: Preseason: Rise of the Elements on PBE!
Man I was really hoping this preseason would change or fix up some itemization issues across all classes of champs, kinda disappointed how little substance there seems to be outside of drakes.
Meddler (NA)
: Quick Gameplay Thoughts: October 18
Getting an exp lead as a jungler currently requires you to leech from lane exp. Im not happy to see this will still be the case next season. I made the right call switching to initiation/roaming supports.
: Bring Us Your Bugs!! Celebrating 10 Years of LoL
Kindred W bugging out and not attack at all. Very noticable on scuttles but it can happen around walls in the jungle vs camps.
: Bring Us Your Bugs!! Celebrating 10 Years of LoL
Evelynns Charm can sometimes deplete jungle camp agro despite being perfectly in its leashed range. It always stops before the last tick but it makes optimizing kiting/rotating outside the camps leash range unviable.
Meddler (NA)
: Quick Gameplay Thoughts: August 23
Really dislike the Edge of Night change. Giving players agency is crucial in certain situations. I get it, low elo players forget to use items. But this change would benefit Karthus the most of any champ. Assassins have a hard enough time due to his absurd damage. Not being able to mitigate Karthus R will just nerf Karthuses greatest counters...
: Hey Meddler I've noticed you've been less active with your gameplay thoughts recently, any reasons for this? Not complaining, just asking out of interest
I mean its due to him not having a lot to discuss as they are ramping up and working on preseason while letting the current game be stable.
Meddler (NA)
: Qiyana wise: * We expected her to have a significant learning curve and so look weak initially. That does seem to have been the case. * Her performance is improving as we'd expected pre launch. * No balance changes planned at present as a result.
Bug fixes are still a priority I hope. She seems to have (had) an absurd amount of game impacting bugs compared to other new releases.
Meddler (NA)
: We think she's a lot stronger than her current statistics suggest. Last I checked bug fixes were all we had in progress. We'll reassess power again as 9.14 gets close, see if anything's needed there or not. Are there particular quality of life changes you feel are needed?
Honestly my biggest complaint as I play her mostly jungle is that her auto attack isnt visually distrinct enough. Same with the audio on it. Compared to Talon who has great audio queues and distinct animations (Q looks like an auto since its similar to one) and Zed who also has distinct animations and audio queues. Maybe add more of a ZING to her auto attack audio?
Cosnirak (NA)
: Still not one mention of damage creep. It's hard to be anything but disappointed at this point.
What damage creep? ADC burst has gone down. Are you talking about damage supports becoming meta again?
: That's the problem! You're searching for the keystone that can be abused by certain champions rather than playing your champion and finding a build that matches your playstyle. Who gives a shit if the old runes didn't create explosions, speedups, or blast dubstep when you use abilities? They didn't require champions to be hotfixed just because of a specific mastery point existing, unlike today.
What situation do you need to pick the keystone before the champ and not the champ before the keystone? I have never once felt that way. Yes every champ will have optimal keystone and rune setup- with some interchangeability. But if the enemy plays a tank I don't think to myself I need to pick a conquerer champ. I think I need to pick this champ to beat them, or this champ to ignore them.
: > [{quoted}](name=Ghostcrawler,realm=NA,application-id=A7LBtoKc,discussion-id=2pvn0ldJ,comment-id=00000000,timestamp=2018-07-14T21:21:59.238+0000) > > I don't balance the game. You wouldn't want me to. I do help set the direction and philosophy for how we balance. You mean you set the philosophy where you completely abandoned the principles set here https://euw.leagueoflegends.com/en/news/game-updates/features/dev-blog-design-values-league-legends. Please explain to the playerbase where the counterplay is in this one shot burst meta. We'd really love to know since damage this entire season has been a joke and you dont seem to acknowledge this. Maybe if you actually played the game you would see how unfun this is.
One shot burst meta? This is the first time I've heard this meta called that. Care to elaborate on what you think is different between damage this season vs previous seasons? I've had a lot of fun this season (Way more fun than s7 as a jungle main) You throw out a lot of statements regarding the state of the meta but haven't provided any facts to back it up.
