Roigaar (EUW)
: More important is the question of why nerf her at all when it doesn't match the criteria for nerfs. Criteria: https://nexus.leagueoflegends.com/en-us/2019/05/dev-champion-balance-framework/ Karma presence in competitive: https://gol.gg/champion/champion-stats/38/season-S9/split-Summer/tournament-ALL/patch-ALL/role-ALL/league-ALL/ Getting lower by the patch.
Yup. They don't want to see her at Worlds. Only reason.
Jaibamon (NA)
: Hitting Karma's Q hurts her mid and top role really hard. I would prefer her previous buffs would be reverted before they nerf her Q. I mean, wtf Riot. Please, don't leave Karma into a forced support role.
Instead, they're nerfing her base Q AP ratio from 60% to 40%... Solo lane with AP Karma is dead.
: They are nerfing her Q damage ratio from 60% to 40% for some reason I wish I knew... Literally condemning her solo-lane to hell I-...
I agree. This completly kills her AP solo lane. Nerfing her only dmg output by that much... It nerfs her waveclear too. And it's both a nerf to her base Q and RQ, since RQ is additional dmg to base Q. Even nerfing her RQ AP ratio by 20% would be better than this... They don't want her to exist.
Meddler (NA)
: Quick Gameplay Thoughts: September 13
What is the direction of the {{champion:43}} nerfs? I'm assuming the nerf is pro focused, so maybe target something that really affects pro? Maybe hit the RE movement speed? Or another type of nerf focused on RE? This one would affect solo q a lot, but maybe take off a bit of RQ damage and transfer it to W? Anything but base stat nerfs and base Q nerfs hopefully.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: August 2
Hello Meddler! This is about the {{champion:134}} buff. Please revert the 9.15 buff (lvl2/3 ultimate damage buff) and buff something else. All I thought this buff would do is increase her playrate/banrate by a little bit, which is exactly what it did, without really helping her, since all it did is: - Rarely, put even more of her damage into her ultimate, killing enemies from even higher amounts of hp with a single spell - **Often, be useless, as the damage is overkill, especially since you often use Syndra’s ulti on low HP targets.** There are many better ways to buff her. I would personally target her W, as it’s her worst spell currently. **W buff ideas (one of the following):** - Get back her W mechanic back (the mechanic that was removed early season 9) by increasing her W grab range (W1) on spheres only, and keeping the throw range the same. I know this is a buff you’ve mentioned being cautious of not putting through as it targets Syndra mains/low ping, but this mechanic was in the game for a season and a half and it was not a problem. **Currently, a lot of the times, Syndra wants to use her W on an enemy, but can't get in range to grab her sphere, and is left with an unusable spell.** - Lower mana cost: if you would like to keep Syndra’s W as her least strong ability, I would reduce the mana cost from 60-100 to 50-70, to make it a better option to max W/match its power level. The lower lvl 1 mana cost would also match the current power level of her W, as her W used to be much easier to hit while having high base damage early. It doesn’t deserve to be 60 mana at lvl 1 anymore. - Higher damage when maxed with slightly lower scaling: if you would like to increase the W damage when maxed (the buff on twitter), I would reduce the mana cost a bit too to help Syndra when maxing W (60-100 to 60-80).
Salron (NA)
: 9.9 was one of the biggest patches of this season and Riot tends to alternate between big and small patches so it's not surprising
9.9 was big I agree, and they do tend to alternate, but they said they are not doing that anymore after they tried it in s8 and it flopped. They are simply not putting much effort.
: Twelve champions receiving some manner of change (including a few substantial ones) isn't that light.
**I'm only counting 10 champions:** - Substantial changes (3): Vayne (+Rageblade), Riven, Master Yi - Random small buffs (7): Xin, Brand, Cait, Graves, Shaco, Soraka (doesn't really count, just a tiny follow-up from 9.9), Trynd Seems very light to me. A lot of the buffs are very small, (some more meaningful than others), but most of them random and filler.
Rioter Comments
: VFX Updates for Ashe, Blitzcrank, Caitlyn and Jax, plus an SFX Update for Renekton.
