: Katarina does get affected... Her E gets stopped by grounded effects like cassiopea and singed...
Although Katarina is affected by the "grounded" type of CC, Poppy would have no way to apply it to her, since Katarina has no dashes in her kit. This change is saying that the "grounded" CC only applies when Poppy stops an enemy with her W (in other words, when she blocks an enemy dash).
Meddler (NA)
: Quick Gameplay Thoughts: June 20
Hi Meddler, I think the direction you guys are taking with the Sona nerfs is a reasonable one, since the nerf mostly targets Sona in the carry role. I do have a slight concern, though, that this would feel a bit bad for some Sona players, since they like to build Sona as more of an AP carry in the support role, similar to Brand, Zyra, or Lux, and not so much as an enchanter support. I had made a post on the boards a few days ago suggesting another path for nerfing her in such a way that, in my opinion, wouldn't really feel too bad for any Sona player, but would probably lower her win-rate a bit and require a slightly higher amount of skill to execute properly: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/EkzJXiNY-how-to-nerf-sona I'm not sure that you'll ever actually see the post, but if you do, I'd love to hear some feedback on it. :)
: I'm seeing this issue with alot of strong champions where riot tries to balance powerful kits with big hit boxes....sona, aatrox and hecarim come to mind. The main issue with Sona is her laning phase is actually pretty decent and her Q poke when practiced is quite safe/powerful. And her scaling aura touch is quite powerful too. However what really puts her leagues ahead is that her ult is an AOE nuke stun. Being able to say "sit" to an entire team REALLY powerful, especially when you consider that she can position herself with flash to guartunee the stun lock on prime targets (usually hitting 3 or more people) for 1.5 seconds. If Sona needed any tuning, I would say making her ult smaller or longer cast time. For reference, Leona ult has about 1/3 the size of Sona ult (not to mention the stun isnt guartuneed) and the delay is 1/3 the cast time of Leona ult.
Sona's ult is indeed pretty powerful. I think it's a bit hard to compare Sona's ult directly to Leona's ult, though, since Leona's kit as a whole works really well with Solar Flare as her ultimate. I agree that in terms of reliability, Crescendo is the better hard-cc ability, but because Leona has so much follow-up cc in her kit, Solar Flare works just fine for her. That's interesting that you say that Sona has a good laning phase from your experience. In my experience, I think she's pretty punishable, but you may be on to something. Considering how well she scales into the late game, it could actually be appropriate to nerf her laning phase a bit too.
: I mean, that's interesting, but I'd like it to have more range then, so that you don't have to be literally inside of Sona's hitbox to get the best heal, and Riot'd have to redo who the heal chooses to make it not heal stupidly (Because it healing the lowest-health champ but them only getting like 5% would be fucking stupid). And Sona should either be able to increase the tier of the buff by getting closer (so if it starts off with 75% but I close the distance a bit more it goes up to 90%), or the threshold needs replaced with a smooth scaling (So that it goes down to whatever minimum percent at max range and is always proportionally stronger the closer you are to her, rather than it just being 75% at 300-400 units out and 90% at 200-300, with no 85% ever used). Both at the same time might end up problematic coding-wise, but one *or* the other should be fine.
I agree that it would be a pain for them to change how the heal works, but the heal in her kit is actually a separate thing from her auras. The aura for her W ability only produces the AOE shield, so I think it would be fairly easy for Riot to tune that with the changes that I mentioned and leave her heal untouched.
Rioter Comments
: A better solution would be to have it turn off completely in the vicinity of an ally who has an income item, in the same way it doesn't work if there's no ally in the vicinity.
Yeah, that solution sounds a little more elegant to me too.
Rioter Comments
D357R0Y3R (EUW)
: Anyone realized that Jinx has 55% win rate and 18% pick rate?
I think the main issue is that she's coming out of laning phase unscathed a little too often. She's built to scale really hard, which is fine, but it seems that her weak point in the early game isn't quite weak enough, allowing her to reach her items spikes around the same time as her opponent, which benefits the Jinx player a lot more. I think increasing mana costs on zap and lowering the attack speed bonus from pow-pow at early ranks would be a good adjustment.
: Sona's Ultimate with Tritanomaly
I wouldn't recommend buying DJ Sona solely for this reason, but the concussive form (the red form) of the skin has a lot of zigzag patterns in her ultimate, which might make it easier to see.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
Good sir Meddler, in your expert opinion, who do you think weighs more - Kayle or Morgana? It's extremely crucial that I know this information as it will probably boost my rank by at least 3 divisions this season.
: Kayles Design Poll
Not that I disagree that Kayle might need a bit more work, but at this point in order to address the pain points that people are bringing up, Rito would need to change the model itself and not just update the textures. This means updating animations too, which would probably significantly setback Kayle's release date. Some people may say that that's worth it, but I kinda want to play the new Kayle sooner rather than later.
