Meddler (NA)
: We wanted something that suggested a focus on decision making (tactics) and implied combat between groups. Possible confusion was something we talked about, but figured after an brief adaptation period probably wouldn't be an issue, especially since we're assuming longer term it'll just be TFT to most people in the same way SR, TT, ARAM are used as shorthands.
Are you guys open to changing the name? Have you thought about the name "Runetera Tactics"?
Awoof (EUW)
: This is less about skill cap but about solo queue and pro play.
who says Solo Que and Pro play should mirror each other?
Camsaiga (NA)
: Meddler I was wondering how this would work with Aurelion Sol? Could people simply walk into a star and keep pushing aggro on Aurelion thus making his lane phase possibly the worst in the game?
I could be wrong, but I don't believe the stars are considered "Targeted". So this shouldn't affect him at all.
Meddler (NA)
: Probably make her R global, make sure everyone gets a turn getting spheres to the face. More seriously, not certain. We didn't talk about Syndra in detail in our patch planning session for 8.2 because belief was these bug fixes would have a decent impact, so it seemed better to use that discussion time on other champs. A likely direction would be trying to sharpen when you want to pick her a bit more. Make it so she's not so much a 'pick always if at least moderately strong' champ as much.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=K9zRyuEe,comment-id=00030000,timestamp=2018-01-10T16:16:56.117+0000) > > Probably make her R global, make sure everyone gets a turn getting spheres to the face. > Now this is an interesting Idea tho... What if it was global BUT the damage scaled down with distance the spheres travel? Like if when the spheres hit at its current max range it deals 100% dmg. But if the target moves further away when the spheres hit it deals 85% dmg and then beyond 2000 units its deals 30% dmg and beyond 3000 units 20%, and 4000 units 10%? Lets her have the ability to get that one that got out with a sliver of HP if she has vision. Its called UNLEASHED Power. Why you Tryna Leash it Meddler? joke, BUT I would like to hear your thoughts on such an ability
Meddler (NA)
: Quick Gameplay Thoughts: September 1
Speaking of Voice overs, Have you guys at Riot put any thought into/will there ever be announcer voices we can buy and use in games? Like what you did with Thresh on Summoners Rift, or Gangplank in the Slaughter docks ARAM Map. I REALLY loved those, and would like to have the option to have that as my regular game announcer (Yeah I know they have this in Dota 2, but I like league more than Dota and want it here as well). I can only speak for me, but I would be willing to pay $10-$20 bucks for that easy, and I think it would be popular among players!
Meddler (NA)
: We've talked a bit about gold dragons as options, concern though is that it's just really general power. There's something cool about it as an occasional thing which keeps us coming back to the idea every so often (rare spawn?). It doesn't go well with the goal of having dragons shape your strategy and how you approach a game at least a bit as a team though.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=KTswL4uY,comment-id=00130001,timestamp=2017-05-09T18:22:56.837+0000) > > We've talked a bit about gold dragons as options, concern though is that it's just really general power. There's something cool about it as an occasional thing which keeps us coming back to the idea every so often (rare spawn?). It doesn't go well with the goal of having dragons shape your strategy and how you approach a game at least a bit as a team though. Have you considered having a Thunder Drake? Have it give cannon minions a Statik Shiv type proc? Helps offensive teams push, helps defensive teams push out the other lanes? You could make it powerful enough and have it only apply to a random lane. If you get a 2nd one it applies to a 2nd lane, and so forth.
: Assassin Roster Update - LeBlanc Direction
PPLLLLLLLLEEEEEAAASSSEE Tell me you are giving her that "Mirror Item" Active from The Black Market Brawlers RGM in some way?!?!?! That would be PERFECT for her!
