Reav3 (NA)
: Can't make any guarantees or anything, but we are definitely interested in bringing some of her sisters into the game as Champions someday
If you do can you please make them not so stuck up and bitchy, thanks
Meddler (NA)
: Quick Gameplay Thoughts: June 7
While you're at it bugfixing Shen Q, do you think it would be possible to make the Q also be an auto reset?
: Small Diana Gameplay changes coming to PBE
I wish you would just revert her old passive so she could still be a decent jungler. Oh well, looks like the masses have spoken and they want Diana to be a mid lane assassin who is just an old Akali clone instead of being an AP bruiser jungler, as she was designed.
TacoBrain (EUW)
: On Nagakabouros, Celestial Bridges and Star Dragons
Mortdog (NA)
: It's not an RP bundle. It's a bundle in the event shop, using tokens.
Could you please consider splitting this into smaller chunks of prestige points? Like, instead of having to buy 100 all at once with the tokens, why not allow people to buy them in milestones of 20 or 25, something like that? IA lot of people have prestige points that they've already bough or gotten through chest bundles, so making us buy 100 all at once feels like overkill and punishes people who already spent money.
: Quick Gameplay Thoughts March 29
Can you share anything right now about experimental directions for Aatrox? I believe Repertoir said that the changes currently in testing are quite different from the Urf mode R that was on PBE last week.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
Please give us something concrete about Aatrox and the direction he will go, rather than the standard vague response of "we're continuing to monitor him" hasn't it been long enough? Even if you say "we're not buffing him" that's better than this grey area that we're in right now.
: > 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)?
Jellbug (NA)
: thanks for the Q&A roundup and to all for reading!! the ama was a bunch of fun! <3 will try and answer questions over here when I can as well.
Do you have any thoughts regarding how Kayle and Morgana may feel about the Darkin and their fall? In particular, I am interested in how Morgana would view Aatrox. Would she see him as redeemable? Could she steer his course away from oblivion and help him to escape his suffering? Reading Morgana's lore, I immediately saw a lot of parallels between her and Aatrox, both being fallen demigods who were betrayed, outcast, and were filled with bitterness. But while Aatrox chose a path of destruction, Morgana chose a path to guide others to redemption. Aatrox is my favorite champion, and so I would absolutely love a story in the future between them that explores this kind of dichotomy. Thanks for creating great characters!
: Story behind your league names?
{{champion:266}} R, enough said
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback
If you're not removing the blind what is even the point of reworking him
Meddler (NA)
: Quick Gameplay Thoughts: February 22
Any plans to buff Aatrox in 9.5?
Meddler (NA)
: We want to take a bit more time to see where Aatrox settles after his recent changes. Unlikely to have changes in 9.4 at least as a result, 9.5's potentially open if something's clearly needed.
He's going to settle at 45% winrate. I seriously don't understand why he can't be changed to fit the bruiser archetype that was intended instead of this pseudo-assassin lethality monster that he became due to pro influence. That is his only issue, let him have better base stats, better base damages, lower his AD scaling to make him less reliant on full AD to be able to do any kind of damage. The E change sort of accomplishes this in a heavy handed way by saying that he'll no longer be able to easily burst carries. So why then haven't his stats been changed to reflect his new role? His base stats are on the level of an assassin, and his lane sustain has been removed. In the past balance members said that champs with lane sustain should have very low base stats to compensate. Well, he has no more sustain from minions, but you didn't think to buff his base stats besides the regen compensation? I'm not sure how many geniuses are at Riot, but really any person with reasonable knowledge about this game should be able to see that this champion is essentially on Ryze or Azir level currently. Same with Akali, and I read your Akali reply below that essentially says you are ok letting the dedicated mains get fucked over for a few patches because you can't sit down and work up a solution. The amount of pro play influence that is forced upon the regular players is unreal and makes for an extremely unhealthy environment. Why is my favorite champion, who has such a low winrate, still being nerfed? Oh right, pro play, because he's 98% pick/ban there. Is it really too much work to just, halt other projects that are less important and sit down and commit to fixing these champions within one patch? Leaving them dead and broken for 2-3 patches brings no esteem to your company.