Hello! Love the new hand for Blitz's Q! However, when looking at the clip of Blitz using his Q, it seems a bit hard for me to see the hook clearly (idk if it's linked to my color blidness, or that the fog around the Q is distracting). I would love to see a version without the fog cluter: it would probably look less cool, but be more clear, and his Q should be clear imo. (Edit: by fog, I don't mean the light indicator on the ground, but rather that blueish mist close to the hand. The indicator looks great.)
Meddler (NA)
: Ok, put a little time into this, assumptions: 1. Desire here is to be able grab a sphere from further away as was previously possible before the recent bug fix. 2. That enables safer trading, in particular the ability to trigger electrocute when there aren't units around to throw or other Spheres than the one that just got knocked away? Increasing grab range for Spheres only does indeed allow that, though it has to be pushed pretty meaningfully to feel really smooth (~300-400 units based off a quick bit of testing I think). Can see the feel improvements that offers, pretty hesitant to make such a change though. Giving Syndra safer harass in ways that are likely better optimized at low ping and in high MMR, even if the total power in question is slight, is the opposite of how we'd want to nudge her. She's not Ryze level of challenging to balance for average players and pros, but she does have some degree of balance issues in terms of meeting needs of both audiences and wouldn't want to exacerbate any further.
1) Yes 2) Mostly yes. I would say more reliable trading rather than safer, as she can't really use W if there is no target around. Walking in range for W after a QE just doesn't work in a real game. You'll see a lot of Syndra players make that mistake, and either get punished for it or be able to grab W and throw it, but the W not be fast enough to hit during the stun. I agree with the 300/400 units to feel smooth, so that she can walk back a bit and still be able to grab the sphere, and that that kind of range increase seems scary. The problem currently is that, when using a QE combo for trades, you're left with a useless W a lot of the time (when no target is in range, and that happens quite often, more than it would seem). Then, you either: a) Don't walk in range for your W, leaving your trade pretty poor b) Walk in range of your W, usually putting yourself at risk/them getting out of the stun before you can actually hit them with the W. This happens really often in river fights, baron/dragon, when sieging... even in lane when you pushed their wave/no minions are there... and it makes it really difficult to do reliable/meaningful damage to squishies mid/late without your ultimate (lack of range is a big deal), or have good trades early/mid without a W target. The bug completly fixed that (since mid/late season 7 until 9.4, if I recall correctly), and made trades/mid-late game burst on squishies with basic abilities much more reliable/stronger. After a while of using it, I was able to make it work the majority of the time (by make it work, I mean make the QE damage + stun go off before my W). I can understand what you mean with soloq vs pro, because I have felt the frustration of getting Syndra nerfed/kept a bit below balanced for the sake of pro. On the other hand, the bug didn't seem to make her out of hand for high/very high elo, and it was there for a while. Best on champ Syndras have a lower WR% since the bug was removed, so it was definitely impactful for high elo, but she seemed pretty balanced with it. I would argue she is a bit too weak without it for high soloq right now, as she's now sitting pretty low for mains. All in all, I think it was/would be completly fine for high elo. It's comparable to a mage being able to use their abilities on a target they rooted/stunned. In terms of pro, however, it's hard to say because I haven't seen pros use it. Is it because they weren't allowed to? If they weren't allowed, then I can see this being a bit scary. In your opinion, what makes her better for pro than in soloq? In my opinion, I would say her mana issues is what's gatting her in soloq, while mostly not being there in pro because of blue. You can see in pro games her constant search/need for blue, and her low impact without it, especially this season. She's been pretty low impact in pro, despite her decently high pickrate. I think she's a comfort pick/fits in many teamcomps. I would love some work on her ult mechanics, in exchange for some leverage to her mana costs/her W. EDIT: Someone under me made a good point. Syndra can always throw a W on top of her stun trades when a target is around, what the extra range would do is just make it always possible, which is fair, since I don't think W should be gated like that. With that said, the bug had been there for more than a year, and she was never a problem in high elo with it (only buffed since the bug came along). Only thing to watch would be pro, since they haven't been using it (I don't think) in pro games.