Rioter Comments
Vekkna (NA)
: > [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=Y8q9wl4r,comment-id=00150000,timestamp=2018-06-29T16:48:57.922+0000) > > Hi series of posts from Reddit Katarina Mains. No, I don't have anything new to share about Kat since Wednesday. All you said on Wednesday is that "she's different." Can you comment further on your opinions regarding her current issues in the context of the game today? * Is gunblade too mandatory? * Are her delays appropriate in the context of other assassins and subsequent reverts? * Why was her old snowball too unhealthy when we see the same issue now with fighters? (eg Diana, Yi, Wukong, etc) * Does she have enough on-demand damage to be consistent with the definition of an "assassin?"
Gunblade/other single items being mantdatory shouldnt really be an issue for champ as long as its viable. Is Warrior Enchant too mandatory on Graves? No. Is Ezreal too dependent on Sheen? Other assassins dont have massive aoe damage like Katarina does, it makes sense for her to have slightly higher delays. Katarina is still extremely snowbally, the fall of ADCs and Ardent supports probably negatively affects her due to less squishy targets but I wouldnt say Diana, Yi, Wukong are more snowbally. Those are just champs that shit on Katarina, quit complaining.
Meddler (NA)
: Quick Gameplay Thoughts: June 29
The changes in 8.12 to Kindred put her in a great spot, but you probably took it too far in 8.13. Adding the heal back to Kindred W in exchange for AS reduction on monsters is a good nostalgic change that is power neutral. However the "bugfix" allowing wolf to scale with Kindreds AS from items is a huge power buff. Hopefully you dont nerf other parts of her kit while leaving W in its current state. A revert to the bugfix would be the biggest change that I could get behind.
: [Gameplay] Puke's E also functions as a grounding effect, preventing dashes and blinks
PhRoXz0n (NA)
: Baron changes for 8.10/11
What do you even mean patch 8.10 LOL.... It's really worrying having this discussion yet you must be using bad data if you aren't even including patch 8.9 (when the baron changes originally happened... baron wasn't changed in 8.10 at all) https://na.leagueoflegends.com/en/news/game-updates/patch/patch-89-notes https://na.leagueoflegends.com/en/news/game-updates/patch/patch-810-notes Overall I think the changes are garbage... Meddler was just talking today about reducing team snowball and baron is one of the main causes of team snowball (provides power to everyone on the team vs just yourself). Seems there's some big conflict of design/miscommunication going on.
: Would you be able to give some more context about the issues being seen on banner. My own 2 cents is that now that it is technically effective against both instead of absolutely effective against magic types, it made the previously common users be able to simply blindly rush the item against anyone. And for tanks overall I find that zzrot+banner is a very strong combo strategically. It is much harder to set up tower dives against you since the enemy can't set up a wave pushed into your tower, but they have to stay in lane in a forced pve interaction or lose tower. From a gameplay perspective it completely removes interaction. Normally not too bad to have stall outs like that but when it shows itself to be the best strat it is an issue.
My math could be wrong as I only glanced at the new banner but doesnt it provide a siege minion with roughly. 10k effective hp vs purely champs? It has ~2k hp and 100 armor/mr with banner buff so thats 3k effective hp but then 70% additional DR vs champs... Seems fucking insane so I probably screwed up the math or some numbers
KaiSá (NA)
: > [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=U7Wmwcoo,comment-id=0004,timestamp=2018-06-01T15:26:02.429+0000) > > A few things we're looking at 8.11 wise since this was written: > > Potential micropatches (not guaranteed, but likely enough figured they're worth mentioning): > > * Yasuo's taken a solid hit from the item changes and, unlike others, doesn't have alternate builds he should be migrating to. Likely targets are Q crit penalty (to -10%, like his AAs) and base AD up a couple of points. > * Taliyah's performance is also down quite a bit. We're looking at Q falloff on champs on repeated hits, base AD and E trigger damage. > * Ezreal by contrast's doing very well given the reduction in early game power many marksmen have felt hasn't affected him at all. Potentially lowering his passive attack speed. > * Kai'Sa's also overperforming. Looking at lowering her passive damage, both base and ratio. > > > Other > > * Banner of Command's potentially too strong on SR. We've disabled it as a (probably) temporary thing on ARAM, given it's clearly ruining games there when stacked. Looking at how it behaves on SR (could well be a problem too, context is different however). So there is over 10 adc with a 47% or lower win rate (according to lolalytics) and multiple high elo streamers are complaining about how awful the build path for crit adc are and your conclusion isnt that crit adc are to weak and need help but rather just gut some of the few adc that arent underperforming? How does this make sense. it honestly just seems like you guys hate the adc role at this point.
No...riot wants to reduce the strength of adc itemization and delay their power spikes. Unfortunately they did not change the noncrit ADCs so ofc they are going to be out of line still despite their marksman goals.