Meddler (NA)
: Quick Gameplay Thoughts: January 25
Might as well just delete Aatrox...what was the point of his rework if he's just going to be left to rot in 47% winrate again?
Meddler (NA)
: Quick Gameplay Thoughts: January 9
Hi Meddler, what types of nerfs are planned for Aatrox?
Reav3 (NA)
: He turns in to them and can use there shapeshifted base kit until he re-casts R to transform back into Sylas
Reav3 I need to know what happens if he gets Aatrox ult. Does he become Aatrox for the duration? Does he just get a revive and the bonuses but still look like Sylas? Thanks.
Meddler (NA)
: Quick Gameplay Thoughts: December 7
Hi Meddler, would be really cool to see some more popularity/mastery curve stats with the reworks such as Aatrox, Akali, and Nunu now that they've been out for a while.
Meddler (NA)
: Quick Gameplay Thoughts: December 5
Do you guys have a target date for 8.24b yet?
: Uh no. I think you misunderstand. For this first year. Comicology and universe are at the same time. The collected physical book is after
Do you know roughly how much the physical comic will cost? Never been a comic buyer so I'm not very familiar with the pricing
Meddler (NA)
: Quick Gameplay Thoughts: November 16
Hi Meddler, I was curious if there were any plans to reassess Black Cleaver's build path. A lot of champions who it used to be core on have stopped building it in favor of Trinity because it simply gives them more damage unless vs a really tanky team. It also feels bad to buy the components on aggressive champions because it only gives 15 AD from Phage until the entire item is complete. Has it been discussed to replace Kindlegem with Caulfield's any time recently?
Meddler (NA)
: Quick Gameplay Thoughts: November 14
Hi Meddler, can I get your thoughts on where Aatrox sits currently? Any further balance changes planned besides the shorter R duration?
: We haven't been putting time into those atm. In the midst of preseason work we have had very little time to devote to individual champ work, and for designers that did have time we've been putting it into those pro play victim champs who we can hopefully bring back to rough parity. I suspect some of her frustration will go away when you have MR to start the game (less poke/burst in lane phase), but should she continue to be an issue we'll work on her again I'm sure.
Do you happen to have a list of potential candidates for the pro balance work? Which champions would be highest priority once designers have time?
Meddler (NA)
: Quick Gameplay Thoughts: November 9
Hi Meddler, how do you feel about where Aatrox has landed now that he's been out a while and seen lots of play, both in pro and regular? Do you have any plans to adjust him more, similar to what's going on with Ornn, etc?
: Getting in to the Lore: Bilgewater Guide (Unofficialish)
This is awesome, having all the stories and stuff in one place is really helpful. I hope you'll make more of these!
Meddler (NA)
: Quick Gameplay Thoughts: November 7
Any larger changes planned for Aatrox, like with Ornn to lessen the difference between pro and regular play?
: Preseason Dev Update Number 3!
Any plans to adjust other trees like what we've seen on PBE today for Resolve?
Meddler (NA)
: Quick Gameplay Thoughts: October 19
Is Aatrox really a problem in soloq? Especially in lower elos his winrate is sub 47%, in higher elo he's right around 50%. I hate to see another champion continue to receive nerfs because of their pro play presence.
Meddler (NA)
: Quick Gameplay Thoughts: September 5
Hi Meddler. Do you think that Aatrox will continue to be a pro balance problem akin to Azir/RRyze, or do you think he will find a healthy balance state so he's still good in solo but not overbearing in pro?
Meddler (NA)
: Quick Gameplay Thoughts: August 24
Hi Meddler, any thoughts on Aatrox currently?
AD Yuumi (NA)
: Nexus Blitz alpha: Week 2 feedback and patch notes
Hey August, is it intended that champions with revive abilities lose the on fire buff once resurrecting, or is it a bug? I hadn't noticed it before, but when I was playing Aatrox today I managed to get the buff, and when I revived due to my R I lost it. Thought I may as well let you know since if it is a bug it's a pretty sucky one. Thanks!
Meddler (NA)
: Quick Gameplay Thoughts: August 22
How do you feel Aatrox has settled after all his changes? His winrate has dropped significantly, especially in lower ELOs. Is there anything planned to add a bit more power back to him or at least reliability?