Jalesom (NA)
: I suggest for starters that they add an indicator like Annie's to Syndra to show how many spheres she has out. This would help with counterplay. Imagine getting 6-7 spheres in the ground while walking back to lane, immediately stunning the opponent, and ulting for the kill. The enemy had no way of knowing she was at full power so there was no counterplay. It's a simple fix that solves most complaints against her over the years. Second, the mana problems although frustrating are an important part of her counterplay. Deny her blue or if your own jungler denies you blue, she is easier to play against. Her kit is about managing her spheres and mana. Cast frivolously and you've lost the game on your own. Her positioning both to her spheres, to the enemy, and to the environment also must be thought out. Put simply her play style is highly Calculated like the high skill cap Lee Sin (but in different ways) and that is why I play her. 6 and 7 sphere ultimates do happen - a lot! Just in the right players hands. Most people make the mistake of ulting too soon and then getting blown up with their abilities down. She is all about setting up her R which I agree you are teasing out in your post. There is definitely a skill cap to learn. This type of interaction for her R may work for laning phase but not for late game. She has to stay in the back and unlikely to hit her spells against their backline squishy before ulting, especially with how long it takes to get spheres on the ground. Instead, your suggestion would almost force her to hit the frontline target and E for whole team stun making her more supporty than primarily bursty. I would be heart broken if she ended up in bot lane instead of mid. You do hit on an important point regarding interactivity and skill cap. If we raise her skill cap through her interactivity instead of just flat buff's, she would be easier to balance and have more powerful moments and importantly have more counterplay. Keep working on refining your idea and coming up with new ones for her! This is an interesting and thoughtful read.
Meddler (NA)
: Ah, my apologies, I've been meaning to find the time to look into this but haven't had a chance yet. Could you link me that video you talk about here? I don't want to make any promises, but an increased grab range for Spheres only isn't out of the question.
Really happy you saw my post! Here's a link of a vid I saw that illustrates the mechanic well. It basically increased her W grab range and her W throw speed (throwing from the location of the sphere instead of coming back to Syndra) when W'ing a sphere during a QE combo. Note that, when done properly, the damage of the Q and the E from the combo still went through, as well as the stun, before the W damage coming in (procs electro). (https://www.youtube.com/watch?v=8f8eiOfKGtk) It became a very important part of her combo pattern for Syndra mains, and it felt really bad for it to be randomely taken out without warning (to be fair, it was a bug, but an interesting one). The W1 range increase on spheres would still make the combo slower than with that bug, but it would be a nice implementation of part of the mechanic.
Meddler (NA)
: Quick Gameplay Thoughts: March 27
Hello Meddler! I would really like to get your input as to the W mechanic removal Syndra received a couple patches ago. You can see a video of the mechanic in the Syndra mains reddit. The mechanic had been there for more than a year and was an important part of her combos. It was a pretty big hit on Syndra mains. I made a detailed post on your Gameplay Thoughts of March 13th. Tl dr, the proposed suggestion to somewhat offset the mechanic removal would be to increase her W1 range (W **grab**) on **spheres only**, while keeping her W2 range (W **throw**) the same.
nm1010 (NA)
: > Using quick cast with indicator is not good on Syndra, as it delays your abilities, which need to be fast. You won't see many pros or high-elo Syndra mains use them, if any. If you use combos there is literally almost zero delay on indicator quick cast because you can just fluidly press all the buttons and they cast in order. Ignoring that, you can just select what abilities to have an indicator on. Neither of which hampered me when I was playing in d1+ mmr :P > Even if you use them, holding e and putting your cursor at the edge is something you can do, but that means putting no movement input in between, which is terrible in a real game. You need to be constantly moving. You spend 3 minutes warming up to the combo, then the indicator gives you quick feedback that stops you from over shooting. > As such, EQ is definitely a skill test (moreso than QE, but you'll even see pros fail QE sometimes by casting Q out of range). Pretty sure it is nearly impossible to mess up with my method, haven't tried for well over a year though. Will look into it when I'm home. > The fact that EQ is not super reliable is part of the reason it's still in the game. Not many people use it because of it (the reward for using it is not worth the risk, being argued), and people who use it still fail somewhat often. EQ just doesn't have a ton of benefit, so it isn't used. Unless you can do the instant version of course, but nobody can do that reliably. > Putting the QoL suggested by OP in Syndra would make her more auto-pilot. Not good. Insinuating that all of her difficulty is range knowledge, nothing about combos, laning, or resource management in teamfights?
