yi. Will there also be considering making a disparity between buying it for melee champs vs ranged champs aside from the stack generation?
Probably not. We'd rather tune or replace the existing range/melee split on the item than add another one most likely.
: Is the Zac revert still planned for 9.10
beany (NA)
: any thought on adjusting guinsoo's in conjunction with those champs above? It doesn't really break champs who have consistent on-hit damage like kogmaw or varus but it does break those who rely on x-hit passives like yi and vayne
Yes! Guinsoo's is also under consideration at the moment. Not for a rework level thing, but for tuning. Currently I have a change in testing where Phantom hit triggers every third attack (rather than every other attack) and its %pen is a flat 15% (rather than 6.5-15% based on level). We'll be keeping this in mind while evaluating Vayne and Master Yi.
  Rioter Comments
: Rioters: "Thoughtful, respectful posts are the way to attract Riot attention."
You're right, and I should have actually responded to one of the other Riven-related threads a few days ago. Good call.
Quepha (NA)
: This is a pretty disingenuous post. You’re basically denying that your team has ever had a methodology in the past so you don’t have to ever defend your decision-making process.
I'm saying the methodology has been inconsistent in the past and that's bad.
Fízz v2 (EUW)
: Sure not every champ with a low ban rate needs a buff, but what about his presence in pro play/high elo, and players like Jensen or Dopa saying that Fizz is weak? I think if you had room to buff Zed when he had like 30%+ ban rate, there should be room for Fizz as well.
He is weak for them. The difficulty in balancing champions in League of Legends is that the needs of some groups of players are very different than others, and we're not really willing to say our goal is to make every champion in the game viable for Jensen or Dopa. That approach would serve them very well but serve most players very poorly. Our starting point is that we want to be able to say every champion is useful for some major player segment (ranked normal, ranked skilled, ranked elite, pro), and that if they're not good for at least one of those groups, then they should be buffed. Once we can say that's true of every champion, we can work on making champions more balanced across multiple player segments.
Aaravos (EUNE)
: You hotfixed Singed for being on 54% win rate. After sitting on such a high win/play rate for weeks, it should be enough criteria to nerf Riven. There is nothing to discuss here. When something is obviously overperforming it should be hitted with the nerf bat.
Again, it's possible we should nerf Riven. It's also possible we incorrectly nerfed Singed and should still not nerf Riven.
Fízz v2 (EUW)
: If ban rate can be correlated to frustration, Fizz having an extremely low ban rate means he can get buffed right? {{sticker:slayer-pantheon-thumbs}}
The way we've been thinking about topics like this is that a very low ban rate more means that he doesn't need to be nerfed, not that he NEEDS to be buffed.
: You don't think a giant ban rate is enough of a reason to nerf a champion? Don't you think high level Riven players want to play their champion safely?
I do think it could be. That's why I asked that final question. If we should strike a ban rate line of some sort, I'm open to hearing what that line is and what other conditionals should be considered around it.
: Riot Repertoir lies about how broken Riven is.
> Rioters should not willfully lie to the playerbase and should be held accountable. Agree. > lie on Twitter that it is a "western phenomenon" I said that her frustration is a western phenomenon. She is banned 60% more often in NA than her global average. Ban rate is a readily available statistic that we believe can be correlated to frustration. I also said on Twitter that Riven is a strong champion right now. Somehow that didn't make this post. There are good justifications to be made for nerfing Riven. I personally think some are pretty compelling. Good arguments can be constructed to nerf many things, however, and we want to be sure we're applying consistent measures in our approach to balance. I think we've not been great at this over the years, really. Some champion will always be the strongest one that does not get nerfed in a patch. This patch Riven's pretty darn close to that. If she picks up any more, she's probably due, but we don't think she's crossing that line right now. For those that are actually seeking a discussion, what is the criteria we should be using to justify a nerf to Riven this patch that we'd be 100% happy with applying to champions in the future (NOT the past, as I've already stated we haven't been consistent)?
Nishant (NA)
: Riot, now that the Akali rework is live, please don't make the same mistake.
: Please for the love of god buff turrets
Considering it as part of upcoming preseason. Unlikely much will be done on that front before then.
: @Riot Repertoir: Please Clear Up the confusion, Our Math Skills Are Horrendous and it wont take long
The extremely high amounts of AD are the results of different %amps acting recursively with each other. It's not an issue unique to Jhin, and there are other instances of recursive stat increases in the game, but it is certainly most pronounced on him. A change is already locked into the 8.9 to address this with Rageblade.