Maybe a slightly unpopular opinion, but I think Kayle looks phenomenal. Granted, I think the new animations for Morgana look a bit better than those of the new Kayle, but Kayle's update is still light-years ahead of what's currently on live servers.
: Patch 9.3 notes
I'm very much excited for how this patch will shake things up. It seems like some of the bigger offenders for making the game a bit too snowbally are getting addressed, and the new crit-item builds are going to make a lot of Marksman feel a lot better to play. GJ Rito on this one. Looking forward to it. :)
: {{champion:37}}
But... but your most played champion is {{champion:25}}
Meddler (NA)
: Quick Gameplay Thoughts: January 30
Hey Meddler, I have a very challenging and critical gameplay question - To your best knowledge, about how much would you estimate an average adult Yordle weighs?
Meddler (NA)
: Quick Gameplay Thoughts: January 16
Hey Meddler, how much does an average adult yordle weigh?
PhRoXz0n (NA)
: Crit Item Explorations Part 2
- {{item:3046}} seems a bit worse for most users, although I like the idea of having a burst-resistant zeal item. - {{item:3094}} {{item:3087}} {{item:3085}} are pretty good, but only having 75% crit chance after 2 zeal items and an IE might feel a little bad. - {{item:3031}} seems like a good middle ground between current ADC state and old ADC state, potentially a little on the weak side though. - {{item:3508}} seems really nice. I like the idea of having to commit to a 4th item to get 100% crit. - {{item:3161}} might be a little too broken on certain champions {{champion:67}} and not useful at all on others. - {{item:3036}} I like it - {{item:3033}} Nice
: 2019 Needs Damage Toned Down, Developers Being Held Accountable, & Work Done on Mistakes
While I don't disrespect your opinion on how Riot is prioritizing balance and updates, I feel a bit obligated to point out that the "developers" of League generally aren't the ones responsible for the decision making; that likely falls on the various team leads, executives, and game balance team.
: Neeko's transistion from creepy to cute is disappointing to find out.
Personally, I'm sick of all these panders. I know they're clumsy and lovable, but I think we should just stop giving them bamboo, and let them go extinct.
: Some thoughts on more dated female champions, from a girl
These concept arts are fantastic. I don't think it's any secret that the reason why the older models for female champions are a bit mis-proportioned was so that the game would have extra appeal to a largely male audience. Now that the game has matured significantly, though, there isn't a need to rely in that sort of appeal, and I agree that more realistic models that match the champions' lores should be implemented. Have an upvote.
: My Winrate since 8.23 as an AD main
Item-scaling marksmen have very little agency in the current meta unfortunately. I think you're right that dark harvest has had somewhat of an impact on that, but I think that other factors, such as a lack of enchanter supports being played and delayed power-spikes in marksmen itemization also contribute. I would recommend playing mages in the bot-lane for the time being, since they synergize pretty well with all-in supports. For those who disagree and think that marksmen have sufficient agency in the current meta but don't usually play in the bot-lane role, I would highly recommend playing 10 - 15 games as a crit-based, item-scaling marksman to at least be able to make an informed opinion.
Rioter Comments
: I hate to have to clean a ward on the dragon pit and Cinderhulk cause the dragon to attack me. {{sticker:sg-poppy}}
Unfortunately, that's what happens already. {{sticker:sg-soraka}}
Rioter Comments
: What the fuck is wrong with Yi?
It's not so much that Yi is unbalanced, he just isn't balanced in an interesting and "feels good" way. The only real counter to Yi is hard CC, which if you land it, is really effective. This feels really bad for the Yi player, since he / she gets locked down and can't contribute at all. On the flip-side, if you fail / miss your hard CC, Yi likely will get several kills due to his high, easily-accessible damage output and reset mechanic. Everything kinda hinges on hard CC-ing the Yi, and there's not much middle-ground which I think is both uninteresting and potentially feels bad for both sides.
Meddler (NA)
: Quick Gameplay Thoughts: September 14
It'd also be interesting to also see the median number of games played per champion (as opposed to the average), and be able to apply that to that champion's mastery curve instead. If for example, a champion typically has a pretty low number of games played on them for most players, but also has a larger number of players one-tricking that champion compared to other champions, then the players one-tricking that champion will inflate the average to be higher than what you'd typically come across. In this case the median would give you a better idea of the likelihood of a player's mastery over a champion when you come across that champion in-game.
