: They are nerfing her Q damage ratio from 60% to 40% for some reason I wish I knew... Literally condemning her solo-lane to hell I-...
What? Please tell me this is a joke. @Meddler Karma players don't deserve this.
: What is the direction of the {{champion:43}} nerfs? I'm assuming the nerf is pro focused, so maybe target something that really affects pro? Maybe hit the RE movement speed? Or another type of nerf focused on RE? This one would affect solo q a lot, but maybe take off a bit of RQ damage and transfer it to W? Anything but base stat nerfs and base Q nerfs hopefully.
More important is the question of why nerf her at all when it doesn't match the criteria for nerfs. Criteria: https://nexus.leagueoflegends.com/en-us/2019/05/dev-champion-balance-framework/ Karma presence in competitive: https://gol.gg/champion/champion-stats/38/season-S9/split-Summer/tournament-ALL/patch-ALL/role-ALL/league-ALL/ Getting lower by the patch.
Meddler (NA)
: They've added meaningful power to him. Mid seems to be performing better than support in solo queue at least which was the direction we were leaning (think he brings more that's unique as a mid laner than a support). Hoping he'll now be in a stable state, not confident yet though that'll be the case.
Have you considered giving back W's uninterruptible channel? Or at least making it so that the taunt goes off at the charge level where it's interrupted? Feel's like Galio's biggest issue is that it's impossible to get off anything more than a tapped W. Now that he can't W flash, enemies should be able to react much easier to Galio since his combo is so telegraphed.
Adalvar (EUW)
: > why not put it onto something that's not played like mao or voli, or wu, or anything else that isn't the 5th most played toplaner Renekton. Last i checked Voli is on the VGU short list along with Fiddle, Wu already has a kit rework on the PBE and Mao already has a niche as a semi-global engage tank. Ahri always had her charm cancel dashes until a stupid rework attempt that failed hard, and she's losing almost half the duration to her dmg amp in return. Also last i checked Renek doesn't have a niche besides "bash people in the first 15 minutes", which if you think about it, this change only fuels that quasi-niche. Also Blitz got the shield-breaking mechanic and he's arguably the least played of the hook supports, Kled also got the GW treatment as Kat, Kench can now eat Red and Blue, but lost alot of dmg. Sylas is now a anti-mage focused pick with his magic dmg only shield. Leona has a flat dmg reduction on her W to deal with DoT champs. Morg/LB/Karma now gain true sight with their tethers. I'm guessing that this will be a dry run patch to test how these soft counters and if it pays out, we'll see a few more
Those tethers already gave true sight.
Kelg (NA)
: Also please don't give renekton that shield breaking mechanic, the champ is already very strong, and offers no counterplay as is. This will just give him more one-sided matchups and make him super annoying to deal with if your champ at all uses shielding.
I agree. Any champion that uses shields as their defensive steroid is crippled against Renekton, and he already won the matchup as is (Sterak's Gage users should also be considered). But the core of the problem is that no champion should have a basic ability passively disable skills (entire kits, depending) with little to no input. Renekton is never wrong to use empowered W. This is adding an obscene amount of power... as an afterthought. This is the same problem anti-shield mechanics on Irelia and Aatrox exhibited, and those got removed for good reason, but this is a full on disable and penetrate, tremendously worse. It makes no sense in the context of their balance decisions regarding those characters. Once Renekton hits 6, and especially after he gets Spear of Shojin, he's going to generate Fury to cast empowered abilities multiple times in battle. There will be no playing around it for the shield the shield user, and frankly, I don't imagine Renekton is going to change his combat patterns significantly to aim for shield disables, which could just mean Renekton gets rewarded blindly for pressing W at the exact same times he would on live. Being on the receiving end is going to feel terrible and Renekton isn't going to feel like any richer of a character for having this because W is such an opportunistic ability. Renekton doesn't need this, but beyond that, it is not a healthy thing to have in League.