> [{quoted}](name=nm1010,realm=NA,application-id=3ErqAdtq,discussion-id=iownQiP8,comment-id=0008000100000000,timestamp=2019-03-22T19:21:24.365+0000) > > If you use combos there is literally almost zero delay on indicator quick cast because you can just fluidly press all the buttons and they cast in order. Ignoring that, you can just select what abilities to have an indicator on. Neither of which hampered me when I was playing in d1+ mmr :P> I did not know you could select what abilities to have an indicator on, I thought you could only apply to all. What's the bind key? I would like to try tbh. > Pretty sure it is nearly impossible to mess up with my method, haven't tried for well over a year though. Will look into it when I'm home.> If you can have the indicator on Q only, then I can see what you mean. Then again, the Q would have a tiny bit more delay. Pros mess up QE on stage often and never use EQ (except Bjerg a couple times, and maybe others idk), as they don't use indicators (added delay), and without indicators, it's very easy to mess up. > EQ just doesn't have a ton of benefit, so it isn't used. Unless you can do the instant version of course, but nobody can do that reliably.> You're right, there's not that much benefit, (usually only good when targets are very close to you, then it adds a bit of CC technically (the stun and the push back CC are additional instead of overlapped) and pushes them faster since you E a tiny bit faster). Technically, you could throw an EQ in lane for the surprise factor, but usually less reliable to stun. > Insinuating that all of her difficulty is range knowledge, nothing about combos, laning, or resource management in teamfights?> I did not say that, just that it's a bit less to focus on.
nm1010 (NA)
: If you use quick-cast with indicators there is almost no skill requirement in the first place. You hold e, put your cursor at the edge of e's indicator, then press q. Besides, I think arguing about making a skill cap 'easier' is kind of moot on a champion like Syndra who has a skill cap nobody has mastered anyway.
Using quick cast with indicator is not good on Syndra, as it delays your abilities, which need to be fast. You won't see many pros or high-elo Syndra mains use them, if any. Even if you use them, holding e and putting your cursor at the edge is something you can do, but that means putting no movement input in between, which is terrible in a real game. You need to be constantly moving. As such, EQ is definitely a skill test (moreso than QE, but you'll even see pros fail QE sometimes by casting Q out of range). The fact that EQ is not super reliable is part of the reason it's still in the game. Not many people use it because of it (the reward for using it is not worth the risk, being argued), and people who use it still fail somewhat often. Putting the QoL suggested by OP in Syndra would make her more auto-pilot. Not good.
: QoL - Make abilities which are casted out of range cast at max range
As a Syndra main, I both agree and disagree with this. Agree: It would definitely feel better to play. Disagree: It's part of the champions' skill cap. For Syndra specifically, it would make her QE easier, and her EQ easy instead of hard. Personally, I wouldn't want it on Syndra because of this.
Rioter Comments
: Which mechanic on her w are you talking about ? I didn't notice anything...
Not being able to use W on the sphere from a QE combo, grabbing it and throwing it out of range. You can see a video of it in the Syndra mains page on reddit.
sobi999 (EUW)
: Can we look at syndra now?
She has many W bugs and one of her W mechanic got removed last patch (by accident?, it seems) without being mentionned in the patch notes. It seems Riot is unaware of this (they don't care about Syndra) but it seems very difficult to let them know. The balance team doesn't read these posts so no clue how to let them know.