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
Any way to make Kayn's transform lockout timer shorter or remove it altogether? For example, if he gets Rhaast form he still has to wait 4 minutes to unlock Assassin, but by then the game is pretty much over.
Meddler (NA)
: Quick Gameplay Thoughts: August 10
Do you happen to have anything to say about Shen? Any plans to make him feel better in regular play and lower elos while not breaking him in pro? Also, what are your thoughts on Aatrox right now? Is he going to continues to get nerfs because of pro even though his winrate isn't really out of line in regular play?
: Tank changes for 8.16
This is likely out of the scope of this post, so more a question in general, but do any Rioters have plans for Shen? Anything to make him more satisfying for players in a solo environment while not breaking him in organized play? Most of the time when I play him I feel that my success comes from a strong midlaner/ADC that I ult on to make them unkillable, but that doesn't really allow for much individual skill expression, which is what I tend to enjoy on champions.
Meddler (NA)
: Quick Gameplay Thoughts: August 3
Anything to say about Shen?
Meddler (NA)
: Quick Gameplay Thoughts: July 27
Can you discuss Shen? Is there any work being done with him to push him out of pro somewhat and more into regular play? He always gets nerfs no matter how he's doing in regular play
: Tooltips Update
Quick question, for the concept you posted at the end, how would you propose it to interact with the option to always show the advanced tooltip? Would it still show the total damage output, in addition to the ratios?
Meddler (NA)
: Quick Gameplay Thoughts: July 6
I believe Jag mentioned that he was looking to do some small QoL buffs to Aatrox, specifically for his Q freezing its CD when reviving. Are those likely to go through this patch, or since Aatrox is already kinda strong is it too early to keep adding buffs to him?
: (Also, Rhaast only gets a body if you, the player, choose that path for him in game. He hasn't done that in the lore, yet.)
If Kayn goes Shadow Assassin and takes over Rhaast, does Rhaast actually die? Or is he just banished to a tiny corner in the weapon until Kayn eventually perishes?
: {{champion:13}} Q
{{sticker:zombie-brand-clap}} Well done
: Thanks for noticing the work. One of the things people fail to take into account when looking at gameplay reveals, full VO dumps - and especially when looking at the "special interaction" videos, is the % chance of occurrence, timing, and place, time they fit in the game. So for example unless you're playing in some special game mode-- you'll hear at most 5 First_Encounter lines. These are the challenge lines, "Scream "Demacia," Garen. Scream its name before I crush you. And it." You'll here one of these lines, once for each member of the enemy team. Now because of the way the game works and the audio system works you have about a 80% chance of getting a "First_Encounter" line against your top lane opponent-- but a much lower chance against other champions (less than 50% in testing). But this is over 50 lines in the script-- so listening to these lines out of context gives you a false view of the champion's personality and tone. (Hearing them back to back makes him seem sassy and arrogant) --Why is this type of line valuable and why are many of these comedic? Because this type of line is geared to go off in that brief moment around the first minion's wave's arrival-- it helps get the player in the mood for the fight, amuses, and reminds you Aatrox loves to duel. Similarly Aatrox also has "Long_Move_Lines" but these only trigger when Aatrox is leaving the base and has clicked a very long distance. (Heading back to a lane or jungle). These lines are "preparatory" and longer. Because we can guess that the player is heading back to a fight-- So often these lines are more emotional, internal, revealing, and speak to why the character is fighting. These contrast "Attack_Lines" which are short and violent because we know you are attacking an enemy champion. (You clicked on an enemy champ) In Aatrox's case the variance between these different elements is larger than normal-- in part because he actually has very long cool downs and because he has many new triggers that are set up to occur at different parts of the game. (This tech is still WIP so --it's not quite working in PBE) So for example not only are Aatrox's attack lines are more violent and shorter than his move lines... his late game Attack lines and Move lines are much shorter and more violent than his early game Attack and Move lines.
I really appreciate this. I've played Aatrox for about 3 years and the big thing that got me into him was his thematic and personality. I feel like your writing combined with the huge range of emotion that the VA performed really captures the essence of who Aatrox is as a champion and I couldn't be happier with the end result. His serious lines have such emotion, and I'm not lying when I say they even got me a bit emotional. To finally see the champion that I've loved for the greater part of my league experience fulfilled so perfectly is incredible. I cannot wait for his lore now!