: Upcoming Bounty Changes
I have an opinion on why CS bounties have generally felt like they go against the grain of the game: kill bounties made logical sense because they were a product of aggressiveness, a proactive, non-repetitive task. Kill bounties entail "resolution", a very clear cause > effect that is absent from CS bounties. CS bounties feel bad because gold isn't necessarily an indicator of the state of the game: you can generate a bounty before you're able to put the gold to use in real terms, that is, you convert your advantage into a kill or an objective. A lack of resolution for your gold. In contrast, bounties had previously always entailed resolution. I think it stems from the fact that we tell ourselves a lie in that "a kill is worth x farm" like the effects of a kill can be summed up by the gold it grants. We do this to defeat the tendency of underestimating the value of farming we have exhibited as a playerbase, historically. But no. A kill is incredibly impactful, not only because it grants gold and experience, which I would argue has an even higher value than gold, but because it removes the player from the map, meaning they lose an undefined amount of gold, experience, and other intangible resources like vision, pressure, objective control. A kill is and has always been more valuable than the equivalent amount of farm in gold. Kill bounties are intuitive and also a much better tool to illustrate the real, underlying balance of power in a game than CS bounties for these reasons, even though I understand and firmly agree with the logic behind it. In my opinion, the system would be improved if CS bounties only came into effect after achieving "resolution", because nothing feels worse than giving up a large amount of gold for power you don't feel you exerted. For example, making it so CS bounties are granted on *one* kill, different to kill bounties that start at two.
Meddler (NA)
: Quick Gameplay Thoughts: January 25
I feel like Riot absolutely refuses to listen to the community on the subject of PD. Why ask for feedback if you're going to ignore the overwhelming majority of people who expressed displeasure in seeing PD used as a placeholder for Lifeline? PD has limited users because you created a system that rewards you for combining Shiv and RFC — energized. You created a system that has one option be the mathematical optimal choice, then move to change an item with a great concept and great satisfaction because it's "not built enough". Never mind that there's no reason why Lifeline can't inhabit a new item, since there is no actual motivation to change PD. Melee ADCs have PD in their core. Duelist/short range ADCs do as well. And instead of fostering an item system that doesn't make decisions for you before you even hit the game, such as the Energized mechanic that predetermines your builds and has had negative repercussions on the balance of every part involved in this system—Shiv, RFC, **Fleet Footwork**—you repurpose an item for your convenience against our wishes. I just don't understand. I hate that argument. Why don't we talk about the fact that Runaan's Hurricane has an even lower buy rate than PD? https://www.leagueofgraphs.com/champions/items How is the argument for changing PD that it lacks core users without asking ourselves why that is so? Both Zeal alternatives are less commonly bought by marksmen *because you made a system that makes it so*. Not just that, but you're planing to double-down on it by adding yet another Energized synergy item to the system. The rest of the Zeals can't compete in an ADC's inventory because the synergy is simply **objectively superior** if you want to deal damage. You need to have an extremely compelling reason to buy another type of item in its stead, like Jinx's overlapping AoE instances that both make for the mathematically superior damage choice and just as good a waveclear tool than Shiv. The current changelist is just *flawed*. The rationale is *flawed*. It's incredibly frustrating to have a pantomime of a communication channel only to get stonewalled when we cast reasonable doubts on the decisions you're making. It's pure arrogance.
: I like the changes but phantom dancer going down to only 30% attack speed will probably make the item not worth getting.
I really dislike using Phantom Dancer for this. PD's mechanics are unique and incredibly fun, and losing what makes it so for a shield feels bad. If they're already adding Spear of Shojin, why not just add a new Zeal item with Lifeline? Besides, despite the loss in stats, that shield trigger looks way too broad to be healthy.
Meddler (NA)
: Quick Gameplay Thoughts: December 12
Hey, Meddler! Lately I've seen some new items be announced for Ornn's masterwork pool, wanted to ask if there's any plans to add some to appeal to Enchantresses. It seems like they often don't get to partake in this cool thing Ornn does for his team if they don't buy Redemption, which is often, since it's fallen out of favor. The only other reasonable alternative is Locket, and you guys rebalanced with the specific goal of making it unappealing to the class.
Meddler (NA)
: Quick Gameplay Thoughts: November 14
Meddler, can I ask why you guys are so adamant in changing Celerity once again? You're yet again going to reduce the scope of the rune to be very niche. Why is it a problem that most ADCs spec into this rune? Isn't just changing Celerity to get ADCs off of it ignoring the issue of why ADCs value Celerity highly? Because preseason patch seems like a combination of small changes that yet again nerf the AD Carry class in general and also reduce the viable pool of champions you can play due to the pacing-related changes, at a moment where ADCs don't seem all that powerful compared to sololaners. The new Celerity doesn't even seem too useful for the champions who would want them, to be honest. I just don't see why the rune is such a problem in you guys' eyes.