: Taliyah post-release follow up
So This probably wont get answered, but its not a complaint about her gameplay! I really love the champ! What I don't like is the visuals for her e... "You scatter boulders..." eh... no. You make a bunch of sleeping turtles that look far too... organized? I get that its meant to look kind of like woven fabric, but it doesn't look that way. I think that having, dry cracked, desert earth, it would look better. Have the cracks denote where the patches that erupt are located. Like [this](http://ajgarci5desert.weebly.com/uploads/2/9/8/4/29848337/4055098.jpg?467) The other thing I would like it to look like could be tiny stone pillars, BUT they are knocked over like fallen dominoes [like this](http://thumbs.dreamstime.com/t/fallen-dominoes-24893300.jpg) but with a stone henge style rocks. [Sort of like this?](http://www.ukbound.org.uk/Greece/Greece-Olympus-Zeus0222.jpg) Right now it just looks like earth pimples. I personally don't find it pleasing to the eye at all. But I know this is just my opinion, but just wanted it to get on your radar. Thanks for your time, if you read this :)
: So... you disabled Teemo and Karthus in OFA...
Fucking Crushed a Heimer Team in OFA. It was easy With Mundo.
Meddler (NA)
: Some gameplay work in progress, general gameplay thoughts (10/20/2015)
Can we get more non-humanoid characters or at least characters that are mounted? I know it's stereotypical to have a knight mounted on a horse, but it blows my mind that this type of character is not yet in the game. I know Sej is mounted, and that's awesome, but lets get the classic lancer mounted on a horse! I also really love playing a character that is NOT a human or even human-esque. Like Vel-Koz. But even some of the non human character models have a human form (looking at you nidalee panther and Elise Spider) Would you ever consider putting in just a regular dragon? or maybe some creature that walks on all 4 legs like a mammoth? You have a Bird with Anivia, why not other normal animals with exceptional abilities?
Meddler (NA)
: We're still looking for a good change to the W upgrade, with you that it's neither a satisfying upgrade nor a good option to max until you have to. The challenge has been finding an appropriate effect that: * Feels at least somewhat noticeable at level 13 or 18 (assuming W still won't be a good choice to max first) * Augments Force of Will's existing functionality, rather than adding something completely new to master (should feel like an upgraded version of the spell, not a replacement) * Has a clear niche compared to the Q and E (so not raw damage or improved multi target peel) * Isn't way too strong (we did try putting the knockup that was there prerelease back on, felt great as the Syndra player but adding another hard CC wasn't appropriate). Suggestions much appreciated! We'd rather ship improvements to the Q and E than delay them until we find a good W change, given Syndra could do with a bit of power at present. Would certainly be nice to bundle a W change in as well if something that ticked all the boxes could be found though.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=Lq63Tvvw,comment-id=00040000,timestamp=2015-08-21T03:55:14.620+0000) What if she could grab and throw herself (Half of normal cast range or something like that) when she maxed "W"? > * Feels at least somewhat noticeable at level 13 or 18 (assuming W still won't be a good choice to max first) Gives her a Re-positioning ability for her spheres, and a potential escape, making it very noticable when maxed. > * Augments Force of Will's existing functionality, rather than adding something completely new to master (should feel like an upgraded version of the spell, not a replacement) It would have the same mechanical use and the way its cast just on you. If Smartcasting: You hit "W" on you, you float up in the air, and can't move. You recast it and you "Will" yourself to that location. You could make it not do Damage when you throw yourself so that it's more utility than burst and actually encourage its use as utility. I think It works really well Lore wise too. If she's "Power that cant be controlled" and one of her abilities is moving something by sheer force of will, why cant she move herself by force of will when her will is at its strongest? > * Has a clear niche compared to the Q and E (so not raw damage or improved multi target peel) Mobility would have a clear niche if you ask me. > * Isn't way too strong (we did try putting the knockup that was there prerelease back on, felt great as the Syndra player but adding another hard CC wasn't appropriate). You could have conditions on it like, "Syndra only is moved up to half the normal cast range" or "Syndra is slowed by 20% after landing" And I also believe that it shouldn't do Damage when she lands. Anyway, I would like to hear your thoughts on this? If you don't Mind :)
