: TFT shares low priority queue from League, but doesn't count as a game played
it fixed itself, I guess it just took a while to update
Rioter Comments
: Hey Meddler, could you please show [this thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/O33ggErA-what-karma-needs) to whoever is working on Karma? Thanks xD
> [{quoted}](name=IcebornKing,realm=EUW,application-id=A7LBtoKc,discussion-id=EOVcvy54,comment-id=0009,timestamp=2018-07-04T15:48:00.346+0000) > > Hey Meddler, could you please show [this thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/O33ggErA-what-karma-needs) to whoever is working on Karma? Thanks xD Anything on Karma would be highly appreciated, it feels like nobody has known what she is supposed to be for quite a while
Meddler (NA)
: We're looking at reducing some shields to 2.5, not all. Janna, Karma, Lulu and Ori are the main cases we're considering. No immediate plans at least for others like Shen, Morg etc though that could change.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=U7Wmwcoo,comment-id=00050000,timestamp=2018-06-01T15:30:53.829+0000) > > We're looking at reducing some shields to 2.5, not all. Janna, Karma, Lulu and Ori are the main cases we're considering. No immediate plans at least for others like Shen, Morg etc though that could change. Could you consider only nerfing ally shield duration, not self shield? I agree it's quite oppresive when an entire team can vomit their shields on their adc, but in the solo lane karma/ori/lulu rely on getting their full shield value off, especially Karma because she often uses e for the movement speed a second before even taking damage.
Meddler (NA)
: Quick Gameplay Thoughts: February 28
Any chance a rioter could take a look at some champion's adaptive bonuses with no stats? Specifically Akali {{champion:84}} gets ad at level 1 with a doran's shield start which is pretty annoying for her q
Meddler (NA)
: Quick Gameplay Thoughts: November 17
Akali got hurt pretty badly with the new runes, specifically losing her flat stats has made it much harder to push waves before first back. Before you could q>q2 e a range and then aa2 e a range and then e a third time, now you just can't. Could you buff her e base damage early?
: As this is not live yet, Please post all PBE related Question/Concerns here https://boards.pbe.leagueoflegends.com/en/ Thanks :)
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: September 15
>We're taking a look at some possible Galio changes at the moment. Goal with those would be to focus a bit more on some of what makes him distinct from other tanks (anti magic damage focus, AP building), Would you consider enemy ap scaling like old veigar r?
: Warning: frank discussion incoming. One of the things we haven't talked about a lot with you guys, but which should come as no surprise, is that Riot does make revenue on runes, which we ultimately invest back into League to make the game better. This is indirect revenue, because it comes from players purchasing champions with RP since they don't have available IP to get those champions, since some of that IP goes towards runes. Freeing up rune IP (in the absence of any other changes) would let players buy a bunch of champions and spend less RP overall. Now we *are* making some other changes to the system, but overall, Riot is losing money on this deal. Potentially a lot of money. This was something we had to talk about a lot internally, but everyone was ultimately behind the decision, all the way to Tryndamere and Ryze. I don't want to make too big of a deal out of this, but if we seem cautious with some of our decisions here, this is part of the reason why. (Another big one obviously is that we are taking a gamble by overhauling such a core part of the game for something that we believe will be better.) We are making the new runes free because we believe 1) That it's the right thing to do for League and for League players, and 2) Our business model has always been to make a fun game that players want to keep coming back to year after year. Runes Reforged is a long-term bet on League of Legends (and Riot for that matter). If we thought that Rune Pages made no sense with the new design and risked feeling like a cash grab, we would absolutely just kill them as a feature. But we have found they are useful with Runes Reforged, just less mandatory than they were before. Definitely open to discussion on this topic however.