Meddler (NA)
: Oh, one addition - after talking/testing might be going back to Liandry's still rewarding the target being CC'd, just with both numbers being buffed and the difference proportionally smaller. Testing 1.5% normal/2.5% if CC'd right now, with 5 AP taken off Liandry's as well.
If you're looking for a power increase, why decrease the AP on the item, though? It's small enough that it won't be terribly noticeable, but that exact case can be made for *not* changing the AP value. (If it's largely unnoticeable, then why change at all?) I just don't get why you would identify the item as an underperformer and still fear adding power without engaging in some sort of tradeoff. If the item were to become dominant, a 5 AP drop won't prevent it from reaching that status. I feel you guys are way too tentative about some low risk stuff and go overboard with delicate balance actors.
Meddler (NA)
: Quick Gameplay Thoughts: June 20
Can we get thoughts on the champions hit by last patch shielding nerfs? For the sake of game health, you introduced a sledgehammer of a nerf to shield durations, double or triple dip nerfing those abilities through duration, AP efficiency and persistent buff efficiency, and on top of that neefed all shielding/healing % items by 20/25% (in the case of Mikael's). That's not an issue in and of itself. The game is healthier with shields as reactove mechanics instead of way too forgiving, blanket protection. However the champions you nerfed did not need changes from a power level point of view, regardless of the general perception. Meta supports were not shielders before 8.11 and they sure aren't now, with perhaps the exception of Lulu, and even that's a stretch when compared to the continued prevalence of Rakan, Braum, Morgana, Soraka and the newfound dominance of the mage supports in Fiddlesticks, Zyra, Brand. My question is, is the performance of shielding champipns being actively looked at? Because I can't understand why there wasn't power readjustments introduced with the nerfs considering they were explicitly supposed to be game-health changes. You held off on the item nerfs earlier this year due to it not being the right time for them considering enchanters' power levels and that situation did not change. This patch you nerfed both the items and the shielding abilities and did not see fit to provide context to tie those postures together. What changed? Because the vocal player has continually pushed for nerfs regardless of power level, but you usually don't let yourselves be swayed. There's been as much as 3% winrate drops from these changes. Wasn't the duration nerfs a parting point for healthier, higher power windows? On another hand, isn't shield stacking still an unsolved issue in this sense? I just don't understand why there hasn't been active communication about the goals you had previously outlined. I understand less why there are 18 second cooldown decaying shields in the game. Players expected a power revision to accompany systemic changes. We just got nerfs that don't give the affected champions compelling reasons to be picked.
Meddler (NA)
: Quick Gameplay Thoughts: May 25
Meddler, can we get context on the Banner of Command changes? I think Banner of Command definitely needed to be looked at, but the changes on PBE simply strip the promoted minion from its antimagoc shield and the item itself is getting its CDR removed. Looking at how much work Banner of Command historically needed to become a viable item, this move seems like you guys are simply choosing to kill the item. The CDR loss in particular makes it much less appealing to the subset of champions that actually used it for its intended purpuse as their only way to contribute to sidelane control, supports.
Meddler (NA)
: Quick Gameplay Thoughts: May 16
Hey, Meddler. Recently you guys decided to revisit Bard, presumably because he's been somewhat of a fringe pick for some time now. I think one aspect that's keeping Bard back is the fact that before Runes Reforged, he used runes to provide a level of laning comfort that he doesn't have access to on the current system, specifically because Attack Speed was the key stat for him to perform his basic trade patterns with fluidity and he can't spec for it in the current rune system because the Precision tree does not offer him any mileage. Plus, the cost of opportunity is too steep. The W changes are welcome (though I don't think the fundamental problem of W lacking any sort of defining impact on Bard's kit is something that can be band-aid-fixed) but these types of changes don't address Bard's primary pains. This is a complaint I've seen a number of Challenger Elo Bards echo. Can we get the team's thoughts on looking at Bard's attack speed in the early portions of the game?
: Please can we NOT buff quinn
You should be making a petition to improve that "14 lifetime upvotes" stat instead.
Meddler (NA)
: Thanks for the notes, I did indeed miss these in the previous post. I suspect we'll be able to do the minion+ult stuff at the least at some point, I'll pass your post on to a couple of folks with more Quinn familiarity than myself too to see what they think.
Many thanks, that's all we ask for.
