: Stop saying that these champions are unoriginal and plain copies of other champs.
CytheGuy (NA)
: Kayle is dominating lanes right now for ONE REASON
While I understand concerns of the "riot special" (where we nerf the champion and then nerf the item/rune), Kayle is crazy strong even without Klepto. If we nerfed the rune's interactions with her she'd just switch to some other keystone (like fleet or conqueror) and be just as strong. The champion sKayle's too well with levels right now and we're adjusting that next patch before looking at any one rune or item build problem. If we were to nerf Klepto on her, I'd rather we looked at specific abuse cases instead of just making a spell on her kit randomly not count as a spell. Am heavily considering removing her unique interaction with Elixir of Skill for 9.8 (the extra point lets her ascend early). It's working as intended on live, but that doesn't make it ideal. Since Klepto is a random rune, it felt fine that Kayle got special random outcomes. Looking at it now though, Kayle getting 16 @ 15 can feel waaaay more powerful and waaaay more random than an Ezreal getting 2 gold bags and buying a Tear or Sheen early.
Reav3 (NA)
: Soonish
: Awaken cinematic.
Camille looks so slick in this anim! The opening scene where she's walking in especially. Jhin doesn't stand a chance TBH. Nerf pls
Marveł (NA)
: Honestly, what's the point in PBE?
PBE is a terrible place for any sort of balance feedback. Population is too small. Games are too uneven. We typically completely ignore PBE winrate data as it almost never lines up with what things look like when they go live. It's great for finding bugs, crashes, and performance issues. Also great for collecting feedback on things like visuals, sounds, and higher level gameplay concepts. I found a ton of use in the feedback gained from PBE when I was working on Rengar for example. You could say that "everything that goes to Beta goes live" but if that were true there would be a lot more crashes and framerate issues after patch day.
Atlªs (NA)
: Please bring back Nexus Blitz where I can play any champion and still have fun
: Why are Ahri and Nami getting nerfed but not Graves/Lucian/Jhin/Kassadin/Jax etc.?
Nami and Ahri are incredibly powerful in their respective roles at all MMR's. Makes sense to nerf them. We will be hitting Jhin's HoB synergy this patch. Currently there's a bug where about 80% of the time Jhin gets HoB's AS bonus applied on his first attack (this makes him THE FAST when he crits with stormrazor). All other champions in the game don't get the AS until AFTER their first attack. We'll be fixing Jhin to be in line with the rest of the roster (only gets AS on attacks 2 and 3).
: wait what you guys are gonna stop running nexus blitz? tbh I just assumed you guys would keep running it until it either developed into a full game mode or didn't. Does this mean interest in the game mode waned too much?
We'll be disabling NB for 8.18. After that we'll evaluate if it should come back in the future. If the answer is yes, you'd likely see it again in a month or two with a ton of improvements!
AD Yuumi (NA)
: Nexus Blitz - Week 4 Feedback and Patch Notes
Hi friends, Guess what?!?!?!!? It's time for another Nexus Blitz micropatch (Brand nerf)! Today we're buffing some low performers in the tank and support space while taking another swipe at dominate mages (this time by hitting their MS) Also removing a mechanic on mini-raptors where hitting them with AoE skills would deal bonus damage. Hope is that this will even out the jungle a bit more, allowing single target jungles to better keep up with their AoE opponents > # 9/6 - Balance & feature update > > **CHAMP SELECT BAN TESTING IN OCE** > We'll be testing bans in Oceania from now through Monday morning Oceanic time. Though our intent for Nexus Blitz is to avoid an atmosphere of strict competitiveness, bans have been one of the most common requests we've seen across regions—so much so that they're at least worth testing! **This isn't a guarantee that theoretical future versions of Nexus Blitz will have bans**; like everything else in the alpha, we're just experimenting to see what _could_ work. > > **CHAMPION BUFFS** > Bard > Chime spawn rate increased > > Nasus > HP :: 560 >>> 620 > AD/lvl :: 3.5 >>> 4 > AS/lvl :: 3.5 >>> 4 > > Sejuani > HP :: 560 >>> 620 > Armor :: 31 >>> 36 > MR :: 27 >>> 32 > > **CHAMPION NERFS** > Lux > Movement speed :: 330 >>> 325 > HP/lvl :: 85 >>> 75 > > Brand > Movement speed :: 340 >>> 330 > > **MONSTER BUFF** > Raptors no longer take increased damage from area-effect abilities
  Comentários de Rioters
: > [{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=i1cNNNA3,comment-id=00000000,timestamp=2018-09-03T09:11:18.882+0000) > > Could he be the legend of _The Fast_...? > > {{champion:202}} {{summoner:6}} {{item:3095}} {{item:3094}} {{item:3046}} {{item:3087}} {{item:3142}} {{item:3009}} If its not a highnoon jhin **DOWNVOTED**
Vox569 (NA)
: does that mean you guys won't change anything on his kit?