Poske (EUNE)
: Syndra is not weak at all and doesn't need any buffs. She could use a bugfix or a 2 but thats about it Syndra is so polarizing that there is no reason and never has been to pick veigar / velkoz ever (well as far as mid goes) She is a better version of both champs. Take it from a Syndra main she doesn't need buffs just try to improve your mechanics
**Veigar:** You pick Syndra for early/mid, you pick Veigar for late. Pro play wise, Syndra is better. Soloq wise, it depends, but currently, Veigar is doing better. **Vel'Koz:** Vel'koz is much more like Xerath than he is like Syndra. He has more range/AoE, she has more lockdown/single target burst. Both have different roles. Neither invalidates the other to exist. Syndra is not a polarizing champion. She has only been problematic from mid-season 6 (when Riot broke her), until mid-season 7 (because Riot had no clue how her kit worked and made her overpowered by giving her broken mechanics). The only other time she was strong was in season 4. She was weak in s2, s3, s5 and s8 (buffed multiples times in s2/s3, barely played in s5, and buffed in s8). People like to say she is ''polarising'' because of her ultimate being point and click/people getting frustrated when dying to it, when in reality, she has clear strengths and weakness, and her ultimate is the only reliable part of her kit. Also, saying she is ''not weak at all'' is not true. She lost an important mechanic with her W last patch (it was a bug, but a mechanic she used for more than a year, and not mentionned in the patch notes). She is not terrible, but she is on the weaker side. She is near the bottom of high-elo soloq this patch (and no, she is not balanced for low-elo, she's even worse there). Syndra definitely needs W bug fixes and a revert to the mechanic she lost with her W in 9.4.
Jenivie (NA)
: Syndra buff?
Her mechanic of being able to pick up her sphere during a QE and throw it back (pick it up and throw it from out of range) has been removed in 9.4 without being mentionned in the patch notes (and it's been a mechanic for more than a year). It hurt her a lot in high elo. She needs W bug fixes and she needs to be able to pick up her spheres with W (W1) from a longer range (but not increase the throw range (W2)) to help fix the mechanic that is now gone.
Meddler (NA)
: Quick Gameplay Thoughts: March 15
Hello Meddler! Need your help! There has a been an important mechanic removal recently for Syndra that has not been mentionned in the patch notes, and it hurt Syndra mains quite a bit. Could you please go look at the post I made about it in the previous Gameplay Thoughts? You must have not seen it.
Meddler (NA)
: Quick Gameplay Thoughts: March 15
Hello Meddler! Need your help! There has a been an important mechanic removal recently for Syndra that has not been mentionned in the patch notes, and it hurt Syndra mains quite a bit. Could you please go look at the post I made about it in the previous Gameplay Thoughts? You must have not seen it.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
Hello Meddler! There's a new Syndra bug (mechanic revert, not mentionned in the patch notes)! I made a post earlier today but it's pretty far down! Could you please go check it out?
: They can easily make this bug into a real mechanic by increasing the W1 range so that Syndra can grab it after doing her QE combo and keep the W2 range the same when you throw it. That way her combo will feel more smooth to play but of course, the delay will be slightly longer compared to the bug.
If you want to bump my post in the Gamplay Thoughts (through my profile) so that Meddler sees it, would be nice.
: [gameplay] can no longer W syndra balls while they are being pushed with E.
If you want to bump my post in the Gamplay Thoughts (through my profile) so that Meddler sees it, would be nice.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
**IMPORTANT NEW SYNDRA BUG!** **Need your help Meddler!** ---------------------- **Context:** For a while, Syndra mains never had a real way to use their W after a QE combo if no minion/monster/sphere were in range, as her W grab range was too short to pick up the sphere after it being pushed off her E. However, a long time ago, Syndra mains found this bug/interaction where you could W during the QE combo, which would make you grab the sphere out of range AFTER the damage/stun was applied, and able to rethrow it to have a better/more fluid damage combo (and proc electro). It has become an important part of her combos for higher elo. Note: this always seemed to be a bug/wierd interaction, as it would sometimes fail, but became an important bug for Syndra. However, since very recently, this is no longer possible. It seems this interaction was patched somewhere in 9.4 without being documented. This has hurt Syndra a lot. She's in bottom tier for high-elo midlaners/high-elo Syndra mains (even worse in Korea). --------------------- -------------------- **The problem:** We're not asking to put the interaction back, as it was a bit wierd/sometimes wonky. However, the problem this patch is that she's back to having this awkward time where she can't use her W in combos after a QE if nothing is in range, making her combos much worse in those cases. (A lot of times, you'll see some Syndra players walk in range to W after a QE, which will result them into being out of position and being punished). **Solution/Proposed change:** Increase her W **grab** range (**not throw** range) for SPHERES to 1150. (1150 instead of 1100 (sphere distance after QE) so that she could walk away slightly after doing her QE and still be able to grab the sphere). - This would not change the grab range for minions/monsters/pets, so no problem with that. - ONLY the grab range (on spheres) would be increased, not the throw range, so Syndra doesn't get more reach This would bring back a more fluid QEW combo. Note that it'll still be slower than what it was with the bug (the sphere didn't go back to Syndra with the bug, and you could throw it out of range. It was very quick). ------------------------- --------------------- --------------------------- **Other bug fixes:** Syndra has had new/lingering W bugs since her season 8 bug fixes. **1)** An old bug that has never been fixed, Syndra sometimes cannot throw her W if she grabbed something and got displaced afterwards. **2)** New bug since season 8: if a minion is really low and Syndra grabs it with W, she will instead just instantly kill the minion and get minion gold, and her W goes on CD (instead of grabbing the minion). **3)** New bug: If Syndra grabs a minion that is pretty low and was under fire of other minions, and throws it quickly after grabbing it (0-2s), and the minion dies from her W killing it, she will not recieve minion gold. Would be nice to give these bugs attention. #2 and #3 should be easy fixes, as they were introduced from your last set of bug fixes.