Meddler (NA)
: Quick Gameplay Thoughts: February 16
Sorry, I don't want to harp on the subject but I wasn't sure if you read my comment last post, I got in from work too late: Thank you for commenting on Quinn. I have to point out, while I agree with the things you're saying regarding her current state, some of her historic problems and outlook, I don't think you touched enough on her current power level. I don't think Quinn's current problem is that she's underpowered per se, but she's certainly underperforming. Check the relation between playrates and winrates for the last few months: she used to have a stable, slightly below average playrate and a good winrate that befit her status as a niche champion. Regardless of the logic we use (I saw some objections to my previous take on the matter) I think it's undeniable that a champion that rapidly loses both winrate (3% overall in two months) and playrate (sub 1% now) with no direct changes is under duress. Quinn has always had to compete against champions similar to those in meta, across many different metas in fact, while having the same stable numbers she hasn't shown ever since the preseason, specifically since the lethality item nerfs. I agree, Quinn players tend to be divided over what they want for Quinn, even though Repertoir was very explicit this version of Quinn was designed to be a solo laner, a facet that Volty wholeheartedly embraced, but I feel like that's a conversation to be had in the future once her rework looms. For now I think it'd be a disservice to simply say these things and not move to improve Quinn's current state, because she's not in immediate rework priority, which, you know better than I do, means that it'll be nearer to two years before you guys can address her. Returning to my original point, I don't think Quinn is underpowered. I think we'd be insincere to say that she needs a return to former states because there's very good reasons why you guys moved to nerf what you did. But this is a perfect opportunity to move to improve Quinn's feel at the very least, and I do believe there is room given how she's performing to add at least a tad of power as long as it doesn't contribute to alienate melees. We would really like for Repertoir to evaluate Quinn's state, for two reasons: one, he stated that he would procure that Quinn was always at least somewhat relevant. Two, a year ago said he knew that Quinn's kit has a few pain points he would like to address but Quinn's state at the time did not allow for him to do so on good conscience. I think Quinn can be said to be objectively under the relevance bar, and for the first time since the rework she exhibits room for work. As for ideas for places you can add power without contributing to abusive patterns, I suggest: * First and foremost, fixing some of her bugs. Currently, there are situations in which Skystrike doesn't fire at all, or fires and deals no damage. A bug that was fixed previously has come back, too: if you cancel Harrier's auto, you can no longer proc the mark on that target. * Disallowing creep damage to cancel her ult channel. A 2 second self root is deterrent enough for quick escapes, and it ends up feeling awful to have a single creep auto cancel a nearly complete channel due to erratic creep behavior. * Easing on the slow inflicted by creep aggro when using her ultimate. Currently, Quinn is massively slowed if she takes creep damage during her ultimate. This mechanic often feels overbearing because she isn't merely slowed by a percentage, her movement speed is set to her base, negating any bonus her ult might have given. The change is extraordinarily jarring, there is no easing into it. We dread it so much we call creep autos during ult "minion glitterlances". * Improving W's active. This ability feels very lackluster compared to similar vision tools. The cooldown is way too high for a point blank ability, vision doesn't linger long enough to justify said cooldown and it feel like it's overall the place in Quinn's kit where the least power is allocated. * Make Skystrike deal additional damage to creeps or execute creeps at a certain threshold. One consequence of the nerf to Vault out of ult was that Skystrike lost its usefulness as a pushing mechanic because it deals negligible damage to creeps. I am not exaggerating when i say that Skystrike contributes far more to ruining your ability to CS when pushing than aiding it. It feels awful. * If you're amenable to bumping up Quinn's power levels, simply increasing W's passive uptime slightly would go a long way in bolstering healthy combat patterns. The buff duration often creates pain points where the sudden change in attack speed induces mistakes, and part of it is lost simply adjusting for the shift. R's mana costs early are also a huge pain point, which puts a heavy damper on what Quinn can hope to accomplish with it during the part of the game where she's supposed to be strong. It scales to cost 0, which trivializes her mana costs late. I think she would benefit a lot from a flat cost. Summarizing, I commend you for addressing Quinn, but please don't allow her to stay in this state indefinitely, especially now that you're moving to nerf Duskblade. We beg of you.
: Third worst in the game? She's sitting at a healthy 50.64% winrate according to champion.gg, which is better then average. Things aren't as bad you pretend it to be.
I hadn't read this. Third worst **playrate**, under Volibear and Mordekaiser. She's sitting at overall 49%-50% winrate when she had spent months on 52-53% like most healthy niche champions.