When I bought a rune page, I paid for _the ability to have more choices going into a game because I couldn't edit during champ select_ . With the new system, my purchase being carried over does not give me that anymore, in any way
: Edit: I think Ghostcrawler actually has a much better answer to this than what I originally posted: https://boards.na.leagueoflegends.com/en/c/developer-corner/RlNQkO39-buying-runes-between-now-and-preseason?comment=0043 ~~What you're saying makes sense. Like these pages *feel* like they're worth less, even though the change we're making to them is basically a straight improvement (before you couldn't edit them, and now you can). ~~ ~~It's something we're arguing about internally at Riot. Making runes free makes other things feel like they're worth less. So how much should we do to make people who previously bought those other things (like rune pages) feel good? Personally I'm hoping that players will feel that rune pages are still worth it, even if they're now easier to tweak. But we're interested in the feedback.~~
Look at it this way. If you had 19 mastery pages, would you pay 6300 ip for the ability to handicap yourself by not tailoring an optimal page to the champions selected in the game you're about to enter? If they are customizable, there's no need to have more than one.
: Dude read what he wrote. The rune pages are still useful after the rework.
: We've been thinking about this a bunch. It basically depends on your playstyle, I guess. Like I really get stressed editing masteries in champ select now, so I'll probably have 20 Rune pages for the ~10 champs I play so I don't have to spend a single extra second on building one from scratch every time. That way I can just change like a few runes on one of my preset pages and then have time to grab a beer or whatever. So this plan works really well for me, but you might not use it. I guess the question then is, is that fair enough for you? Like you're still getting all the other improvements to the rune system (including free runes, editing them in champ select). So does the change overall still feel fair for you even if you don't use the extra rune pages? I'm genuinely asking.
I make a custom mastery page each lobby, and I would be happy to make a custom rune page each lobby as well. In fact, I'd be happier if the current system let me make rune pages in champion select, and I wouldn't have bought any extra rune pages at all if that was the case. You're essentially giving us 0 compensation for ip/rp spent on rune pages, so no it does not feel fair.
: Buying Runes Between Now and Preseason
>But what about rune pages, you ask? The plan is for your rune pages to carry over into the new runes system, so prices on rune pages aren't being changed and they won't be refunded. The difference is you'll be able to edit them in champ select. The only reason I bought multiple rune pages was BECAUSE I COULDN'T EDIT THEM IN CHAMPION SELECT. If I could, I would have made a custom rune page for every matchup during champ select, just like masteries. I would have never wasted my ip on rune pages. If the new system lets you edit in champ select, multiple pages are pointless, and I'd like a refund.
Meddler (NA)
: If people don't care enough for another mastery to vote for it over Thunderlord's that's pretty informative too. Thanks for the thoughts on damage versus more interactive masteries, with you there's value in offering some optimization opportunities like that. Fervor and TLD do have some, but they're also often very automatic.
It's just that so many popular champions use thunderlords, and people won't vote for what they do play
: We're not ready to go into details on this yet, but we'll share more details on this as soon as we feel confident in the plan. There's a lot of variables at play and just refunding the IP and RP isn't going to cut it.
>There's a lot of variables at play and just refunding the IP and RP isn't going to cut it. I'd be fine with that, just getting back all of the ip I've spent on runes and rune pages would be great. People who have all champions already have everything they could want, they have no reason to complain
Simurgh (NA)
: It will work similarly to today. Assuming you're playing the same amount of games and being a cool person to others in game, you'll be receiving roughly the same number of key frags.
So are we encouraged to idle in the client, or does it not matter? E.g. Persons A and B are equally polite and positive players, they each play 5 games over the course of 2 days. Person A plays 5 games in a row right at the beginning, and then doesn't open the client until the end of day 2 Person B plays the 5 games spaced across the 2 days and never closes their client Would they receive the same rewards? Would person A log in at the end of day 2 and receive a ton of rewards all at once? Would person B receive more rewards due to more time logged in, despite equal ingame time?
: Upcoming Kindred changes, looking for feedback!
>As a jungler, Kindred needs to be a threat in the early game or they will always fail to provide a baseline amount of pressure for their team to have a fair shot at winning. What about Shyvana, who struggles to have any early pressure since the w nerfs?