: > [{quoted}](name=WhiteAcres,realm=NA,application-id=yrc23zHg,discussion-id=63chg3BJ,comment-id=0030,timestamp=2018-07-31T22:03:26.795+0000) > > Hi there, > > I work in network security, and I had a bit of a curiosity around DDoS. Because Riot is a large / popular company, I'd imagine that you guys have to mitigate a lot of DDoS attacks, but due to having your main service be an online game, I was wondering - Are the nature of the DDoS attacks that you guys see a bit different than those targeted towards a typical web-service company? I would guess that maybe a lot of your traffic is in the form of UDP packets, and you wouldn't be as susceptible to something like a SYN flood attack or something like that. We don't talk about those :D :D :D
> [{quoted}](name=Riot LasIow,realm=NA,application-id=yrc23zHg,discussion-id=63chg3BJ,comment-id=00300000,timestamp=2018-07-31T22:10:37.309+0000) > > We don't talk about those :D :D :D Fair Enough ;)
: Riot Direct AMA!
Hi there, I work in network security, and I had a bit of a curiosity around DDoS. Because Riot is a large / popular company, I'd imagine that you guys have to mitigate a lot of DDoS attacks, but due to having your main service be an online game, I was wondering - Are the nature of the DDoS attacks that you guys see a bit different than those targeted towards a typical web-service company? I would guess that maybe a lot of your traffic is in the form of UDP packets, and you wouldn't be as susceptible to something like a SYN flood attack or something like that.
Meddler (NA)
: Quick Gameplay Thoughts: July 27
Hey Meddler, thanks for offering insight as to why the meta feels the way it does. I know there are a lot of armchair game designers around the boards (including myself sometimes), which can make posting explanations and internal thought processes a bit discouraging, but having this insight and transparency is very valuable, so thanks for that.
Meddler (NA)
: Quick Gameplay Thoughts: July 6
> In terms of time frame, we'll probably have a clear enough read on whether the gameplay's solid pretty soon Oh it'll be solid all right.... because everyone will be frozen statues. {{sticker:vlad-salute}}
Meddler (NA)
: Quick Gameplay Thoughts: June 29
Hi Meddler, I believe you mentioned that you would be monitoring the performance of AD assassins in the latest patches. Do you have any additional thoughts on them at this time? (e.g. How well they're doing compared to other classes).
: Who do i main to be a one trick player? (One trick responses encouraged and welcomed!)
I've been on a {{champion:78}} binge for a while, but not in the top lane. Her high early damage and all-in potential make her a very fun support and jungler. She's also very easy to play, her combos are quite satisfying, and shutting down someone's assassination attempt or engage with your dash-blocker feels great too. Would very much recommend.
Fearless (NA)
: Cursor Update on PBE
I like the new sharp, angular cursor design as opposed to the old glove cursor - it seems like it will allow for some more precise clicking. That being said, I think the small dot at the base of the cursor changing colors isn't a noticeable enough difference when hovering over allies / enemies. I'd probably prefer something more along the lines of the entire cursor turning slightly red or blue rather than just the dot at the bottom. Looks pretty good so far though! {{sticker:slayer-pantheon-thumbs}}
Meddler (NA)
: Quick Gameplay Thoughts: May 30
Hi Meddler, Have there been any recent thoughts on potentially enhancing the PBE matchmaking to be closer to the live game experience? (I realize that this would probably be a pretty significant development effort.)
: He can ult targets even if they're above the execute threshold. Yep. Nope.
Much appreciated. {{sticker:slayer-pantheon-thumbs}}
: PBE Chat with the Playtest Team - 8.11
A few quick clarification questions about Pyke's Ultimate: * Will he only be able to target an enemy champion if he/she has low enough health to be executed? * Can the execution be stopped by invulnerability spells? * Will Pyke still be able to get the 20 second reset window if his execution is stopped by invulnerability?
Fasmodey (EUW)
: Pyke, the Bloodharbor Ripper
So what's the exchange rate from Bonus HP to Attack damage for Pyke? Is it 1 to 1? If it is, then that sounds like it could get a bit crazy after a few items. A single {{item:3022}} alone would be granting him an additional 730 Attack damage, and Wild Growth from{{champion:117}} would be a huge AD steroid for him as well. Also might I ask how his ultimate execution threshold scales? Does it scale off of his total AD?
: I'm out of the loop, did someone stomp with Poppy in pro play?
I can't really speak for top-lane, but I play a lot of Poppy jungle, and I think I can see where the initial decisions were coming from. One major advantage that some of the other tanks have over Poppy ({{champion:516}}, {{champion:57}}, {{champion:12}}, {{champion:111}}) is that they all have strong reliable engages whereas Poppy's engage has been historically more situational (i.e. if a priority target was positioned next to a wall), but Poppy also has a bit more burst potential against squishies than the other tanks do if she's able to connect the wall-stun. Changing her ult so that she has a more reliable engage fixes what she was lacking when compared to other tanks while still retaining her high burst potential, and in fact it even gives her a little more burst-damage after level 6; thus, the designers probably wanted to play it safe and hand out a few compensation nerfs so that Poppy didn't have too many strengths going for her. After some time on live, though, it seems that her play-style is still situational enough so as to not warrant some of the compensation nerfs, so they're starting to revert them. I don't think this was at all recklessness on the designers' parts.