: They can easily make this bug into a real mechanic by increasing the W1 range so that Syndra can grab it after doing her QE combo and keep the W2 range the same when you throw it. That way her combo will feel more smooth to play but of course, the delay will be slightly longer compared to the bug.
Yes, 100% that! That's what I was thinking to suggest to Meddler tmr! (Except I'm gonna precise to increase W1's range on spheres only).
: [gameplay] can no longer W syndra balls while they are being pushed with E.
Yes, exactly! I'm going to mention it to Meddler in his Gameplay Thoughts tomorrow (was gonna do it friday but he didn't post). It was patched in 9.5 without being mentioned for some reason. Hurts Syndra a lot.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: March 6
Thoughts on {{champion:238}} {{champion:157}} {{champion:412}} {{champion:517}} {{champion:134}} for 9.6? {{champion:238}} : Seems a bit overbuffed. He's even one of the best performing midlaners, even in high elo, if not the best. {{champion:157}} : Seems clear now that he needs a bit more than the 9.4 nerf. Maybe +50% on Q crit. Maybe shield passive moved to W. Would be a good time for a small rework. {{champion:412}} : Still way over the top as the clear best support in the game. {{champion:517}} : I don't know if he's flying under the radar, but he seems overtuned, both in pro and soloq. {{champion:134}} : Needs a bit of help in soloq, and is not dominant in pro currently, so can do. She's very mana dependant, and in pro they fix that by always giving her access to blue. A help to her late game mana costs would help without pushing her in pro. (Also W bug fixes that have been there since last years' bug fixes). (Edit: With the Conqueror nerf in 9.5, I think the duration on ranged champions should be reverted to 3 seconds. In 9.4, it was niche on {{champion:69}} {{champion:268}} , but now it's just gonna be bad on any ranged champion, unless that's intended. 2 seconds is really short).
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: February 15
Wait, am I reading this correctly? Neurocat is not working on her anymore? She's back on the back-burner? I mean, of course I'm happy those changes aren't being pushed, but that doesn't mean work on her stops?! This is the second year she was supposed to get something, and this time, you really confirmed she was getting something early this season. Really frustrating. Why do you not get someone who actually plays Karma to work on her? Someone who can understand what is healthy and what is not healthy on her (aka, not more damage on upfront RQ), and someone who actually cares? She does not need some random gimick, she just needs a new useful W ability that actually fits her kit, similar to the Ezreal W rework, and maybe a new passive, with a modified version of her current one put on her actual R. Please stop leaving us hanging. Why is she never a priority?