Meddler (NA)
: Hmm, let me check with some folks about being able to channel ult while moving. Can't make any promises, especially given her animations, but possible we might be able to do at least slowed movement while casting there. How consistent is the Skystrike bug you mention? If there's a reliable way to reproduce it consistently could get that shifted up ahead of other bugs in the priority list.
Thank you for commenting on Quinn. I have to point out, while I agree with the things you're saying regarding her current state, some of her historic problems and outlook, I don't think you touched enough on her current power level. I don't think Quinn's current problem is that she's underpowered per se, but she's certainly underperforming. Check the relation between playrates and winrates for the last few months: she used to have a stable, slightly below average playrate and a good winrate that befit her status as a niche champion. Regardless of the logic we use (I saw some objections to my previous take on the matter) I think it's undeniable that a champion that rapidly loses both winrate (3% overall in two months) and playrate (sub 1% now) with no direct changes is under duress. Quinn has always had to compete against champions similar to those in meta, across many different metas in fact, while having the same stable numbers she hasn't shown ever since the preseason, specifically since the lethality item nerfs. I agree, Quinn players tend to be divided over what they want for Quinn, even though Repertoir was very explicit this version of Quinn was designed to be a solo laner, a facet that Volty wholeheartedly embraced, but I feel like that's a conversation to be had in the future once her rework looms. For *now* I think it'd be a disservice to simply say these things and not move to improve Quinn's current state, because she's not in immediate rework priority, which, you know better than I do, means that it'll be nearer to two years before you guys can address her. Returning to my original point, I don't think Quinn is underpowered. I think we'd be insincere to say that she needs a return to former states because there's very good reasons why you guys moved to nerf what you did. But this is a perfect opportunity to move to improve Quinn's feel at the very least, and I do believe there is room given how she's performing to add at least a tad of power **as long as it doesn't contribute to alienate melees**. We would really like for Repertoir to evaluate Quinn's state, for two reasons: one, he stated that he would procure that Quinn was always at least somewhat relevant. Two, a year ago said he knew that Quinn's kit has a few pain points he would like to address but Quinn's state at the time did not allow for him to do so on good conscience. I think Quinn can be said to be objectively under the relevance bar, and for the first time since the rework she exhibits room for work. As for ideas for places you can add power without contributing to abusive patterns, I suggest: * First and foremost, fixing some of her bugs. Currently, there are situations in which Skystrike doesn't fire at all, or fires and deals no damage. A bug that was fixed previously has come back, too: if you cancel Harrier's auto, you can no longer proc the mark on that target. * Disallowing creep damage to cancel her ult channel. A 2 second self root is deterrent enough for quick escapes, and it ends up feeling awful to have a single creep auto cancel a nearly complete channel due to erratic creep behavior. * Easing on the slow inflicted by creep aggro when using her ultimate. Currently, Quinn is massively slowed if she takes creep damage during her ultimate. This mechanic often feels overbearing because she isn't merely slowed by a percentage, her movement speed is set to her base, negating any bonus her ult might have given. The change is extraordinarily jarring, there is no easing into it. We dread it so much we call creep autos during ult "minion glitterlances". * Improving W's active. This ability feels very lackluster compared to similar vision tools. The cooldown is way too high for a point blank ability, vision doesn't linger long enough to justify said cooldown and it feel like it's overall the place in Quinn's kit where the least power is allocated. * Make Skystrike deal additional damage to creeps or execute creeps at a certain threshold. One consequence of the nerf to Vault out of ult was that Skystrike lost its usefulness as a pushing mechanic because it deals negligible damage to creeps. I am not exaggerating when i say that Skystrike contributes far more to ruining your ability to CS when pushing than aiding it. It feels awful. * If you're amenable to bumping up Quinn's power levels, simply increasing W's passive uptime slightly would go a long way in bolstering healthy combat patterns. The buff duration often creates pain points where the sudden change in attack speed induces mistakes, and part of it is lost simply adjusting for the shift. R's mana costs early are also a huge pain point, which puts a heavy damper on what Quinn can hope to accomplish with it during the part of the game where she's supposed to be strong. It scales to cost 0, which trivializes her mana costs late. I think she would benefit a lot from a flat cost. Summarizing, I commend you for addressing Quinn, but please don't allow her to stay in this state indefinitely. We beg of you.