: PBE Chat with the Playtest Team - 8.13
Hi, got a lot of questions about Aatrox coming from a current main, hope you can answer them! (and this is mostly coming from a toplane perspective since I main him there on live) You guys already mentioned that Grasp, Comet and Phase Rush are good, what about Electrocute? Seems like it would combo well with his bursty nature. Any secondary runes that you like or are too good to pass up? One thing I've noticed about the kit is that he struggles both when enemies are too far away from him (which is expected), and when they're too close, which is interesting. Q1 and Q2 require him to stay pretty far away from the target, so how do you deal with typical melee fighters like Fiora, Jax, Yasuo, etc who can dash away from his hitboxes and then basic attack him to death? It seems like all of his damage is loaded onto Q, so if you miss those abilities are you basically screwed? Does he have any lanes in particular that he wins or loses really hard, so I can look out for those? What is his intended role in the team? Is he meant to just dive the backline carries and kind of let his team deal with the other bruisers? He doesn't have reliable autoattack DPS like his old self, so in extended fights it seems like he'd lose. Are there any items that you buy that help mitigate this? And what build do you think is all around the most optimal? What do you think are the best summoner spells? Could Flash+Ghost work well on him to help mitigate his low mobility, or is the standard Flash+TP/Ignite just better? I assume skill order is Q-E-W, since the lower dash CD and the extra AD seems too useful to pass up (but maybe I'm wrong :P). One thing someone also suggested to me was putting only 1 point into R at 6 and leaving it like that until all other skills are maxed, like Tryndamere. Honestly the movespeed on R seems pretty useless so the only reason you'd level it is for the CD reduction. Do you think that's a reasonable thing to do? If you have any other thoughts or suggestions it'd be awesome to hear them!
: There's no context because I'm just idly pondering the topic. Let's take the Walking Dead Telltale game as an example though - by choosing to follow 'non-canon' characters that are not present in the TV (or comic?) universe, Telltale were able to create their own canon. Now clearly to prevent any jarring immersion breaking moments, if they had crossovers (of characters or events) then they need to ensure that they don't allow the player to break the canon of the TV/comic universes. For example, if they showed one of the characters from the TV show in the game, then the player shouldn't be able to optionally cause the death or visible mutilation of that character if it is intended that the character will reappear in the TV show. That would be like if League had a game series about Chem-Baron Takeda, with crossovers only very infrequently and without any main-canon consequence. An alternative view would be Batman. There are a LOT of Batman stories out there - so many, and many of them aren't intended to be in the same 'universe' as each other. The events of the Gotham TV show isn't quite in line with the Telltale games, which aren't quite in line with the Dark Knight Trilogy of movies, which interpret but diverge from many of the comic storylines, which are pretty different from Lego Batman, Batman Ninja, Justice League, the Rocksteady Arkham series, the Adam West TV show, and so much more. It seems to me that if you were to make a new Batman game, for example, you'd want to stay utterly loyal to the character of Batman and his relationships with the classic allies and enemies - but the specifics of the story seem to be up for grab. Which feels very different from the earlier attitude - even in a story focused game like the Telltale Batman games. Is it just that some IP/settings have a different tolerance for this kind of flexibility? If there's a scale, where could League sit on that scale? I honestly don't know - I'm thinking 'out loud' so to speak :)
Not the OP, but if here's my opinion. I personally feel that the canon for League (at least the main champions) should be well defined and not stray into a gray area of debatability. League's basic lore isn't even complete yet, and likely won't be for a long time with all the reworks that still need to happen. We don't yet have a complete idea of what Runeterra looks like, or timelines, let alone all the characters' updated bios. There is still much to do before League even has a complete world. And the complete, vibrant, bustling world is what I envision for League, much like Star Wars (before Disney, RIP expanded universe). Not everything has to be about our champions; many players (including myself) find stories like Progress Day or The Principles of Strength to be amazing, even though they only have a passing influence on the main canon of League. The settings that have already been established are wonderful avenues for countless new stories that don't involve a single champion. Now, some people may not find these stories interesting (I'm sure you guys have stats on read time or clicks for stories or whatever so you can make better calls on what is successful or not) but at the very least they serve as an alternative for people like me who really care about the world and all its minor details. And, as you mention with your example of the Chem Baron, these side stories