Elohaven (NA)
: Why was Poppy nerfed when she had a winrate less than 50%?
I can't really speak for top lane, but I play Poppy in the jungle an awful lot, and I don't think this was overall a nerf. If anything, the change to her ultimate was actually a decent buff since she now has a reliable engage for her team which she didn't have before. Additionally the buff to her E range makes her ganks a bit better.
: Upcoming Jungle Changes for 8.10
Do you think these changes will negatively impact the relevance of somewhat untraditional tank junglers? I personally very much appreciate the fact that certain super tank champions such as {{champion:14}} , {{champion:78}} , and {{champion:111}} can clear fairly effectively using cinderhulk in the current system. Due to their somewhat sub-par first clear in comparison to other junglers, though, I feel like these changes are going to kind of shove them out of the jungle.
Meddler (NA)
: Quick Gameplay Thoughts: April 27
Hey Meddler, Are the recent changes for {{champion:78}} that were on the PBE going to be shipping in 8.9? Do you happen to have any insight as to what sort of impact those changes were having on her early, mid, and late game based on internal testing?
: I can give some context about Poppy. Over time as she's been nerfed/buffed since release, she's generally had her utility stripped in favor of straight numbers buffs in terms of durability, speed, and damage. This has led to her being a stat-checking tank that doesn't really have the tools to support the play pattern of a stat-checking toplaner - the best tank example of that is Ornn, who (like Poppy) has some windowed damage but has enough consistent threat/uptime to back up that pattern, whereas Poppy's damage is more contextual/unreliable and she's much more limited in her ability to win battles of attrition. In an ideal world, Poppy would be more about chip trading/utility rather than raw durability/speed/stats in general, and this changelist is intended to shift her back more towards those strengths rather than the ones she has on live. Specifically on the R change, that's a straight utility buff that's also intended to help make up for her lower overall numbers since it allows her to guarantee another Q hit while the target is airborne, plus potentially an extra autoattack (just from Poppy, and more from her teammates in many cases). It is often quite a lot of extra damage as compared to Live Poppy. EDIT: I've also just realized that there's a line missing from the PBE data pull websites (it's on PBE, just doesn't seem to be listed correctly): Poppy's passive has +50 range on this changelist.
This makes a lot of sense to me. This essentially gives her a more potent burst and a more reliable engage for her team. Hitting the speed and tankiness on her W seems to be appropriate compensation for the R buff.
: PBE Chat with the Playtest Team - 8.9
One of the more common builds on {{champion:37}} (at least from what I've seen) has been starting{{item:3303}} and then getting {{item:3070}} on the first or second back, since it helps her very mana-hungry play style, but seeing as both of these items are receiving mana sustain nerfs, I feel like she might end up being in sort of a weak state. Are there any plans to compensate {{champion:37}} with some additional base mana regen similar to the other mages?
T3T (NA)
: What changes? I didn't notice any on patch notes for PBE. What did they change?
From https://www.surrenderat20.net (Pardon my lack of formatting) Poppy - Movespeed lowered from 345 to 340 - Steadfast Presence (W) --- Movement speed lowered from 32/34/36/38/40% to 30% at all ranks --- Armor and MR lowered from 15% to 10% - Heroic Charge (E) --- Range increased from 425 to 475 - Keeper's Verdict (R) --- [Effect Changed] Uncharged Keeper's Verdict knockup duration now .75 seconds at all ranks --- [Tooltip Changed] Now notes: "Enemies hit with a charged Keeper's Verdict are untargetable." [this means uncharged targets hit are no longer untargetable!]
Rioter Comments
MXSGamer (EUW)
I don't think that Caitlyn's W is a knock-down, only a root. As such, it won't interrupt dashes or gap-closing abilities, such as Poppy's Heroic Charge (E). So if Poppy target's Caitlyn with her E and moves over Caitlyn's trap after Heroic Charge has already been activated, then she won't be rooted/CC'd by the trap until after the move is complete.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: March 30
Hey Meddler, are there any upcoming changes being considered for stealth assassins? (Particularly Shaco and Kha'zix). I'm probably a bit biased because I play some squishy supports, but it seems like I don't have much opportunity to defend myself or my teammates after they get rolling.
: was Supercakes joking about Ahri getting a new skin? {{sticker:sg-miss-fortune}}
Yes, I believe she mentions that she was joking about Ahri a little later in the video.
So if she's a brunette, how does she eventually get her red / pink hair that we see in game?
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