: I think in the hands of a good player, Quinn feels incredibly frustrating to play against, so when she is strong it feels like she has no counterplay. She's like Pantheon in that way. I think she could do with a change to her passive to remove the RNG factor from laning and give more skill expression. I also think that she as a champion is fine, but the state of top lane in general right now is bad for champions that want win lane, so Quinn is obviously going to suffer as well. If nerfs end up coming to early tank itemization she will be able to come back into the meta with champions such as Renekton. In addition, though she should be a lane counter to Gangplank in this meta, there are several other champions that fulfil this niche better, including Lucian. I think it will be hard for Quinn to exist in solo lanes while Lucian does a similar job in lane and is more useful later on.
But she hasn't been strong ever Skystrike's AD ratio got nerfed. We don't want to return to those power levels, and are the first to admit that simply adding flat damage is going to induce more frustrations that it will solve issues for Quinn players, but there are plenty of things that could be done to add power without buffing the parts of Quinn's kit that feel frustrating to play against. I don't think she's fine, her playrate has fallen from slightly below average to the third worst in the game in a span of two months. She has suffered from meta changes, yes, but she's also been collateral damage for nerfs aimed at other targets, while her counterparts have been getting buffs to address *their* poor state relative to the meta and the tools they have at their disposal. Quinn isn't even in the discussion. It's not just tanks. Quinn has always had to compete with some of these champions, and despite being a niche champion, she's been fine during periods where the meta has been far more hostile to her than it is now. She has gotten progressively worse. She's not awful, but she was in a much healthier place before preseason. She doesn't feel particularly powerful during the periods where she should be, and given her power curve that's an issue, because the later it goes, the harder it is for her to have an impact as a short ranged AD with no on-demand steroid, no mitigation mechanics outside of Q, and a single-target intensive damage profile, same weaknesses that usually make her balanced.
Meddler (NA)
: Quick Gameplay Thoughts: February 9
Hey, Meddler. I really dislike having to do this because I think these types of threads often get derailed by tone-deaf "buff my champ when?" posts, but I feel like this topic has gone completely under the radar. You guys have spent the last couple of months trying to address the state of toplane by adjusting runes, champions (those that seem[ed] to be struggling, like bruisers, as well as those that seemed to be unduly strong, like lane bullies drawing too much power from runes). None of those discussions/changes have taken Quinn into account. Quinn is the type of champion that you would expect to come up often since she's been typically considered one that bruisers in particular seem to have a hard time going against, and it should have been an alarm to you that she is *utterly absent* from the string of complaint posts that have appeared here and in other forums about the state of toplane. I invite you to control + F Quinn in the most vitriolic posts about toplane balance (you know the ones I'm talking about), or watch the high-elo community videos like Wicked's referenced tierlists, and you'll see what I mean. To summarize the issue: Quinn's playrate has been falling dramatically over the weeks since preseason, to a point where she's beginning to disappear from data gathering sites, and instead of seeing winrate increases that usually happen when only players with 50+ games play a champion, her winrate has gone down by 3-4% according to most sources. Quinn is struggling. She has received indirect nerfs in almost every patch since preseason hit, the most egregious being lethality values going down across the board when the AD assassins and casters seemed out of line, but has also suffered from nerfs to almost every major rune she can viably spec into, including Press the Attack, Celerity, Eyeball Collection, Sudden Impact, Coup the Grace and Triumph repeatedly. This period was supposed to evaluate where champions landed in terms of power level after preseason. Despite being a niche champion, Quinn previously appeared to be appropriately tuned considering her play rate, winrates. As you balance the things around her, that is no longer the case, but she is absent from the conversation. Her stats as a niche champion should be cause for alarm. Her situation has deteriorated immensely in the span of two months, she was significantly healthier on 7.22. And we would understand some apprehension: Quinn has historically been a champion that tends to cause frustrations in toplane, but that is simply a nonissue given her current power level. Moreover, there are plenty of parts in her kit where power can be altered not to contribute to alienating melee champions, such as W’s and R’s many levers. I can't stress this enough. Her playrate has **plummeted**, reaching sub 1% levels, only behind Volibear and Mordekaiser. Her winrate has dropped several points even though mains make up for the majority of her appearances. You guys continue to nerf tools she relies in, and in the current toplane discussion where she would normally get flak, she has been conspicuously absent because she is irrelevant in this state. This situation feels **wrong** and we are worried she will be held in this state indefinitely. Can we get you guys to at least comment on this situation?

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