: Live footage of RiotRepertoir openly admitting a serious problem in the game
The game needs a lot of things. Better exploration around shielding, the champions that utilize shields, and the items that empower shields could get us a lot of gains. We unfortunately didn't come to a good solution that was of appropriate scope to get into the game before midseason, at which point it didn't make sense to try to also squeeze that into midseason efforts. I understand why that explanation will be unpopular. I also would have preferred we came to a proper solution.
: Yo meddler what is your thoughts on kindred? I feel like she falls a bit flat compared to her awesome identety/character. Specifically her passive often feels more like a downside/chore to gain any sort of power than a positive thing for the champ which I feel is a shame. Also wolf feels more like a sidekick than a part of the champ which is a shame too, although this has been a problem since release.
I recently talked about them with their original designer, Wrekz, and he had some thoughts as to how to get them to a more enjoyable experience. On his list of suggestions, he suggested stuff like (straight from the proposal he sent me): * Generally making marks a bit easier to acquire, but a bit less powerful per mark. * Marks being able to spawn in either jungle, rather than only the opponents'. * Reducing mark warm-up time on enemy champions to try and get a cleaner balance between champion and jungle marks. * Removing W -> Q interaction and just having Q's cooldown reduced when it hits a champion or monster. * Increasing W radius to let Wolf feel more useful instead of it being primarily a mobility enabler. * Or some other effect to accomplish the same goal of making Wolf feel more useful. * Possibly just base 550 range instead of the increasing range with marks. * If the above are a too powerful, probably some base stat or damage nerfs here and there. I'm mostly open to stuff like this being tested, though there's a lot going on here, so it could take some time to validate. If we felt more confident there was a specific kind of work that would be exciting to Kindred players as well as a pretty clear path forward, that would increase the likelihood we would take on the work. We get a lot of requests to do these champ readjustments, so frequently it's a matter of when there's resources to do it more-so than a desire to test something out. I (and others on the design teams) do tend to love these types of explorations, however, so when we do have that clearer goal to go chase, it's usually possible to get someone on board with going for it.
: >Spell queueing >This is actually tentatively being applied globally across all champions in 8.9, but it's worth calling out for Ryze especially, because it will tend to benefit characters that cast rapidly the most. We put some tech in with Irelia to make the game process your spell casts a bit better, so if you've noticed how smooth she feels, this is likely a large contributor. What exactly do you mean by spell queueing here? I've noticed that with Irelia, you can press Q a moment before it resets, and it will still cast once it resets. Other reset spells are hard-locked from queueing it since it's on cooldown. Is this the buffer that's being globally implemented? There was also a QoL change made with Rengar where movement commands could no longer munch his W or E if they were cast during Q. I think this is a great QoL change that should also be made global. Thoughts on this?
I mean the Irelia thing you're talking about. If you press a button, and it comes off cooldown shortly thereafter, it will now register that attempt to cast the spell and as soon as it comes up, cast it.
Etø (NA)
: This change is the smartest one they are doing. Makes Ryze choose between having mana or having his most powerful spell (in lane).
That's the intention; to make him have to put it on cooldown sometimes so you can actually punish the guy. Still, we have to be pretty careful about the mechanic. If it's mistuned, he'll actually be controlling waves on you with no end in sight.
  Rioter Comments
: ryze changes that Riot didnt want you to see
> Didn't want you to see If I was worried about people seeing them, I wouldn't have directly engaged players to talk about some stuff. There's some stuff coming to the PBE today most likely, and I'll be putting up a post soon with what's going on. It's been nice to get some early feedback from strict Ryze players before going broader first, mostly to talk through some options.
: @RiotRepertoir, can we do something about TALON?
Hi. I'm running around between meetings and various other commitments atm so I can't gives this a ton of engagement right now, but it sounds like we're going to increase his Q range, which I guess got bugged several patches ago to be shorter than intended somehow.
: Then why are you nerfing Galio? he has 40% presence in 8.6 and 40% win rate, he got nerfed in 8.5 and for some reason the balance team decided to nerf him again? But for Gnar, having 63% presence is s a regional bias? how does this make sense at all just because Gnar isn't a 100% pick anymore doesn't mean he's balanced, you can't pick a lot of toplaners just because of Gnar, dude is also one of the most rounded pick which gives you even less reason to pick anything else Sion is being nerfed, Swain got nerfed in 8.7 and you don't think that he's going to rise once again in next patchs? 8.6 alone makes him one of the strongest toplaner but it's regional bias, meanwhile galio is still strong even after nerf in 8.5 with 40% presence and 40% win rate
We're nerfing Galio because we're nerfing those above him, and we expect him to increase in priority as a result if left alone.