Rioter Comments
Rioter Comments
Psyrix (NA)
: Syndra is in a pretty fine state... she is a lane bully again, that 20 base dmg increase to q was quite strong, she’s a champ that takes skill to fully bring out her potential and really has no true counters. Syndra will always be a staple in proplay because her kit is pretty flexible, DPS with q, zone control with the balls already in the map (what with their synergy with e) and a single target Nuke. A good Syndra is hard to play against and she’s incredibly fun to play. Her damage is low if you are unable to consistently land skillshots and/or if u’ve dramatically fallen behind itemizationwise. Mobility hurts, yes, but she’s equipped to deal with it tbh. (E, Q combo first knocks back, then stuns... tho it is harder to do)
> [{quoted}](name=Psyrix,realm=NA,application-id=3ErqAdtq,discussion-id=2edGZ2dn,comment-id=0000,timestamp=2018-12-23T15:05:40.653+0000) > and really has no true counters. That's not true. Champs like {{champion:105}} {{champion:245}} are true counters, because they deny any possibility of Syndra making a play on them level 6+ (by making her R useless with fizz's E/Ekko's R). If Syndra goes in on Fizz, he either E's her ult (fully denying it and putting it on cd) or goes in on her. Fizz can also go in on Syndra level 6+ anytime he wants. If Syndra goes in on Ekko, he R's her ult (fully denying it and putting it on cd) and gains all his hp back from recent damage, aka her settup. Like Fizz, he has all the kill pressure on her, as his E goes through Syndra's E. As the game goes on, they have more and more kill pressure on her, while she has less and less. These champs, among others, are constantly picked against her. {{champion:105}} {{champion:245}} are terrible matchups for Syndra (true counters). {{champion:26}} {{champion:101}} {{champion:161}} are also bad matchups for Syndra (Zilean's ult, and the range/poke from the other two is too much). All of this is supported by stats, showing her bad winrate against those champs throughout multiple seasons.
: Nerf a champion and give a terrible reason to go along with it.
{{champion:83}} Damage of Mist Walkers toned down. Top laners have unearthed Yorick as a dominant pick, in part due to the threat of his Mist Walkers. Players who understand the Mist Walkers' behavior and actively play around it avoid a lot of damage, while players who don't find themselves digging their own graves. We're toning down the damage of Mist Walkers to decrease his low level pubstomp potential.
Meddler (NA)
: Quick Gameplay Thoughts: November 30
> One tactic we’re going to look at for a number of them is giving more starting MR, reducing their vulnerability to harass in lane and magic damage based burst early/mid game. Can we stop pretending that all-in supports aren't the meta right now? The highest playrate supports are (plat+, lolalytics) {{champion:412}} , {{champion:555}} and {{champion:12}} (25.7%, 14.9% and 10.1% respectively), who also have some of the highest banrates for supports and high winrates for their kind of playrates. Playing a marksman feels terrible against them. If you nerf them, and their playrates go down, it would help marksmen much more than helping a bit against {{champion:63}}, {{champion:143}}, {{champion:99}} and {{champion:161}} support. If you still don't want to nerf them for some reason (even though I think it's absurd they're allowed to stay in their state), then increasing the base hp of those marksmen would be better. Helps against all-ins, and indirectly helps against magic damage poke as well.
: Why was galio nerfed? lol
(This is coming from someone who thinks the balance team has been doing really bad in season 8; don't get me wrong, I'm asking the same ''wtf'' questions at many things from them right now) Howeverrrr: 1) Galio was nerfed because he needed to be nerfed (at first for both soloq and pro, then overnerfed in soloq because of pro). There are changes on the PBE aiming at reducing that gap. 2) ''500 base dmg passive'' - It's 120 - 520 dmg based on level. Please don't list her level 17/18 value as if it's always that. - She is recieving a damage reduction in the rest of her kit (W and R) - It needs to have high damage because it's really slow and would be bad if the damage was low (could be ignored most of the time if the dmg was low, when it's meant to zone) 3) Aftershock Liss isn't really a problem: it's good right now because it counters a lot of the midlaners right now. Whenever the meta changes, she won't be that good anymore. Aftershock is also what carries Liss right now in the meta. If there's anything to nerf, it's the keystone.
Jango Mage (EUNE)
: Would you look at that? Aurelion's winrate is below 50% now!
Maybe it's finally time to address his stupid level 1-3 and buff his kit in other parts of the game.