Meddler (NA)
: Quick Gameplay Thoughts: May 12
How do you feel about new Rift Herald? Personally, I think it's pretty terrible when you take it while behind, but really good while ahead, which I don't think is what you were going for. When ahead, when you can walk up and help it take the tower, you generally get 2-2.5 towers with your team if you group up and push, making its value enormous. When behind, however, you can't actually walk up with it because you'll just get engaged on and lose the 5v5. This means that unless you're playing against bad players who have nobody in lane to contest, you can't really get much out of using the herald, it just gets killed
Meddler (NA)
: Quick Gameplay Thoughts: May 12
Any chance Shyvy could get some love? She's been quite weak since the latest nerfs after she was playable for a patch
Meddler (NA)
: Quick Gameplay Thoughts: May 9
An "Empowered" Dragon that cuts buff respawn times by 1 minute per dragon taken, for the team that takes it. This would be pretty valuable no matter where you are in the game, unless you are so behind that you can't even contest your own buffs, in which case you won't be getting dragons anyway. It's quite powerful, especially if you get a few of them, because permanent blue/red buffs are terrifying, but it's also quite active. The team that doesn't get the dragon can still benefit from them, if they are able to contest the more frequently spawning buffs. It promotes interactivity by providing a more frequent objective to fight over.
EMeta (NA)
: > [{quoted}](name=Shadow Hazard,realm=NA,application-id=3ErqAdtq,discussion-id=Li1mecf2,comment-id=00020004,timestamp=2016-12-13T23:05:13.040+0000) > * Raptors is easily the most oppressive and obnoxious camp that it has to be ignored by a lot of junglers even beyond their first clear and it is at a point that if you can't handle the camp you are assured to be a bad jungler. If other players don't understand the changes, that's on them, not the jungler. One of the intentions of the new jungle is to push different champions into different clear paths based on the abilities of their champs and the general game state. I think it's been really great, as you're not really forced to do a straight clear and have a lot of decisions to make each game about the path you want to take. For example, on Diana, who I've been experimenting with lately, I'll skip raptors and krugs if I start at blue-side's red buff. When I'm red-side and start on Blue buff, I'm level 3 by the time I get to raptors and can decide if I want to level E for a quick gank or put a second point in Q and go ahead & take the camp. I LOVE that the game circumstances change what decisions I make there. Before the recent changes, I kept to the same jungle path for most junglers in almost every single game, because it was simply too advantageous not to. Obviously this occasionally changed based on jungle invades or lanes super pushed up somewhere, but most of the time I could replace my first 3 minutes of the game with a macro and not see the difference. Just like each time there are significant changes to the jungle, there are some champs who are winners and losers. I'm much happier with Riot fixing those as they come than not keep improving on the experience.
> One of the intentions of the new jungle is to push different champions into different clear paths based on the abilities of their champs and the general game state. The problem is that camps respawn so slowly that if you don't clear all of them you fall behind, and junglers who can't comfortably kill raptors can't keep up at all
Rioter Comments
: Some thoughts on Support
>Some supports, or at least some supports in certain lane match ups, can end up having to play really passively though. How can we improve that? Don't. There's nothing wrong with playing a losing lane aiming to go even and outscale. A lane bully vs lategame monster lane dynamic is a fun one to play in because it causes a lot of aggression and puts pressure on all players to perform as well as possible to do well in lane, as opposed to two botlanes content with farming it out and waiting for teamfights. This is also true for other lanes, with heroes like Akali and Kassadin having poor earlygames in return for stronger lategames. Recently Riot has seemed like they want to turn every lane into a 50/50 skill matchup for lane dominance, but I'd really love it if bully vs. scaling lanes were still an option
Meddler (NA)
: Our current plan is to look at Shen buffs in 6.23 or 6.24 (which depends on how much pre-season response work's needed). We'll also be looking at other champions like Azir and Kalista around the same time for possible small changes. They both need bigger work, but we'd like to see what we can do in the meantime until then, given that larger scoped work wouldn't be for a fair while.
