Meddler (NA)
: Yeah, something like that could be the right way to do it. That's a good example of why, even if we had Vilemaw adjusted to work/look good in other modes it might be a while until the right timing came along.
Oh snap I will reply here instead, cool, but I agree with you Vilemaw as an alternative to Baron Nashor could be cool, either on a gamemode like how Demon Herald's replace it on Blood Moon, or any spoopy versions of Summoner's Rift like Doom Bots or Harrowing of any kind. Heck, even Hexakill if that ever returns but maybe on the Rift. In terms of the regular Rift I mean, maybe he and Baron could rotate spawns if you wanted to try that. So Baron still always is the one that spawns at 20 but maybe next time is Vilemaw, then Baron, etc. Idk, just tossing that out there after some fun conversations in Riot August's stream once about this very thing.
: Woah, back already!? Can't wait! I'm voting Pentakill in the hopes of seeing a music based minigame :3 {{sticker:sg-kiko}}
This would actually be kinda cool now that I think about it, like maybe a rhythm based game or something yeah...
: Thanks for nerfing {{champion:429}}, we really asked and needed that, she's been ALL over the place on soloQ as opposed to {{champion:18}}, {{champion:67}}, {{champion:29}} and {{champion:222}}. Its like, with all the hypercarries spiking so HARD and outscaling sooooo EARLY, we shouldnt really have lane ANY bullies {{champion:236}}, {{champion:429}}, {{champion:119}} on botlane, amiright?? pffttt sarcasm aside, Im happy top is getting attention & bot is getting some attention too soonish
Kalista WAS all over Pro Play, that other thing Riot has to balance that has nothing to do with what the community asked for. Also, Vayne was nerfed two patches ago, Twitch was nerfed last patch, and Tristana is getting nerfed next patch(though they COULD go harder on her nerfs tbh I'll give you that). I'll agree with you on Lucian though, would love to see him come home bot lane.
Hadriel (NA)
: Have you considered making Zeal items mutually exclusive? I feel like the healthiest period for ADCs was when their builds built upon AD more so than critical hit. You've yourselves created a problem by seeping power from every build that isn't double crit as well as adding synergy between Zeal items. Zeals could be made more distinct in isolation if you could only fit one in your build, and from then on AD builds would be slowed down by increased gold costs of alternatives. As long as there is sufficient Attack Speed in the system, AD builds could become far more versatile and healthy if double Zeal wasn't an option. Items like Dervish Blade and even Zephyr could be great to the AD system with tweaks, and they would help in offering versatility. No 100% crit possible except for a couple of champions like Tryndamere or Yasuo would be best. ADCs wpuld have to itemize Reaver to even get close to it, and Reaver Zeal IE is a far healthier build than what we currently see.
Not gonna lie I never personally was a fan of Triple Crit when it became meta, and now in the LPL they are building three zeal items and only one to two damage items. It still ends up okay because Shiv's burst is crazy atm. I do disagree about 100% crit not being allowed for ADC, I think instead if an ADC opts into 100% crit, they should have no room for defensive items. Dish out damage = also getting popped easily. Which is a problem right now. Depending on the comp, it is incredible hard to dive and pop the AD.
Smithy2Q (NA)
: You didn't talk about itemization for ADCs, not directly. The community concensus, and it's been here for a while, is that the zeal items are too good for too cheap. Indeed, ADC itemization is cheaper than any other non-support role. This looks like an obvious spot to hit, and adding 200-400 gold on the overall costs of these items seems like a no brainer. Do we really need to go half a season before ADCs get addressed?
Problem is zeal items are not just ADC items. While that idea could work for ADCs, it would also affect Tryndamere, Yasuo, maybe Gangplank, Corki mid, Kindred jungle, etc. So those would have to be looked at too and if compensation changes would have to go to them too.
Meddler (NA)
: Looking for topics for Friday's post
Curious if you could give a brief or in depth(depending on how much time you have) on hitboxes for abilities like hooks and bindings, or even things like Jinx's and Jhin's Ult in terms of are they fine but need clearer hitbox indicators for opponents, do hitboxes need some looking at and actually are not as good as they could be, or are hitboxes perfectly fine in you guys' opinion? Thanks.