D357R0Y3R (EUW)
: Irelia movement speed should be 325
Ok, imma have to state some information on this post (this is coming from someone who thinks Irelia should be nerfed further). ----------------- ----------------- **1)** Talon's ms was reduced to 335, not 330. Talon and Irelia share the same ms at the moment (335). It's low enough for a melee champion of their kind. Less than 335 ms for a melee champion would be entering the terrirory of : {{champion:12}} {{champion:427}} {{champion:79}} {{champion:53}} {{champion:111}} {{champion:82}} and {{champion:555}} . Neither Talon or Irelia should be there. ------------------- **2)** "you shouldn't give her 335 base ms, but 325 base ms like all ranged mage and adcs (majority)." 325 base ms is not like the "majority" of all ranged mages and adcs. - About 18 ranged champions (around 15 (+-2) being mages or adcs) have 325 ms. - About 50 ranged champions (around 42 (+-3) being mages or adcs) have higher than 325 ms. Around 15 out of 57 is not a majority. So, even for ranged champions, 325 ms is low. Irelia should have higher ms than that.
Meddler (NA)
: Quick Gameplay Thoughts: October 26
**Thresh:** Are you looking to nerf Thresh in 8.22? He seems really out of line to me. **Pyke:** PBE changes look like they'll force Pyke to build at least one lethality item (so no more fully tank Pyke), but it seems to be buffing lethality Pyke way too much. The lethality ratios on passive (+ 80 health per 10 AD, maybe a bug) and the W lethality ratio (it's a slight buff at even just duskblade, and way too much at 2+ lethality items (cap should be lower or ratio should be lower)) seem way overtuned.
: Karma Gameplay Change Preview
Hello NeuroCat! Seems like a unique direction indeed! Can't wait to try it on PBE, hopefully in a month or two. **I have two questions regarding the rework:** **1)** Are you considering giving her a 550 aa range (from 525) with passive change? It would be more standard for her kind of champion and be closer to her W range. **2)** Thoughts on making her **basic** Q have: - Lower damage/be wider/slow less the closer she is to the target - Higher damage/be thinner/slow more the farther she is from the target? It could look like she's ''gathering energy'' around her at initial cast (hands coming from far apart to touching eachother), start wider than live and end thinner than live. The closer you are to the target, the more AoE potential, and the farther you are, the more slow/damage potential, at the cost of being harder to hit.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: October 19
Any plans to nerf Thresh for 8.22? He looks really out of line in soloq. Personally, I don't feel rewarded enough for dodging his Q in lane (he doesn't run out of mana, and it comes back too early for that kind of ability early game). Maybe revert the Q cooldown buff and set his Q mana cost to 90 but make it refund X mana on champion hit?
Done25 (NA)
: > [{quoted}](name=Sir Rouge,realm=NA,application-id=3ErqAdtq,discussion-id=J7hRvQnB,comment-id=00000000,timestamp=2018-10-14T16:06:28.074+0000) > > **1)** Nami's base healing got toned by 5-25 hp, not 15. Oops, finger slipped. That's my bad. @_@
Np! (Side note: they are giving a small nerf to Alistar at least.)
: So Riot FINALLY touched Karma, but in a completely wrong way
It's just a buff to hold on until or soon to come rework (probably in a couple months). The increased root duration will help. There are two ways to look at it: 1) Either they made the root easier to hit, but kept the power of the root the same, or 2) Make the root more powerful, but keep it as difficult as it is to hit. Both ways are fine. The way they chose helps land w into RQ (both procs) against champions with dashes. Also better self peel/utility as a support.
Done25 (NA)
: Probably because there are *several* champions who are doing better than those two in bot lane? Such as Nami, who just had her base healing toned down by 25 hp, and Sona. Each having a 53% and a 54% win rate respectively.
**1)** Nami's base healing got toned by 5-25 hp, not 15. **2)** Sona and Nami are way easier to play, they always had well over 50% winrates when balanced. **3)** Sona has a high winrate of 53% because she **only has a 3.6% playrate** plat+ (3.3% diamond+) and is the **easiest** support to play in the game. She is doing fine, but not meta **at all**. Incomparable. **3)** Nami is the only one competing with the other two. She's still easier to play and has a good baseline kit, making her winrate 52.2% plat+. Her last nerf was enough. **4)** Compare Nami to Thresh (Nami being the runner-up best support after Thresh, Ali and Pyke), Thresh still has a **higher winrate** as the **highest skill cap and skill floor** support in the game, and more than **DOUBLE** the playrate. Incomparable. Thresh, Alistar and Pyke are top 3. You see it in Worlds, you see it in high elo, you see it in the overall meta, and any pro will say the same.
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Sir Rouge

Level 162 (NA)
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