: It was mentioned in the Ask Riot itself which was posted at June 15th 2017: https://nexus.leagueoflegends.com/en-us/2017/06/ask-riot-yasuo-gets-banned/ > - He was already pretty high on our list of champions that we wanted to look at on the scope of a potential ability update > > - I want to stress that we haven’t begun investigation yet as we iterate on some other projects, but we’ll be taking a look at him in the next few weeks. I’d expect that when we’re done Yasuo will look and feel very similar to now, but with power shifted around on his kit to provide more windows of engaging decision making for his opponents, while maintaining a lot of the agile swordmaster experience he provides today. Afaik, nothing was done after that except straight up buffs & bugfixes. I just really wish that we can have a Yasuo where most of us wouldn't find him obnoxious to fight against while keeping his high skill level in a proper state. Something has to be done about it at least.
Yeah, I don't think that work ever got started then. Unless the result of it was when we condensed the Q buff window so that he can't hold Q3 on you so long in lane. I think we did Q buff duration 10 >>> 6 that time.
LankPants (OCE)
: How about trying a completely melee only iteration before removal? I've never felt like the item is obnoxious when it's used by a melee like Shyvana or Trundle, who seem like better and fairer use cases anyway. To me the item only seems obnoxious on the likes of Teemo and Gnar.
: Speaking of "annoying", is there still any news regarding the **Yasuo update**? It was mentioned back at late Season 7, and hasn't been heard since then. Was it completely scrapped?
Must have been. I've been around since quite a bit longer than then and haven't seen a Yasuo update ever start. Maybe someone said "we're looking into some Yasuo work" and after a few translations that became "Yasuo update?" Not sure. Either way, there's no current Yasuo stuff in the works.
: remove frozen mallet or buff swifty's >:(
I'd honestly be on board with removing Mallet. It makes very little sense to me to have it in the game. If people want that playstyle, they have the option of Glacial Augment at this point (though it could probably use some tuning), and with the exception of maybe Urgot, it's pretty obnoxious whenever it's built on anyone else.
Risen29 (NA)
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=2aEVxZcz,comment-id=0014,timestamp=2018-04-16T02:13:17.140+0000) > > 90% of toplane gets counterpicked by Gnar? Gnar has a 39% presence in pro in 8.6 and a healthy amount of losing solo queue matchups. > > I agree he's pretty annoying to play against for the champions he counters. So if this is a 'Gnar is annoying to play against' post, then I agree I guess. Maybe im looking at the wrong data, but season 8 spring lcs (on gameoflegends) is showing 63% presence. Hes the #2 most popular pick after Camille. It seems to me that Gnar is just a very versatile and well rounded pick. Unlike other past top ranged lane bullies you dont sacrifice the potential for initiation and tanking. So why not pick him into everything? You get ranged lane bully potential while still being a powerful teamfight tank.
That's definitely the risk with Gnar. I don't personally like seeing him be meta either for those reasons. However, we did do some changes a few patches back, and it seems his priority has fallen a bit since then, though that could be regional bias since we only have a few major regions playing on 8.6.
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=2aEVxZcz,comment-id=0014,timestamp=2018-04-16T02:13:17.140+0000) > > 90% of toplane gets counterpicked by Gnar? Gnar has a 39% presence in pro in 8.6 and a healthy amount of losing solo queue matchups. > > I agree he's pretty annoying to play against for the champions he counters. So if this is a 'Gnar is annoying to play against' post, then I agree I guess. Hey Mr.Repertoir , that is a really cute cat picture on your twitter. It would be a shame if that cute innocent cat really knew what RiotRepertoir is doing (not doing) in the world of league of legends wouldnt it?
: All those nerfs to Galio ryze taliyah for the sake of competitive
90% of toplane gets counterpicked by Gnar? Gnar has a 39% presence in pro in 8.6 and a healthy amount of losing solo queue matchups. I agree he's pretty annoying to play against for the champions he counters. So if this is a 'Gnar is annoying to play against' post, then I agree I guess.