: There are a number of interactions that Critical strike is creating that need their value explored first. **Personally**, I dislike Critical chance in league. At its worst, _which is randomly realized_, a single critical strike can define a game - especially on feast or famine characters - in either direction. Individual attacks have high meaning in League and having that action not be controlled when most of the rest of the game is feels a bit wrong. And to be further clear it's not the RNG element that's wrong here; it's the RNG element compounded by the reaction window afterwards. RNG that guides strategy and decision making but doesn't define individual events are amazing (Bard meeps <3). Short response window RNG is the icky one. ... However... Critical strike also does a lot of good things. To highlight these, I would like to call out and contrast some of the effects of Critical Strike to the most common suggestion in changing it: Flattening the output. (Flattening the output is where Critical Chance becomes a basic attack damage multiplier. 1% Crit -> 1% Basic attack damage amp). In the broadest of theory, assuming all actions are the same, just changing one for the other would (given that there's lots of games being played) would statistically be the same. However, that wouldn't actually be true. Not all actions would be the same. Here are some of the key differences (in no particular order): 1. Critical chance proposes a degree of possible threat that people **do** respond to. An ahead Marksman will be more reluctant to engage on a Marksman that's behind and has a bit of crit because of the chance of a crit still sits in the realms of possibility. This allows a behind Marksman to still project some control whereas if all damage was flattened this would be less true. 2. There is an interaction with critical strike that I will call "crit fishing". Crit fishing is where someone will poke the enemy and then hard engage if they see a critical strike. If they don't, they back off (with the enemy sustaining back up a bit). Even though what's being tried is luck (ish, thanks to pseudo-rng it will actually be guaranteed eventually), there's a skill and a mini-game wrapped around it on capitalizing on the event. This entire mini game doesn't occur with a flattened damage situation. 3. Thanks to pseudo-RNG, when there is a decent amount of crit (but not max) on a character in a full team fight where Marksman get to hang around for awhile then the fight will have a mix of crits and noncrits. In mid to late game, given the high damage outputs that Marksman have, this can be pretty defining. The marksman **will** crit someone into being into burst range, the question is "who and can it be acted on?" This is an element of unpredictability and interaction with other classes of characters (burst mages) that is very similar to point #1, but stretched even further and with a proper response window for teams to react and decide if and how they hold their engagement or disengage. This flowing and shifting long fight dynamic would be lost with the flattened version. 4. One of the hardest ones to capture: the _feeling_ of crit. When a crit occurs, for a lot of people it's fun. The number is larger, there's an awesome fiery icon next to the damage, the damage number moves differently, your champion does different things (animation and sometimes sound), and the enemy health bar takes a heavier chunk. Each of these aspects feed off of each other. There are an ensemble of elements executing this feeling and the shift itself between adagio to allegro is what matters. Having just one or the other can be quite boring for many. I'm sure there are more things crit is doing as well. These are just some major ones that have been partially understood. Now, what the value of each of these aspects are is much more difficult to define and emulating them all becomes rather complicated. Unlike, say, the dodge mechanism or the phage random slow mechanism of many days past, critical is also much more ubiquitous which makes trying to understand these values much more important. All of that said, it might turn out that the right answer is just flattening it - or any number of other ideas. The bad of Crit might just be straight up worse than all of these elements combined. However, I can't say with confidence that that's true. Tricky area. Would love to read more thoughts here on this.
> [{quoted}](name=Riot Reinboom,realm=NA,application-id=3ErqAdtq,discussion-id=qgP5fbUQ,comment-id=0051,timestamp=2015-04-16T11:42:30.383+0000) > > There are a number of interactions that Critical strike is creating that need their value explored first. > > **Personally**, I dislike Critical chance in league. At its worst, _which is randomly realized_, a single critical strike can define a game - especially on feast or famine characters - in either direction. Individual attacks have high meaning in League and having that action not be controlled when most of the rest of the game is feels a bit wrong. > And to be further clear it's not the RNG element that's wrong here; it's the RNG element compounded by the reaction window afterwards. RNG that guides strategy and decision making but doesn't define individual events are amazing (Bard meeps <3). Short response window RNG is the icky one. > > ... However... > Critical strike also does a lot of good things. > To highlight these, I would like to call out and contrast some of the effects of Critical Strike to the most common suggestion in changing it: Flattening the output. (Flattening the output is where Critical Chance becomes a basic attack damage multiplier. 