Meddler (NA)
: Quick Gameplay Thoughts: November 17
One thing I'd like to warn you about Meddler is, as a Jinx player, though Lethal Tempo might need buffs currently it is good when it is activated in its time window and chained with a champion like Jinx's passive or built in DPS. So nerfing Press The Attack AND buffing Lethal Tempo might just switch around which ADCs are super strong or not instead of balancing them out if either is hit or buffed TOO far. Sure you guys already know this though, so good luck.
Meddler (NA)
: Quick Gameplay Thoughts: November 3
The only thing I think I would like it if you do is every now and then, not even every post, but maybe one post a patch give your thoughts on each of the roles, even if it is just your opinion. Kind of nice to sometimes see how Riot thinks about a role if it is maybe too weak or strong in their eyes sometimes vs the communities.
Fearless (NA)
: We might not need to do every champion, but it is likely that we still have more work on many individual champions. Did you have someone in mind?>
I see, thank you for the answer. And no one in particular, just overall curious since I think I saw a post mentioning lower everyone's MR, or buffing certain classes health scaling, etc. Cool.
Fearless (NA)
: Runes, Expectation, and the FUTUUUUUUUUUUUUUUURE!
If I read this post correctly are you guys say base stats will no longer need to be adjust on every champion, or that, that is still coming (with the removal of MPen runes, MR is nerfed or etc)? Either way is fine by me I'm just seeking clarity, sorry.
Meddler (NA)
: Quick Gameplay Thoughts: September 20
I'm under the impression Bramble Vest was suppose to be strong for lane against things that heal, like Fiora or anything that builds Tiamat. Not a flat counter because I understand that would be either annoying, not balanced, or not fair to those players, but an answer to those still. So I am confused by the direction of nerfing it for lane to be honest. Maybe look into making it's anti heal identity strong for lane but fall off instead? Reward the Tiamat users for still making smart plays and getting fed around it(taking smart trades, roams, TPs, CSing well, capitalizing ganks) but leave a window for them to get shut down if they do not play smart into it?
: {{champion:412}} {{champion:79}} {{champion:53}} All three of these have the best hit boxes. 2 of which can directly turn 90 degrees in any direction and land.
This made me laugh pretty good by the time I got to the end of it, well played!
Winterwings (EUNE)
: {{champion:412}} Q Hitbox It can behave perfectly normal at times... and then it just decides to meme you over sometimes
: League of Legends is one of those games where any discrepancy between visuals and gameplay gets noticed very quickly, and is very heavily criticized. This applies not just for hitboxes, but also for skins with unclear visuals (some are banned in competitive play for this), or with additional effects that the baseline skin doesn't have (Brand's zombie walk used to auto-detect nearby invisible champions, for example). Because of this, I think work needs to be done on visuals and hitboxes so that the two match as closely together as they possibly can, and leave no room for ambiguity. If the effect simply cannot allow for a clear hitbox, then at least drawing the hitbox's outline as it travels, as has been done for several abilities already, could give it the clarity it needs. Right now, my biggest pet peeve with hitboxes would be lollipopping: in League, some projectiles have a circular collision radius attached to the very end of their path, so that they can compensate for lag and latch onto champions, which makes the hitbox look like a lollipop. In most cases it's not so bad, but it's been mentioned recently that this lollipopping effect is exceptionally heavy on hook abilities like Amumu, Blitzcrank, Nautilus and Thresh's Qs, confirming everyone's suspicions that those hitboxes are out of wack. Ideally, lag compensation should not involve lollipopping at all if possible, as that kind of band-aid comes at a major cost in clarity, but otherwise those end-of-line radii should be decreased in order to severely reduce the rate of false positives, as has recently been done with Gragas's E and its faulty hitbox. If those champions are balanced around having overly generous hitboxes, then all the better, as nerfing them through better clarity would be an opportunity to buff them in ways that make sense (Naut in particular could use some more help).
I never heard of the term lollipopping before but that makes sense with the examples you provided. Hooks in particular do tend to be my biggest gripe as well, since those landing could win or lose a lane or even the game, and it bites if you get hit on one you think you clearly dodged.
: The only thing I want changed is so that they either change the programming in river to match the visuals or change the visuals to match the programming. Any skill shot going into or leaving river is off vertically because the game shows character models as being lowered but they are programmed as if they didn't lower down into the river. This makes skill shots fired horizontally into or out of the river appear to be lower when leaving river and higher when entering river.