: I'm just curious, what was the negative feedback with him being considered melee? Too much damage? Items/Runes too strong? Also, I've seen rioters say that attack speed scaling on W has been tested, what went wrong with that? If it can't crit, I can't imagine that being too strong.
It was actually more a matter of principle wherein if we broke ranged/melee expectations for champions, what's the point of the distinction and what kind of can of worms is being opened up insofar as power creep and intuitiveness of the game are concerned.
Rune Keg (NA)
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=LdyzovVa,comment-id=0005,timestamp=2018-04-14T18:27:56.787+0000) > > Yeah. Feels pretty bad. Not getting full effect from Conqueror has a similar feel. > > On the plus side, we've been testing a few new fighter items that hopefully don't need to have the 'melee only' flag on them, but it's hard to say if they'll make it to Live in that state. > > Recently I put in a change for testing where Urgot was just considered melee for the purposes of systems like these, but overwhelmingly got negative feedback on that. > > My personal preference would be that we have another split similar to how we have range / melee that describes defensive profile rather than range profile. In most cases they line up, but if for example, we had a light / heavy split, that might do good stuff for making champions like Urgot and GP more balanceable within the item system. Biggest immediate problem I can see with that, however, is that there's no immediate gameplay connection to that profile in the same way there is for AA ranges. Hey Repertoir, thanks for the info on urgot. There's something I wanted to ask you. If I recall correctly a rioter mentioned making urgot's auto attack feel a bit better. Maybe I'm just bad but I seriously have a hell of a time last hitting with him. Any info on that?
I want to do a pass on Urgot when I get the chance to improve some feels, so I'd like to do it then. He's got some really weird stuff going on that messes with his early game laning. Weird attack frame, bad base AS, atrocious pathing, among other things.
: If by "overwhelming negative feedback" you mean Maple Syrup, I suggest you at least release it to the PBE announcing it is experimental and have the community as a whole decide whether it is good or not. I've said this before but for some champions like urgot it just makes sense to be "melee"
I get that, and I don't want to get into who said what since that's not a very good path for me to head down, but it wasn't Maple. I could convince Maple most things are a good idea :p
: reppy baby can you tell me more about these items? do they do cool stuff and have neat actives? my whole self tingles with excitement
I'd love to, but it's not really my direct work, so it'd be kinda lame of me to be the one to reveal it.
: Urgot's itemization is horrendously limited
Yeah. Feels pretty bad. Not getting full effect from Conqueror has a similar feel. On the plus side, we've been testing a few new fighter items that hopefully don't need to have the 'melee only' flag on them, but it's hard to say if they'll make it to Live in that state. Recently I put in a change for testing where Urgot was just considered melee for the purposes of systems like these, but overwhelmingly got negative feedback on that. My personal preference would be that we have another split similar to how we have range / melee that describes defensive profile rather than range profile. In most cases they line up, but if for example, we had a light / heavy split, that might do good stuff for making champions like Urgot and GP more balanceable within the item system. Biggest immediate problem I can see with that, however, is that there's no immediate gameplay connection to that profile in the same way there is for AA ranges.
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=k6XY8tHe,comment-id=0014,timestamp=2018-04-11T19:59:30.623+0000) > > Zed's shurikens already do reduced damage for passing through units, which the argument here conveniently neglects. If you're regularly eating clean double/triple shurikens from Zed, it's expected to be pretty rough for you. All i ever see RiotRepertoir do is defend the utterly stupid levels of damage creep and burst in this game. No wonder the game is in such a shit state with people like this at the helm. Zed one of the highest ban rate on all servers. "Nah hes fine lets just buff the shit out of him" Kha'zix broken with a 90% ban rate on KR. "Nah hes fine, working as intended" Its hilarious how the concept of counterplay has all but been abandoned by Riot. Apparently RiotRepertoir just wants all champions to one shot you instantly with minimal effort. "Just stay 2 screens away from anyone with a gap closer or die, thats what counterplay is " - RiotRepertoir
More effective usage of direct quotes. I wish there was a way to sticky this. Regarding what seems to be your concern here, I don't think Zed's recent changes show any disregard for proper counterplay principles. In fact, I think they actually increase Zed's counterplay, by putting increased relative importance into hitting multiple shurikens when playing him. That said, Zed's damage could be higher than it needs to be. That's believable. We have been slowly buffing him up a bit lately because previously we felt he was on the weak side. If it's a bit too far, we'll surely know soon, and if that's the case, we can trim a damage number here or there. Either way, the increased counterplay is still there, regardless of his current exact tuning.