1% Crit -> 1% Basic attack damage amp). > > In the broadest of theory, assuming all actions are the same, just changing one for the other would (given that there's lots of games being played) would statistically be the same. > However, that wouldn't actually be true. Not all actions would be the same. Here are some of the key differences (in no particular order): > > 1. Critical chance proposes a degree of possible threat that people **do** respond to. An ahead Marksman will be more reluctant to engage on a Marksman that's behind and has a bit of crit because of the chance of a crit still sits in the realms of possibility. This allows a behind Marksman to still project some control whereas if all damage was flattened this would be less true. > > 2. There is an interaction with critical strike that I will call "crit fishing". Crit fishing is where someone will poke the enemy and then hard engage if they see a critical strike. If they don't, they back off (with the enemy sustaining back up a bit). Even though what's being tried is luck (ish, thanks to pseudo-rng it will actually be guaranteed eventually), there's a skill and a mini-game wrapped around it on capitalizing on the event. This entire mini game doesn't occur with a flattened damage situation. > > 3. Thanks to pseudo-RNG, when there is a decent amount of crit (but not max) on a character in a full team fight where Marksman get to hang around for awhile then the fight will have a mix of crits and noncrits. In mid to late game, given the high damage outputs that Marksman have, this can be pretty defining. The marksman **will** crit someone into being into burst range, the question is "who and can it be acted on?" This is an element of unpredictability and interaction with other classes of characters (burst mages) that is very similar to point #1, but stretched even further and with a proper response window for teams to react and decide if and how they hold their engagement or disengage. This flowing and shifting long fight dynamic would be lost with the flattened version. > > 4. One of the hardest ones to capture: the _feeling_ of crit. When a crit occurs, for a lot of people it's fun. The number is larger, there's an awesome fiery icon next to the damage, the damage number moves differently, your champion does different things (animation and sometimes sound), and the enemy health bar takes a heavier chunk. Each of these aspects feed off of each other. There are an ensemble of elements executing this feeling and the shift itself between adagio to allegro is what matters. Having just one or the other can be quite boring for many. > > I'm sure there are more things crit is doing as well. These are just some major ones that have been partially understood. > > Now, what the value of each of these aspects are is much more difficult to define and emulating them all becomes rather complicated. > Unlike, say, the dodge mechanism or the phage random slow mechanism of many days past, critical is also much more ubiquitous which makes trying to understand these values much more important. > All of that said, it might turn out that the right answer is just flattening it - or any number of other ideas. The bad of Crit might just be straight up worse than all of these elements combined. However, I can't say with confidence that that's true. > Tricky area. Would love to read more thoughts here on this. So, have you thought about just making crit less rewarding and more risky? What I mean by this is, if crits are too defining but add a lot to the game, why not try things like this: Infinity Edge: 80 AD 20% Crit chance Unique passive: Crits now do 250% DMG instead of 200% DMG NEW Passive: NON-crits do 85% Damage This makes building alot of crit chance good and crits late game strong, but punishes people from rushing IE. but lategame people will still buy this item because it will still be the far stronger late game choice when you have 75% Crit chance?
: There are a number of interactions that Critical strike is creating that need their value explored first. **Personally**, I dislike Critical chance in league. At its worst, _which is randomly realized_, a single critical strike can define a game - especially on feast or famine characters - in either direction. Individual attacks have high meaning in League and having that action not be controlled when most of the rest of the game is feels a bit wrong. And to be further clear it's not the RNG element that's wrong here; it's the RNG element compounded by the reaction window afterwards. RNG that guides strategy and decision making but doesn't define individual events are amazing (Bard meeps <3). Short response window RNG is the icky one. ... However... Critical strike also does a lot of good things. To highlight these, I would like to call out and contrast some of the effects of Critical Strike to the most common suggestion in changing it: Flattening the output. (Flattening the output is where Critical Chance becomes a basic attack damage multiplier. 