are perfect opportunities to give players some choices. Since they have little impact on champions, there should be no conflicts with the main lore no matter what paths the player takes. This might even have the side effect of getting more people interested in these stories, since they could take a cool concept like a Chem Baron and mold them in the way they want! To take a bit of step back, my problem personally with adding in different outcomes for a character story is that could easily lead to a slippery slope of lore contradictions. What if there was a timeline where Taliyah hadn't met Yasuo? How would that impact Taliyah as a character, or even Yasuo? Could that then change Taliyah's interactions with Azir if she meets him in the future? The next time Taliyah gets a story, do you include an option for Taliyah having never met Yasuo, or do you just go with the canon? What is canon at that point? It could cause problems with persistent worldbuilding and impact stories in the future unless the canon is extremely rigidly defined. But in doing that you might also make some players upset, as readers will likely attach to one story or the other, but not both. If you lay out a certain ending as canon, but still offer a choice for the non canon ending, a lot of players will hold attachment to the non-canon one and wonder why their favorite character is canonically represented differently to what they wanted. And what if more players choose the non-canon ending than the canon one, do Riot have to change what's canon? Unless the choices are very minor, I foresee that giving players a non-canon option may do more harm than good to the lore, separate the community, and just make a big mess. Don't forget that League also has another medium for storytelling. In game is where all the crazy and weird stuff can happen without lore repercussion. Interaction between Kled and Aatrox may never happen in the lore, but we get to see what it would be like if they met through in game quotes. This "could be canon" is totally fair game for alternate stories, because I think most people understand that what happens in game isn't so rigid (Thresh supporting Lucian would never happen in lore but happens in game all the time, etc). We already have these types of special quotes in game, but what if it were taken a step further to not only have lore friendly interactions, but give players choice in them? What if a champion had several greetings for another, that the player could choose? For example, if Lux saw Garen in game, she could greet him respectfully, playfully, maybe tease him, etc, but it would only happen once per game. All of those responses "could be canon" but since you only get it once per game, you have the option to choose how you want Lux to present herself. Obviously this would require extra VO work and so may not be feasible, but I think that a lot of the in game space for lore is wasted and so having more options sort of like this would be welcome. TLDR, I think that putting choice in main champion stories isn't the could cause quite a few problems, but I would definitely welcome player choice in side character stories or even in game if a system could be designed to do so. Thanks for taking the time to read this Bio, I'm really excited for lore to grow and expand in new ways, and so I'm glad you're having some discussion about it. Lore always been one of my favorite things about games in general and especially League, to the point that I'm sure even if I stop playing I'll keep reading! ~~Also map when haha (sorry)~~
Meddler (NA)
: Quick Gameplay Thoughts: May 9
Hey Meddler, could you give any insight into the broad direction of the new fighter item that is in testing? What's its purpose intended to be as opposed to the other fighter items right now like Sterak's, Black Cleaver, Titanic Hydra, etc?
Meddler (NA)
: Quick Gameplay Thoughts: May 4
Hey Meddler, could you give any insight into the broad direction of the new fighter item that is in testing? What's its purpose intended to be as opposed to the other fighter items right now like Sterak's, Black Cleaver, Titanic Hydra, etc?
: PBE Chat with the Playtest Team - 8.10
How do you think the new AD itemization and the keystone will affect melee fighters, both those that rely on crit already like Trynd and Yasuo, and those who don't usually build crit? Do you think some champions who don't usually care about crit will find use in items like Stormrazor? Also, how is Trynd doing now that ER doesn't give crit anymore, since that's one of his core items on live?
Meddler (NA)
: Might still have a new fighter item later (8.12 or beyond). Still testing, so nothing guaranteed yet.
Any broad thoughts on what the goals are for the item and what would set it apart from the other bruiser items already in the game?
: Upcoming Jungle Changes for 8.10
Hi Sotere, with the Scuttlecrab change introducing the first pseudo-RNG camp spawn into the jungle, I'm curious what you think about applying something similar to all non-buff camps? As in, camps such as Wolves may now spawn in another spot on the map, like in the Raptor pit or at Krugs. Gold/exp tuning issues aside, do you think such a change could be healthy for the game by limiting the amount of "solving" that happens to jungle pathing over the season? If camps spawn in different locations every time, the jungler will have to think more about their optimal route.