Hibeki (NA)
: The difference between Wukong and Kha'Zix were on entirely different power levels. Wukong needed buffs to be playable, while Kha'Zix was already incredibly strong, Yet still got less of a buff than Kha'Zix. So of course. When bad champion gets a big buff, and an already very strong champion gets a bigger buff, one is gonna see a much higher increase in winrate. Adding 12 inches to a 1 foot tall pole will double the length, but adding 15 inches to a 3 foot long pole is not double. Comparing the wukong buff winrate increase to the kha'zix buff winrate increase isn't fair. My comparison is valid, since you took an approach of adding scaling per level rather than just .6 ad level 1. I wasnt referring to Wukong's winrate increase at all, but rather the good approach to the buff.
Your comparison isn't valid because you ignored the parts of Kha'Zix's list that were nerfs in order to better prove your point to people that weren't fully informed of what the complete set of changes was. Kha'Zix had power funneled into his core gameplay loop and out of other powerful, but less visible things like his early clear speeds and safety.
Hibeki (NA)
: Can we stop pretending Kha'Zix wasnt seriously overbuffed?
> The buff is actually way bigger than .4 AD. ORiginally he ha 120% AD and 65% isolation bonus, now its 130% (which should be enough by itself) and 100% bonus. So thats actuallly .62% bonus ad increased for no reason. Remember wukong buff? Scaling added per level? Nah fuck that we gonna give an extra .6 at base. Ironically, Wukong saw about 3.5x the win rate increase that Kha'Zix saw. I guess Wukong was 3.5x seriously overbuffed.
Barcid (NA)
: The Zed compensation buffs made Zed worse to deal with while fixing nothing about his late-game
Zed's shurikens already do reduced damage for passing through units, which the argument here conveniently neglects. If you're regularly eating clean double/triple shurikens from Zed, it's expected to be pretty rough for you.
: My understanding is that this nerf only applies to Archangels, but not to Seraphs. This means that you get less AP from the item until you have it fully charged, where it then returns to its normal power. This is a nerf designed to make it not as strong of a rush item, which I'm 100% ok with. It's clearly meant to be the scaling item, but it's more than good enough as a rush item as well.
Kyunsei (EUW)
: Canon minion gold growth stop at 87 golds instead of 90
: What would be the scope you'd consider for Syndra changes? 8.8 is a big patch, and one of the running criticisms of Syndra has been that her passive feels lackluster in its implementation: would you consider changing the way her innate worked, or do you think it would be better to focus exclusively on a more targeted part of her kit?
Unsure. I imagine it would require some level of investigation. Her passive could be on the table; that doesn't seem unreasonable to me.
: @RiotRepertoir Syndra is ''Fine''
I just came out of a meeting where we talked about giving Syndra some help in 8.8, as well as a bunch of other things. However, we're adding some stuff to the patch that heavily influences her competition, so we'd like to see how those work out and then see if we think she still has room for some direct help after seeing how that goes. Q passive could be the thing that we should do. To the best of my knowledge, I don't think anyone here is too particularly attached to that exact passive bonus.
: @RiotRepertoir Whats the thinking behind over buffing/compensating zed but nerfing talon ?
Going to cite win rate numbers here because that seems to be what this is about. Do correct me if that's not it. This is based on early data on the 8.6 patch, at what our data analysts consider to be reasonable sample size. Talon: +0.9% WR Zed: +0.2% WR Based on that, it doesn't seem like Talon was nerfed, and if the argument is that the data is off and he was, in fact, nerfed, it seems like it wasn't by much. Zed, on the other had, suffered a nerf component to his compensation package for fear that his Duskblade comp was overdoing it while being directionally correct, so when the numbers came back and it looked like he wasn't overcomped, I felt comfortable taking that precautionary nerf away, which is what is planned for 8.7.
Lesba Zyra (EUNE)
: CG riot. You have finally destroyed midlane Zyra
Hi. I'm looking into some solutions for plant pain points. I agree they're under delivering. I think that would be a good starting point, and I'd be unlikely to start digging into everything else here at the same time, because it's likely that when plants feel underwhelming/unreliable, everything else on a kit that depends on them feels like shit on account of that. Stuff like her spells being clunky and old... seems like a personal opinion to me. I share the opinion on the Q stuff in particular, and actually Meddler does too. When we were looking into Zyra toward the end of last season, we surveyed a bunch of current and former Zyra players about which Q they prefer (expecting the response to be that most prefer the circle Q, as we did), and the results were surprisingly split, with a soft preference toward the current Q. Those kinds of polls are, of course, subject to certain biases, but even then, I'd be looking for a more convincing trend in order to consider moving forward with going back to the old Q.