Good points, I did not even know this was a thing to begin with, thank you for explaining this.
: {{champion:99}} R for sure is retarded me {{champion:14}} .......................................................{{champion:99}} ===============lazer============> Somehow i got hit anyway
Yeah, I do have some issue with the Lux laser in terms of sometimes it feels like if you don't have flash it is a free hit despite already being in motion to dodge.
: {{champion:163}} Tired of hitting melee minions when aiming for casters lol
On the Q right? I don't play a lot of Taliyah but I think I have seen what you are talking about.
: {{champion:420}} tentacle hitboxes are whack
Totally not admitting to benefiting from a kill or two because of that yeah, I could agree with that.
Rioter Comments
Reav3 (NA)
: Thinking Face
I can see it now, "Hello everyone, my name is Gbay99"
Meddler (NA)
: Quick Gameplay Thoughts: August 18
Meddler if I am 100% honest with you the only thing I dislike about Yasuo is not Windwall as an ability just how funky the hitbox is. I honestly think if you guys focus on just making Windwall's hitbox FEEL fair, that'd be a start. I'd stop permabanning him myself over that even. Impactful abilities need fair and clean hitboxes in this game.
Meddler (NA)
: Quick Gameplay Thoughts: August 11
What exactly are the goals with the Vayne changes, if I may ask? I assume pro play tuning since Worlds is the 7.18 patch coming up, but would you mind clarifying if that is true? Also, how do you feel about hitboxes, at least on hooks and bindings? I personally think the more fair those feel to play against, the less frustration players would feel against those champions but I know nothing about balance really.
Wrekzzz (NA)
: Runes Corner: Stormlord's Mandate and Spellslinger's Surge
Spellslinger's Surge got me excited that Hyperspeed Jhin will be alive and well after all thank goodness.
Meddler (NA)
: Quick Gameplay Thoughts: July 25
See, Windwall is probably the one thing I don't like about Yasuo and would rather you shifted his power another way. Sure he has other annoying things probably but I can deal with that and if I can not then I just need to get good. What I can not deal with is when he flash windwalls ontop of me, the windwall ends up behind me, I throw a spell or traps or anything, and they somehow end up behind the windwall, behind me. Rewards the Yasuo for terrible Windwall placement instead of punishing him. Like literally I would stop banning Yasuo if you guys just fixed the Windwall's hitbox. I don't mind shields. Braum has one for example. But the hitbox or whatever on Yasuo's just feels bad to play against constantly, in my opinion. Especially how late he can hit it and still negate all of the damage on something. Yes, the shield can be annoying, since he gets he by just walking instead building it up with an ability or something but again. The burden is on me to get better at some point too.
Meddler (NA)
: Quick Gameplay Thoughts: May 9
Think it has already been said maybe but what about a Golden Dragon, like a throwback to old seasons, that gives different amounts of gold like for example 300g, 600g, 900g or whatever numbers seem fair. Thinking a gold giving dragon because that would also benefit all team comps instead of one over the other, and would be a dragon worth getting ahead AND behind as well.
: Mid Season Tanks Update - Maokai
To be honest, I don't play Maokai for a mastery curve, I play Maokai to help lock down a pesky mid or ADC champion, or something immobile like Kog'Maw or Jinx, etc. Still, excited to see what you guys will end up doing, as long as that option is preserved as well. Good luck.
: That opinion is overinflated by the people who pick Trist/Jhin/Vayne and whine that they get destroyed by a bully like MF and Draven in lane. That's not the point. All three of the former champions are pretty disgusting in their own right, they just don't opt into the whole Lethality build path going down bot lane as well and so they have to be a little more patient. I'd much rather face a shmuck I can actually catch and kill than the asshole standing still and pumping out 250% AD at 2.5 attack speed from 700 units away while complaining their early game is weak.