Rioter Comments
Rioter Comments
: New community looking for people to play custom 5v5's
: [IDEA] Cleanse and Clarity tweaking ?
What's wrong with current cleanse..? It's a situational summoner but its used and works plenty well. Clarity who cares, its basically ARAM only summoner since current iteration of spellbook is bad.
HyenDry (NA)
: [NA] Dream-Gate Esports Hosting Tryouts for D5+ Players of ALL ROLES
you cant make a serious team thats d5+ at least start at d2+ for amateur team
Meddler (NA)
: Probably lowering really early game gank impact. Looking at changing systems (XP gain, some camp stats) rather than individual junglers, at least initially.
You are nerfing the only time where a jungler is naturally stronger than solo lanes (without snowballing/prior kills). Do you plan ilon adding power back to their mid/late game? For example increasing the exp/gold during the time where laners will start taking camps. Maybe bring back the banking gold system but tie it to the jungle item so laners dont benefit?
: I recently talked about them with their original designer, Wrekz, and he had some thoughts as to how to get them to a more enjoyable experience. On his list of suggestions, he suggested stuff like (straight from the proposal he sent me): * Generally making marks a bit easier to acquire, but a bit less powerful per mark. * Marks being able to spawn in either jungle, rather than only the opponents'. * Reducing mark warm-up time on enemy champions to try and get a cleaner balance between champion and jungle marks. * Removing W -> Q interaction and just having Q's cooldown reduced when it hits a champion or monster. * Increasing W radius to let Wolf feel more useful instead of it being primarily a mobility enabler. * Or some other effect to accomplish the same goal of making Wolf feel more useful. * Possibly just base 550 range instead of the increasing range with marks. * If the above are a too powerful, probably some base stat or damage nerfs here and there. I'm mostly open to stuff like this being tested, though there's a lot going on here, so it could take some time to validate. If we felt more confident there was a specific kind of work that would be exciting to Kindred players as well as a pretty clear path forward, that would increase the likelihood we would take on the work. We get a lot of requests to do these champ readjustments, so frequently it's a matter of when there's resources to do it more-so than a desire to test something out. I (and others on the design teams) do tend to love these types of explorations, however, so when we do have that clearer goal to go chase, it's usually possible to get someone on board with going for it.
Changing marks seems like a good start. A lot of her power is budgeted into her marks. Removing the W interaction with Q and increasing the W radius feels very awkward to me. The radius on W is already huge considering that you can now place it and it doesn't spawn on top of you. Without making her rely on W for anything it makes it feel like a dead and invisible spell- especially considering most of its damage is from the %dmg from marks. This makes me think that her base pattern of weaving Q and autos is fine, and her W should provide some sort of other utility or function. I suggest moving the slow onto her W and tying it to wolf this would also allow you to look at making the identity of her E more about the execute. An example could be (Wolf rapidly attacks all targets within a 600 radius of Kindred- placing a 99% decaying slow on them for .75 seconds). Preserves kindred without adding le skillshots.
: Clash NA beta - What’s changing? Your feedback in action!
Honor is a very ambiguous system and the checkpoint system is a good change, however there still doesn't seem to be enough transparency (forsenCD) when it comes to reforming. You can go weeks with only a few key fragments telling you that you are 114% more honorable than the average player. After a while these start to feel meaningless and it feels you aren't really progressing back to honor 2. Maybe add a progress bar or honor exp or something?
: As long as you've cleaned things up you should be able to bounce back to Honor level 2 over time. We buffed the climb rate a few patches back.
I mean it's pretty extreme to force people to play over 500 games to be considered "reformed" enough to play clash. I constantly log in and get key fragments and messages "you are honored 114% more than the average player." Yea if that's the case why is the average player honor 3 and I'm still honor 1?
BlackOps (NA)
: Yeah, to me its working at intended, just too well. I guess to riot "too well" is bugged.
Not necessarily. I'm sure it's "bugged" for yi too. Riot designers probably balanced around the raw numbers and the assumption that it wouldn't recursively increase on itself. Basically it's "bugged" because it's not how the designer/balance team intended.
: Nautilus lore - what's most important to you?