Can you just not look at Azir and Kalista please? They're both completely unplayable, which is great because they haven't been ruining my games with infinite longrange waveclear and playmaking, or unfair kiting that makes Kalista immune to half of the roster. I'd love it if they could just remain in the garbage can forever
: Let's Talk About Assassins...
I'd love to know the logic behind putting the heal on the first auto. The first auto is the beginning of the fight, **when you're at full health!** Why would you want your only when you're already full??????
Meddler (NA)
: 6.23 or 6.24 might be the patch for you then. We've got some exploration into Shyvana changes underway. Bit early to talk details, looks initially promising though, with a focus on dragon form primarily (at least so far).
Will this possibly include a qol option to turn off the ult? Often after fights being at 30ish fury presents a bit of a quandary where you want to farm, but if you farm you'll generate fury and keep dragon for longer, delaying the next ult
Rioter Comments
: > [{quoted}](name=Nagoh Shan,realm=NA,application-id=A7LBtoKc,discussion-id=MmxwV82e,comment-id=002100000000,timestamp=2016-10-13T07:27:05.388+0000) > > Riot has admitted many things have been bad. > > How many things have been reverted other than Kog'Maw? Tower shields. Enchantments. The entire mechanism for Dragon I designed got replaced with another one. Black Cleaver, BoRK power - a bunch of item decisions that I've made were flatly wrong and have been reworked by now. Feral Flare. A lot of summoner spells at this point have been nuked. It kind of goes on. It'll be Aegis soon. You're right though, in that we probably don't remove as many bad decisions as quickly as we should. However, from the flip side - each time we reverted one of these - you'd find a camp of people who were arguing that the revert was a bad decision. I'm not sure how that balances out in the end.
And then theres Morde who was ruined so horribly that CertainlyT has apologized to all morde players, but unfortunately he wasn't sorry enough to fix the mess he created
Meddler (NA)
: Still working on exact changes, though Ghostblade, Duskblade and Maw will definitely be in there. Probably looking at major changes to only half a dozen items or so this time, this'll be a smaller set of item changes than previous class updates. There'll be a few changes to non AD items as well. Aegis will lose its aura for example but still exists as a Locket component, with a couple of new support items to fill the gap it leaves. Rylai's will get some changes too, though those might get delayed a patch or two if we don't hit on the appropriate version in time for 6.22.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=WEc9s8Xv,comment-id=000000000000,timestamp=2016-10-11T06:40:51.640+0000) > > Still working on exact changes, though Ghostblade, Duskblade and Maw will definitely be in there. Probably looking at major changes to only half a dozen items or so this time, this'll be a smaller set of item changes than previous class updates. > > There'll be a few changes to non AD items as well. Aegis will lose its aura for example but still exists as a Locket component, with a couple of new support items to fill the gap it leaves. Rylai's will get some changes too, though those might get delayed a patch or two if we don't hit on the appropriate version in time for 6.22. Will armor pen runes maintain their current strength in terms of killing squishies? I'd like to buy them but I don't want to drop 6.6k ip on runes that are about to be heavily nerfed
Statikk (NA)
: Assassins Pre-Season Class Update - Systems Tweaks and Smaller Scale Updates
I'm very excited for the Akali changes, her current w does feel pretty dumb because it's quite strong when they don't buy pinks and a noob trap waste of energy when they do. One thing I'd like to ask, will you be leaving her with meaningful ratios for both ad and ap? One of the best things about Akali is that so many different builds and skill orders are viable, or at least "viable", on her, and I'd hate to see that removed
: Upcoming Kog'Maw Changes
>One point on other champion updates: we are reverting Kog’Maw because we believe that his pre-update state was a successful kit which hit our goals for champions in general and for Kog in particular, not simply because the update didn’t achieve its goals. >not simply because the update didn’t achieve its goals. You refuse to accept that something was a mistake even when you're reverting it, that's just pathetic
: We looked at her last patch and I kind of failed all Shyvana players by having those changes not do anything. I'd love for us to take another look at her, not sure when that'll be though.