1% Crit -> 1% Basic attack damage amp). In the broadest of theory, assuming all actions are the same, just changing one for the other would (given that there's lots of games being played) would statistically be the same. However, that wouldn't actually be true. Not all actions would be the same. Here are some of the key differences (in no particular order): 1. Critical chance proposes a degree of possible threat that people **do** respond to. An ahead Marksman will be more reluctant to engage on a Marksman that's behind and has a bit of crit because of the chance of a crit still sits in the realms of possibility. This allows a behind Marksman to still project some control whereas if all damage was flattened this would be less true. 2. There is an interaction with critical strike that I will call "crit fishing". Crit fishing is where someone will poke the enemy and then hard engage if they see a critical strike. If they don't, they back off (with the enemy sustaining back up a bit). Even though what's being tried is luck (ish, thanks to pseudo-rng it will actually be guaranteed eventually), there's a skill and a mini-game wrapped around it on capitalizing on the event. This entire mini game doesn't occur with a flattened damage situation. 3. Thanks to pseudo-RNG, when there is a decent amount of crit (but not max) on a character in a full team fight where Marksman get to hang around for awhile then the fight will have a mix of crits and noncrits. In mid to late game, given the high damage outputs that Marksman have, this can be pretty defining. The marksman **will** crit someone into being into burst range, the question is "who and can it be acted on?" This is an element of unpredictability and interaction with other classes of characters (burst mages) that is very similar to point #1, but stretched even further and with a proper response window for teams to react and decide if and how they hold their engagement or disengage. This flowing and shifting long fight dynamic would be lost with the flattened version. 4. One of the hardest ones to capture: the _feeling_ of crit. When a crit occurs, for a lot of people it's fun. The number is larger, there's an awesome fiery icon next to the damage, the damage number moves differently, your champion does different things (animation and sometimes sound), and the enemy health bar takes a heavier chunk. Each of these aspects feed off of each other. There are an ensemble of elements executing this feeling and the shift itself between adagio to allegro is what matters. Having just one or the other can be quite boring for many. I'm sure there are more things crit is doing as well. These are just some major ones that have been partially understood. Now, what the value of each of these aspects are is much more difficult to define and emulating them all becomes rather complicated. Unlike, say, the dodge mechanism or the phage random slow mechanism of many days past, critical is also much more ubiquitous which makes trying to understand these values much more important. All of that said, it might turn out that the right answer is just flattening it - or any number of other ideas. The bad of Crit might just be straight up worse than all of these elements combined. However, I can't say with confidence that that's true. Tricky area. Would love to read more thoughts here on this.
> [{quoted}](name=Riot Reinboom,realm=NA,application-id=3ErqAdtq,discussion-id=qgP5fbUQ,comment-id=0051,timestamp=2015-04-16T11:42:30.383+0000) > > There are a number of interactions that Critical strike is creating that need their value explored first. > > **Personally**, I dislike Critical chance in league. At its worst, _which is randomly realized_, a single critical strike can define a game - especially on feast or famine characters - in either direction. Individual attacks have high meaning in League and having that action not be controlled when most of the rest of the game is feels a bit wrong. > And to be further clear it's not the RNG element that's wrong here; it's the RNG element compounded by the reaction window afterwards. RNG that guides strategy and decision making but doesn't define individual events are amazing (Bard meeps <3). Short response window RNG is the icky one. > > ... However... > Critical strike also does a lot of good things. > To highlight these, I would like to call out and contrast some of the effects of Critical Strike to the most common suggestion in changing it: Flattening the output. (Flattening the output is where Critical Chance becomes a basic attack damage multiplier. 1% Crit -> 1% Basic attack damage amp). > > In the broadest of theory, assuming all actions are the same, just changing one for the other would (given that there's lots of games being played) would statistically be the same. > However, that wouldn't actually be true. Not all actions would be the same. Here are some of the key differences (in no particular order): > > 1. Critical chance proposes a degree of possible threat that people **do** respond to. An ahead Marksman will be more reluctant to engage on a Marksman that's behind and has a bit of crit because of the chance of a crit still sits in the realms of possibility. This allows a behind Marksman to still project some control whereas if all damage was flattened this would be less true. > > 2. There is an interaction with critical strike that I will call "crit fishing". Crit fishing is where someone will poke the enemy and then hard engage if they see a critical strike. If they don't, they back off (with the enemy sustaining back up a bit). Even though what's being tried is luck (ish, thanks to pseudo-rng it will actually be guaranteed eventually), there's a skill and a mini-game wrapped around it on capitalizing on the event. This entire