"Beware the depths" reminds me of Nagak-whatever the Illaoi God. But him being some undead (i think?) Really ties in with the harrowing or mists or whatever its called. My theory is he was just a regular sailor and there was a battle between fleets or two ships. As he is looting the sunken ships along with his mates, they get attacked by the mist and undead fish vastaya or something. He becomes undead himself, but the soul od Nautilus survived by the blessing/curse of nagakeboros but he is forever to remain in his suit.
Meddler (NA)
: Think it's cool, but too strong. Looking to split the difference between 8.3 Baron cannons against towers and 8.4 Baron cannons against towers. Hoping that means it's a thing we see sometimes, on teams with weak siege or against teams with strong clear, rather than a really dominant or never seen thing.
I disagree that its too strong. There are plenty of things that can be done to counter the strategy. Hard engage, certain champs that can reposition the minion such as Thresh, Blitz, Syndra and Tahm. I dont feel you gave enough time for teams to adapt before nerfing it.
Meddler (NA)
: Doesn't seem to have affected normal play too much at most MMRs at least, which isn't surprising given it wasn't bought much either. Most pro play has still been on 8.3, so need a bit more time to assess that. Lee Sin looks to have taken at least a small hit. He was on the weaker side anyway, so some argument for giving him a bit of power. At the same time we're going to be hitting Cinderhulk, Warmogs and some of the strongest junglers, so he'll get indirectly stronger. He's a possible 8.6 candidate, more thoughts on 8.6 balance on Friday. Possible we add another option instead of Red/Blue Smites, nothing immediately planned though, and would want to avoid something like Trackers that's just flatly the best choice, even if many players aren't willing to use it (vision's not cool and all).
As a jungle main, it just feels like our role is getting nerfed nerfed nerfed. First the removal of trackers (which I used even on assassins like kha) has pressured me to taking ingenious hunter for the reduced trinket cd and holding onto my yellow trinket longer. Now the strongest junglers who are tanks are getting nerfed AND cinderhulk? We already have many tank junglers who are struggling such as Amumu or Nautilus so nerfing cinderhulk will hurt these champs more. It just feels that game impact as a jungler is just going downhill. More-so than top lane where (at high elo at least) games can stagnate baron dancing while top splits bot on fiora/gp/camille/gnar etc. Champions like Rengar/Khazix just arent nearly as good when the only supports that are played are janna lulu who bring an insane amount of peel and shield allowing the adc to half hp you with their first auto attack shiv crit.
: Any thoughts on changing Towers to deal more damage. League isn't fun when a team with a small lead can recklessly tower dive and take so little damage. Maybe this problem is unfixable if Champions have abilities that cancel tower attacks verse them (Shields/Flashes/Untargetables). Maybe towers should deal AoE Damage to Champions, or simultaneously attack each champion that is attacking another champion. Or have towers deal a minimum damage of Max HP % True Damage (like 10%) instead of their normal damage if their normal damage would be lower.
Riot wants to speed up games not slow them down... Making towers deal more damage would only making turtling stronger.
Meddler (NA)
: Looking for topics for Friday's post
Jungle impact early game feels a lot lower. I attribute it to zombie ward. I feel Im getting spotted out a lot more than I did before and its just letting laners play safer. It seems safety in the early game is too prevalent. Junglers used to be a feared wrecking force in the early game but now it doesnt feel that way unless you play a champion that bypasses wards (Eve and Kha)
Meddler (NA)
: We've got a new version of Shurelia's Reverie back in testing. Suspect it's more likely to be in 8.6 than 8.4, will probably PBE it earlier than that though to get more feedback on. Potentially same timeframe, including early PBE, for Spooky Ghosts (not sure what name we'll use there yet). Going to be looking at mana regen for junglers in 8.4. Don't think that particular solution has been discussed yet, I'll bring it up though.
In my opinion Mana Regen is perfectly fine on every meta jungler right now. In fact it might be too high. The off-meta junglers that struggle with mana such as Amumu, have outdated and absurd mana costs for how long their cds can be and how low their damage is. (Amumu Q costs 80 rank 1 to 120 mana at max rank- Nautilus Q costs 60 for comparison)
Meddler (NA)
: Concern we were buffing Viktor more than intended. Ult CD probably doesn't do that much, went meant pulling the Q augment shield buff or the E CD. We've think Viktor should be a bit tankier than he is later in the game, given his combat ranges do require him to get closer than many mages, so the shield buff was the change we have the higher confidence in. If the Q and ult buffs don't move him enough we'd consider the E buff again for 8.4.
What about making his Hexcore W apply the cripple effect? Could potentially make him a bit safer vs assassins and bruisers in the late game- or even early lane phase.