I think her ult needs a rework, it's so unreliable that you never want to count on it to make a play. Personally I think that her transformation should be a passive based on her fury (with fury decaying out of combat like tryndamere's) and her ult's active be something else entirely, only available in dragon form. Maybe a big % missing hp heal, so that she's weaker at the start of fights without being able to dragon right away, but when she does get her dragon form she gets a big chunk of health to turn the fight around possibly. Anything you do to make it easier for Shyvana to access her ult will be pretty much pointless because the ult itself is pointless
Cezium (NA)
: I wasn't aware Frozen Mallet was a core item for Shyvana that warranted giving her compensation buffs (where the nerfs to Frozen Mallet are mostly targeted for Yasuo and Gnar). I'd argue she's in a pretty decent spot for where she should be. Although I'd defer to Riot Thentropist for more on Shyvana
Titanic is weak and Bork is weak, Fmallet is her best option for health and damage and it also gives her stickiness
: Patch Chat with the Playtest Team: 6.17, the Pre-Worlds Patch
Any chance for Shyvana to get some compensation for the frozen mallet nerfs on pbe? She's already been in the dumpster for the latter half of the season and this will just be an another nerf to push her farther away from viability
: I just found out recently! Once Patch 6.17 drops, you'll be able to disenchant the leftover materials!
Meddler (NA)
: State of Gameplay: Pre Worlds Updates and Beyond
I don't think 10 bans would really be a problem for target banning. I only play 4 toplaners and 2 junglers but I do fine, if somehow all of my mains got banned I would just dodge. I don't think it's wrong for people to just need to dodge 10x target bans when that will only happen once a season. HOWEVER, I think you should put some limits on banning adcs. There's only 17 in total, Kalista is trash, corki isn't reliable physical damage, varus is more of a mid, and quinn is a top, so banning 10 of the 13 real adcs might become a trend
: Assassin Roster Update - Katarina
>non-interactive affair of throwing Qs and stealing the opportune CS This is certainly true, her lane is pretty bad. However, strong champions gated by weak laning phases is a fun dynamic, and I'd hate to see it phased out together. Earlygame on Akali and Katarina is pretty painful and can be frustrating, but that just makes it feel more rewarding when you reach your powerspikes and can turn it around. When you play a weak laner who can't even outplay a 1v1, every movement counts because one false step can be a firstblood and cripple your entire game. It feels very engaging to have a rather lackluster set of tools, and to need to get as much farm as possible however you can get it. Please leave some champions like Akali with poor laning phases rather than nerfing later power in exchange for an easier earlygame, it's an interesting dynamic that seems in danger of becoming extinct.
Meddler (NA)
: We're with you, small buff is the goal here. The R change does look pretty sizeable on paper, it's bonus AD only though on a champion who itemizes Mana, Pen and CDR as well as AD however. Total amount of damage added isn't as dramatic as you'd initially predict as a result. It's also dependent on Jayce actually getting into melee and cooldown limited (every 12s without CDR assuming you're swapping as soon as you can which often isn't optimal). It's also still in testing of course. From memory it's showing some good promise without the issues the previous change (R CD reduced) created, still got a few days of development time before we have to lock the patch though so conceivable it could still change.
Speaking of small buffs, could we get some love for Shyvana? After the sated rework the ap ratio "buffs" were a slap in the face, and the fury gain buffs really don't do anything for her. Perhaps buff q ad ratio in lower ranks a little bit, or even just revert the q nerfs that made sense when she could build devourer?
: Assassin Roster Update - LeBlanc Direction
Brilliant http://i.imgur.com/vGaIn5G.png
: I expect that someone will make a post about some of the upcoming changes to stealth, but I'm not sure when. To the best of my knowledge, there are still quite a few moving parts there. That said, Rengar's update is currently operating under the conditions of the new stealth system.