: *Preface that I wasn't on the pod who developed her, but I have a bit of context on the changes.* **Give us white hair, many of the other Blood Moon skins have it.** This was something that was trialed during development; it didn't work out. Blood Moon Evelynn shows a lot more skin than other Blood Moon skins do, making a good portion of her model a light color. Adding white hair to this would have caused her model to be a blur when in motion and it'd be hard to pick apart exactly what you were looking it. From game height, we aim for larger shapes (also why models aren't insanely detailed when in game versus the splash - the textures are 512 x 512). **The skin looks like Lunar Wraith, not Blood Moon.** That's feedback the team agreed with. There was *a lot of blue*, a color not generally associated with Blood Moon. The team took that feedback to heart and removed some of the blue, making her horns resemble the blue/gold gradient found on Blood Moon Else. The hair was also changed from a hotter pink to something more red, again, to align better with Blood Moon. The hotter pink was definitely trailing into Lunar Wraith Caitlyn's territory. **Is it due to the ego of the skin artist? ** Fair question, but no. The concept artist was working on paint overs/going through feedback loops for a good portion of yesterday afternoon. He made 4-5 paint overs of different hair and horn colors to see what could be pushed to make it feel Blood Moon. This was all based on feedback that Riot KiWiKiD had delivered to the team, coming from the boards, Reddit, YouTube, etc. Once the team agreed on the changes, both the character artist and splash artist spent the rest of the afternoon applying the changes and then Riot KiWiKiD testing them. **Delay it.** We have a release cadence and making larger scope changes on something we've planned x things for means taking away time from another skin's development - it's a slippery slope. It's why we can't 'just add sleeves' to something, for example. It's not simply adding sleeves, but also changing the rig entirely, changing all of her animations so the sleeves don't clip, and adjusting the splash to accommodate the in-game visual changes. Changing an animation kit can take several days, especially on newer characters, like Eve. Tied into all of this is testing, which means testing the skin again in its entirety, which is another large task that takes several (+) days. **Scrap it.** I think this has become a go-to for when someone either doesn't like something, and it's the easiest way for them to communicate it versus constructive feedback .We'd done it once with Sewn Chaos and because it'd been done once, it's a matter of why not do it again? To be honest, we struggled with the Sewn Chaos skins and the confidence we had with them. They were cute, but didn't hit our quality bar, or the fantasy that they should have, and it was something we should have ice boxed way sooner than PBE. **TL;DR**: We hear you! I know it's hard to believe sometimes when high scope changes are requested and they aren't applied. If you aren't sure why something is/isn't done, please ask (preferable on PBE 'cause the SME for the skin usually writes the post!) We have craft/design reasoning behind the choices we make as a team.
I think this was brought up a while back, but I haven't heard mention of it since, so I'm going to bring it up again. Why not put skins on the PBE earlier than one cycle ahead of release? AFAIK most skins are in development for several months, so between the time the skin gets 'locked' so to speak (as in, you guys know for sure it's going to become a fully fledged skin that gets into game) and the time it goes to live, there's gotta be more than just two weeks spent working on it, right? Why not give players the chance to respond to the skin a bit earlier in development so that some of the more complicated constructive feedback (like Eve's sleeves in this case) can actually have a chance of making it onto the skin? From what I've seen in my past years playing the game and following releases, a 2 week cycle just isn't enough time to make any large scope changes to skins, even if those changes may be widely well received by the community or even the teams working on the skin, and I've seen this happen multiple times.
: We tested out the Warwick 4/18 changelist - Lots of pain points on the W movement speed reduction & playtest had some level of discomfort with giving him a power shift (We started maxing Q first to duel instead of 3 points W into Q max). We've tested out today's changes as well; will probably continue conversations with Live Gameplay to determine whether or not this changelist meets the intended goals (being reducing the incentive to put points in Q early & shifting towards a W max play pattern).
May I ask why the balance team wants to shift his max order around? Is his Q really that much of a problem early? Also, couldn't that be partly mitigated by making his Q scale somehow with champion level instead of just with ability level?
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World Ender

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