Capek95 (EUW)
: "At this point it's looking very likely that in 8.4 we make it so Precision splits its stats with your other tree selected." learn how to read
Except it was still up in the air whether its split 50/50 or 70/30. Learn how to read.
Meddler (NA)
: Quick Gameplay Thoughts: January 26
I hope you extend the 70/30 to not just Sorcery/Precision but to Domination/Precision. Many junglers prefer electrocute predator or dark harvest and already pass up on precision due to sorcery having better raw stat runes (cdr, ap/ad, movespeed for example)
Meddler (NA)
: We're not convinced it's weak, more than it's hard to appreciate and, for quite a few players at least, not interesting enough. Adding power to it's not a good fix as a result.
The issue with the rune is that its best use case requires extensive game knowledge or testing pregame. From what I understand its taken to make clearing minion waves better. Apdo clearing minion wave on TF with one Q due to extra damage from dematerializer is the most clear example.
: [RESOLVED] 1/16 Matchmaking Issues With Premades
> [{quoted}](name=Riot Chesties,realm=NA,application-id=6WpmgL9O,discussion-id=bVP9K9hm,comment-id=,timestamp=2018-01-16T20:53:52.218+0000) > > We've found the issue to be related to one of the pre-made players only placing for season 2017 and not any other season. No exact ETA on fix yet, but hopefully that helps isolate your issue. This doesn't help my issue. http://na.op.gg/summoner/userName=nickname http://na.op.gg/summoner/userName=zuldazar We are unable to queue up and we both played s6+s7, and both ended p3.
: [RESOLVED] 1/16 Matchmaking Issues With Premades
Fix this shit soon. I got egirls to boost... I'm trying to play with someone on my acc that ended p3 last season and they ended p3 as well.
: could you think about giving mages some bonus attack speed? For example. I really liked to play Taliyah with 5% attack speed rune in the old system, as it was much smoother to last hit minions that way.
I understand not everyone wants to be the best/better player. However 5% AS on Taliyah would've been such an awful crutch that holds you back. Riot is making you a better player by forcing you to get better at last hitting.
Rioter Comments
: > [{quoted}](name=Felfire,realm=NA,application-id=A7LBtoKc,discussion-id=4juB9T8l,comment-id=000000010000,timestamp=2017-10-27T16:29:48.089+0000) > > D2 players are fucking trash hardstuck players (im d2 rn btw) i know you are trash and thanks for admitting that, doesn't mean anything to me other than you admitting you boosted yourself there
Silver talking to diamond? Riot needs to fix boards so this isnt possible.
Graphä (EUW)
: That's a bit sad. Being diamond doesn't mean you understand how the game work. One can be plat and have more game knowledge than any diamond player.
Game knowledge isnt the all defining skill needed to balance league. You can know every number in the game but if you cant translate that knowledge into success then whats the point. Unless ur implying game knowledge=macro which I consider a different skill entirely.
: > [{quoted}](name=Felfire,realm=NA,application-id=A7LBtoKc,discussion-id=4juB9T8l,comment-id=0000,timestamp=2017-10-27T16:20:11.226+0000) > > Oh jeez Id almost rather the balance team be silver than hardstuck low diamond. way to miss the point and not read at all. There are people who are lower than diamond in the balance team just as there are people who are higher than diamond also... diamond 2 is "low diamond"?
D2 players are fucking trash hardstuck players (im d2 rn btw)
Graphä (EUW)
: I hope that's a joke dude, if it is, nice one
Nah dude completely serious.
Meddler (NA)
: Quick Gameplay Thoughts: October 27
Oh jeez Id almost rather the balance team be silver than hardstuck low diamond.
Meddler (NA)
: Quick Gameplay Thoughts: October 25
With more and more ways to damage towers recently (vayne q, cait headshot). Do you think it could make sense for more abilities to hit tower? Zilean Q or Anivia R for example. It wouldnt make sense to make something like Xerath Q damage towers but champs with abilites that make them vulnerable when on CD could fit for this. (ziggs losing his w which is escape/disengage is good design)
Meddler (NA)
: Quick Gameplay Thoughts: October 20
Would Aurelion Sol be a canidate for Ap jungler work? I enjoyed him last season but the jungle is too punishing. Perhaps extra damage on his W vs monsters?
Meddler (NA)
: Quick Gameplay Thoughts: October 18
So no changes to jungle timers/camp base stats/experience?
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