mini game doesn't occur with a flattened damage situation. > > 3. Thanks to pseudo-RNG, when there is a decent amount of crit (but not max) on a character in a full team fight where Marksman get to hang around for awhile then the fight will have a mix of crits and noncrits. In mid to late game, given the high damage outputs that Marksman have, this can be pretty defining. The marksman **will** crit someone into being into burst range, the question is "who and can it be acted on?" This is an element of unpredictability and interaction with other classes of characters (burst mages) that is very similar to point #1, but stretched even further and with a proper response window for teams to react and decide if and how they hold their engagement or disengage. This flowing and shifting long fight dynamic would be lost with the flattened version. > > 4. One of the hardest ones to capture: the _feeling_ of crit. When a crit occurs, for a lot of people it's fun. The number is larger, there's an awesome fiery icon next to the damage, the damage number moves differently, your champion does different things (animation and sometimes sound), and the enemy health bar takes a heavier chunk. Each of these aspects feed off of each other. There are an ensemble of elements executing this feeling and the shift itself between adagio to allegro is what matters. Having just one or the other can be quite boring for many. > > I'm sure there are more things crit is doing as well. These are just some major ones that have been partially understood. > > Now, what the value of each of these aspects are is much more difficult to define and emulating them all becomes rather complicated. > Unlike, say, the dodge mechanism or the phage random slow mechanism of many days past, critical is also much more ubiquitous which makes trying to understand these values much more important. > All of that said, it might turn out that the right answer is just flattening it - or any number of other ideas. The bad of Crit might just be straight up worse than all of these elements combined. However, I can't say with confidence that that's true. > Tricky area. Would love to read more thoughts here on this. So, have you thought about just making crit less rewarding and more risky? What I mean by this is, if crits are too defining but add a lot to the game, why not try things like this: Infinity Edge: 80 AD 20% Crit chance Unique passive: Crits now do 250% DMG instead of 200% DMG NEW Passive: NON-crits do 85% Damage This makes building alot of crit chance good and crits late game strong, but punishes people from rushing IE. but lategame people will still buy this item because it will still be the far stronger late game choice when you have 75% Crit chance?
Meddler (NA)
: Current thinking is that we'll test out a reduced CD on his ult (given it's extremely high and was made that long back when teleport wasn't as accessible a counter as it is today). Still talking about whether we might want to test anything else in conjunction with that or not.
Have you thought about making the Faint Shield Strength Scale with MR and Armor? I think his faint is the part of his kit that needs help. My other thought would be to have it do light AOE Dmg whenever the faint shield popped. It would help him push, without giving him too much more durability, It would also let him trade in lane a little bit better, but the biggest thing it would do is, it would help his jungle clear out. Just my thoughts on the fly.
: [4.12] Live Gameplay Patch Forecast
OK! I think I got it for Lucian! Nerf his base dmg on abilities to champs into dust. Make his abilities not hurt nearly as much, BUT BUFF HIS PASSIVE! Like, hes Rough Idea of what I'm thinking: Passive: 2nd shot goes to 75% dmg from 50%. And if the 2nd shot hits a 2nd target it deals 125% dmg. (this does NOT proc on towers, so his tower taking ability is reduced) Q: Cut its dmg in half (both in ratio and base dmg), just all across the board, but it deals 300% dmg to minions (to not harm his wave clear. W: Make it deal 50% dmg to Champions of what it does now and remove its ratio, but if you atk the Mark it puts on a champion it reprocs his passive on the next atk as well (even if the atk you used was a passive proc. (I say remove the ratio because it gains a ratio in procing the passive a 2nd time) E: eh, seems fine where it is. R: ok I don't think this needs to happen but this was an idea I always had about it and think it would be cool. Have it able to be recast 2 times during the ability. The first recast points ONE of his guns in a 2nd direction while firing (you know so he can fire in 2 directions like he did on the loading screen). The 3rd cast (2nd cast during the ulti) will point his 2nd gun in another direction of your choosing. This lets you change the direction of the ulti mid ulti if need be, or shoot in 2 different directions to cover more of the feild (but deals less dmg in each direction since only half the bullets will be firing that way. AGAIN THESE ARE ROUGH NUMBER I MADE UP OFF THE TOP OF MY HEAD, but I think these types of changes will keep his burst through empowered attacks but will nerf his lane a bit with his abilities dealing far less dmg. His mobility and flashyness is improved with the ulti changes. Thoughts?

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