Does this mean that a stealth overhaul will be coming with the assassin update?
Meddler (NA)
: Yep, Warwick's up next after Yorick. Reav3's also planning to do a general Champion Update post some moderately soon that I think will talk a bit about which champion we're thinking of for the slot after Warwick.
Any ideas on Akali or Evelynn? I know they're both on the list for a full rework. 2017? 2018?
Minaho (NA)
: not related to orianna, but i noticed that AP mages are always favoured by riot and you always strive to make each of them strong, but melee ADCs/auto attack champs like yi, tryndamere, aatrox... always get left in the dust staying weak will you ever consider buffing them? they are ridiculously awful and a joke at plat 1+ elos
The problem is that by design a melee damage carry doesn't work with smart players unless they just splitpush. They are too squishy and kitable to really function in higher mmrs in teamfights, and any rework that fixed that would mean they are no longer melee adcs. Buffing them to be viable in mmrs where people know how to peel and focus squishies will make them far too powerful in lower ratings
: Yeah this was what I really wanted as well. This would be a pretty large change due to the fact that it would add so much potential to her ganks and team fighting. In the end we decided not to pursue looking at making her ult more consistent because if we did we would have to look at doing a lot more for the champion that would quickly take us out of scope of what we were working on. Plus the ult isn't really broken... it is working as currently intended, it just has a very small knock back tied to it because thematically that makes the ability feel more as expected, I mean she is a dragon flying through the air. In the end I'm 100% with you and would definitely like to see this cleared up/made stronger, it would just take more time investment on a designers part.
In that case, in order to avoid overlap with other big aoe cc ults, could she maybe be immune to cc during the ult but not do any knockback? This would enable her to get to the backline more reliably instead of just getting kited without creating too much risk of shyvana insecs
: you are still getting the cannon minion every three waves..as always
Toplane hits level 4 at 5th wave not 4th wave now
Meddler (NA)
: There'll be some cases where first back and buy's affected a bit (assuming equivalent CSing to pre change) and some cases where level relative to other lanes/jungle might be slightly different (one wave). Hasn't been noticed in testing by most players, some impact at really high skill levels.
Won't this make toplane get level 4 on 5th wave first creep instead of 4th wave last creep?
: Pre-Worlds Early Game Update
Even if we aren't getting a cannon minion that can push, could we get some sort of special minion in toplane at the normal times for strength of the ages and equal gold income?
Meddler (NA)
: We believe these changes will also be neutral to good for regular games (pro play's driving the timing on them). We think tower first blood especially's a good addition. It means that a turning early success in lane into an early tower's more rewarding. The enemy laner will still often take your tower moderately soon after, instead of that equalizing things though there's still some persistent reward for that initial success. It also adds an extra dimension to the risk/reward trade off - how much more are you willing to risk to get a tower down ASAP? What if the enemy jungler's missing? What if their top lane's about to race you for first tower kill? The cannon minion and fortification changes by contrast aren't things we think will have a significant impact on regular play, given the average times towers go down outside of pro play.
It seems like with these changes bot tower will be the first one to fall pretty often. Could you maybe consider splitting the first blood bonus into a big fb for botside and a smaller fb for one of the other four turrets, or even one per lane? > The enemy laner will still often take your tower moderately soon after, instead of that equalizing things though there's still some persistent reward for that initial success. This would be more interesting if every lane had a reward for first tower. It would be disappointing to barely eke out an advantage in a close toplane duel and take the tower but not get the fb gold because a much easier to take bot tower already fell, so your tower kill in toplane gets evened out
: And you're a platinum 5 douchebag. i dont play ranked, but I'll still kick your sorry ass on Zed 10/10 times
If you'd like to do a 1v1 midlane 100cs/fb/tower I'd love to, good practice
: Yes, how dare Riot actually try to balance the champion instead of just gutting him because people like you are biased against him.
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