Exactly. I think the range part differs for me if I am playing a tank like Maokai or something though, I hate trying to lock down an Ezreal vs a more immobile ADC. BUT yeah, crit/late game carries are still disgusting, just not meta right now, so some people are even suggesting reworks are needed, and really it is just a matter of not being top tier right now, not trash tier though.
hopeful4 (EUNE)
: Dont you think that some ADCs (Tristana, Corki, Ezreal, Jinx mainly) desperately need Gameplay update? They arent unique in any way, they dont provide any strategic niche which is why they are either OP or useless
Not saying you are wrong but I am curious what you mean? Corki for example got the package in the Marksman Update specifically to be unique in his engages and roaming, Trist and Jinx are the two best objective taking ADCs in the game in terms of pure DPS/high damage to towers Trist moreso Demolisher and Jinx AoE Teamfight, and Ezreal is super popular in Korea especially as a show of skill and for being super safe. So in your opinion are you saying they need to play up those things more than they are now? Or how those are now are not defined enough if that makes sense?
: Jinx is an obnoxious and overloaded ADC with one of the strongest late game and team fight out of any ADC. Just because she doesn't get to dominate early game and then get an enormous late game doesn't mean she needs bufffs.
Depends who you ask. I agree Jinx doesn't need buffs. And I actually will agree with the obnoxious part because she can be, overloaded maybe not so much(depends on your definition of overloaded, mines leaning towards needing more heals and true damage a shield and more self peel), but you have the right idea that her lategame is stupid great so she should be weak early if anything. However, to quote August Browning, her kit designer, her and the crit based ADCs in general do SEEM weaker right now(though they aren't necessarily) BECAUSE early game ADCs are better, or even things like Draven, so Warlords changes might hurt if you want to just play passive and farm up for late but idk maybe not? TLDR; You might see post of people saying crit ADCs are weak, but they probably just mean in comparison to early game ones being back in a decent spot than before rather than them meaning crit ADCs actually being bad.
Mhija (NA)
The irony is, in lore Vi can't even catch Jinx but in game Vi is one of the best jungle counters to Jinx.
: So, Normal Draft...
" We have no current plans to do so" Thank goodness. I see Normal Draft as a somewhat replacement to the practice mode vs live opponents that Team Builder use to be. I get more queues divide the playerbase and as such extend queue times but Normal Drafts is too good as a practice for the Ranked experience that I hope even if you combined Draft and Blind down the road the Draft pros stay.
Statikk (NA)
: Assassins Pre-Season Class Update - Systems Tweaks and Smaller Scale Updates
So just to clarify, even though Twitch and Vayne are considered ADCs, the classic drop a Pink Ward when they stealth trick will not work anymore, or is this change specifically for Assassin Stealths that are incoming?
AD Yuumi (NA)
: I love nerfing champions I worked on. Means I can take out silly mechanics and strengths on them that they didn't need in the first place. I'm confident enough that their core kits are fun and engaging such that nerfs aren't going to stop the people who truly enjoy them from playing them. Except maybe Gnar...I think I goofed on that guy given how insane he is in compeititve. He I actually worry that he'll become not fun for Gnar mains once we get done with him.
Well then to follow that point about Gnar, iirc his weakness was mini Gnar is suppose to be squishy right? Is it possible to do like Fishbones now does with bonus Attack Speed, and make Mini Gnar scale worse with bonus health? As far as I know that would allow Mega Gnar to still be a tank, or no?
AD Yuumi (NA)
: [RE-INTRO] August "groovylord" Browning, Champion Design/R&D
What is the hardest part about nerfing one of the champions you worked on if they are truely out of control, because since you helped design the kits, you'd know if a nerf would be too much, yet know they need toning down?
: We have some of our own ideas on how to "break the meta" that coalesces around each mode, but are interested in hearing from you guys too. The most frequent suggestions I see include: -- More bans -- Perma-ban X champs -- Make random champ select Any others?
Yeah, most of the time I see more bans or things like "If champion X has 60% or 70%+ winrate on the mode, permaban/disable" though I am hesitant about that since someone's favorite champion may not be available for them to play. Personally, I don't think this is a massive issue so I can wait and see what ideas you guys come up with because besides that, I think the modes are generally still fun.
: Rotating Game Mode brain dump: Round 2
So I have been liking the RGM in general with the only exception being in certain modes things become so meta that you either have to ban them or get called...potentially rude things, for not. But even if you ban them, something else super powerful gets through so my question is, what is your opinion on ways to break these metas so the modes don't get stale because of them? Otherwise I've enjoyed the game modes. Even the ones I was meh about before feel nice with the addition of Champion Mastery too since even if I lose I still feel like I am getting something out of it.


Level 112 (NA)
Lifetime Upvotes
Create a Discussion