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=V76c12Tj,comment-id=001e,timestamp=2018-03-29T01:48:48.503+0000) > > You're right that these changes aren't likely to fix Lux. I don't disagree. They're pretty much a stopgap until we solve underlying issues with how the best way to influence mid lane is to wave clear well. If we wanted to pull the trigger on just making her E waveclear like the meta drivers, we could, and I have been considering it. The reason we haven't is that her E is still pretty fundamentally unfair if it's also cheap or does more damage, and that adding a bunch of minion damage to it is a slippery slope that could lead to the same treatment being applied to a bunch of champions, and I'm trying to avoid that kind of approach to this. I do think there could be some merit to changing her Q speed or something, but I think that too is subject to being a buff in the "wrong place." > > I understand that is probably a more unfortunate or unsatisfying response than you'd like, but I think it's pretty accurate for now. i may not be diamond but i am a lvl 7 lux who LOVES to take her support one thing i would look into is her shield.. being able to control how far it goes out and therefore how quickly it comes back, would be a tremendous help. this may not help her waveclear but it would help with safety. sometimes u want the shield to come back faster if you are taking a large portion of damage, where as if the damage was more spread out you would throw it further.
Sorry for deflecting the problem to someone else, but I think August has been talking about doing some stuff for Lux support that may extend to her shield. He'd probably be good to reach out to to get some ideas going.
: @RiotRepertoir, I don't think these are the buffs Elise needs, please think this over carefully -OTP
She's likely to need more/different stuff, I agree. We're taking Elise slowly rather than in a big swing at this time because we are considering upcoming jungle changes that could benefit her and we could easily overswing and slingshot her to the top. I can believe these changes aren't the right changes as well. We got to the end of the 8.7 work cycle before the patch was cut and had basically a few hours to give a few champions some quick, simple power injections. If they're not correct, there's nothing about them that makes us unable to pull back on them and do something else instead in the future.
: Games are too snowbally and Riot wants to make them more snowbally
Feels like there's some false advertisement going on here. The stated goal is to make contesting and fighting your opponent in lane more valuable and available. An accepted risk point is that this _could_ cause lane matchups to be more snowbally. At the same time, a _hopeful_ benefit is that players that want to express their individual skill over their lane opponent now have more opportunities to do so because there are predictable, important times in the minion formations where their opponent feels more compelled to expose themselves to risk.
Irìss (NA)
: @RiotRepertoir I believe you are buffing Lux in the wrong place.
You're right that these changes aren't likely to fix Lux. I don't disagree. They're pretty much a stopgap until we solve underlying issues with how the best way to influence mid lane is to wave clear well. If we wanted to pull the trigger on just making her E waveclear like the meta drivers, we could, and I have been considering it. The reason we haven't is that her E is still pretty fundamentally unfair if it's also cheap or does more damage, and that adding a bunch of minion damage to it is a slippery slope that could lead to the same treatment being applied to a bunch of champions, and I'm trying to avoid that kind of approach to this. I do think there could be some merit to changing her Q speed or something, but I think that too is subject to being a buff in the "wrong place." I understand that is probably a more unfortunate or unsatisfying response than you'd like, but I think it's pretty accurate for now.
Erdamon (EUNE)
: I know I'm sidetracking once more but I'd like to ask if there's any other Rumble changes that might/will make it in the following days of this pbe cycle?
I don't think so. I believe what's on the PBE is what we're planning on delivering at this point.
: So riot is already turning back on their claim supporting offroles paired with radio silence.
The decision on this was made because the Irelia dev team felt like there was a legitimate chance her jungle performance would outshine her solo lane performance. If this was a brand new champion, that might be okay, but in her case, they thought it would be a large disservice to her current player base if they felt the champion they received with their update was no longer a solo laner. Yes, I'm aware that other champions have suffered this fate in the past. The intent is that jungling is still a legitimate option for Irelia upon release, and if it turns out to perform far worse than her solo lanes, we can buff it up to be closer to parity.
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RiotRepertoir

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