Personal opinion (not on balance team). In regards to THE FAST. I agree that he feels "off" right now, a bit too fast. IMO Hail of Blades could use some work, seems like a rune that is warping on Jhin while being pretty hard to take advantage of for the rest of the roster. That said, stats wise, Jhin doesn't seem OP. His winrate is average, his pick/ban status in pro seems healthy, he's not highly banned in solo queue. His pickrate is high however, but we see threads like this pop up all the time on boards whenever a champ is popular. When you see something in a lot of your games you tend to start noticing the things that might feel BS about it. Here's something to think about. League balance is like a ladder. There's ALWAYS going to be a popular champion that you see a lot at the top of the ladder. When you nerf bat them off the top, another champion is likely to take their place. If it isn't Jhin it will be MF, or Draven, or Kai'sa, or Jinx, etc. A good question to ask is, "who would you rather see at the top of the ladder? Who makes the game best when you see them in your games?" There's always going to be someone who's played the most.
: Could he be the legend of _The Fast_...? {{champion:202}} {{summoner:6}} {{item:3095}} {{item:3094}} {{item:3046}} {{item:3087}} {{item:3085}} {{item:3009}}
: Consider a buff to {{champion:75}} . Ever since the Stack revert, you either have to farm hard to keep up in stacks but it makes it hard against champs like Yasuo or mages to easily bully {{champion:75}} out. Without a proper team, he can't necessarily stack at all. I've generally on average if I ignore my whole team for 12 minutes I'd get around 300-400 stacks. Maybe 100-300 if I get bullied out by champions like Teemo, or Brand. Full stacking {{champion:75}} is in my opinion not viable since there will be multiple team fights during events or in the jungle if {{champion:75}} is not there his team will lose to a 4v5. And if he does help he'll lose out on stacks. Of course, you can build tanky for your team since tank {{champion:75}} is the meta build but it's not as fun as going a more heavy damage build which Nexus Blitz is about fun. I'd like to see some kind of stats buff to compensate his Q nerf. Maybe increase his armor or mr per level to help him get through lane phase or buff his Q base stats so he doesn't have to farm as much and help his team out.
I'll likely buff his stats if he's suffering after nerfing his staccs.
: CT designs are some of the best designs in this game
When you mention "other designs don't have these traits" it reminded me of a conversation I used to have with Xypherous Xypherous used to lament that Riven would have been a MUCH better design if League was a game where EVERYONE WAS RIVEN. The point he was making is that Riven matchups vs. characters with similar tools to her tend to be be dynamic and exciting. On the flip side, Riven matchups into characters like Nasus are much more likely to feel awful for one side to play. Nasus either outstats Riven and wins with Q (despite all her gameplays) or he does not outstat her and loses (while feeling helpless as she dashes circles around him). We could say here "oh well why not just give Nasus more tools," but we have to remember that there are a lot of players out there who DON'T WANT THAT MANY TOOLS. I believe one of League's strengths is the sheer amount of variety we've managed to express in our champion roster. Some players want a high mechanic high octance experience (like Riven or Yasuo) whereas others would prefer to chill and manage one or two important spell casts (Like Nasus or Annie). It's important that we find ways to make champs with varying levels of mechanical complexity and "outplay" potential able to fit into the same game. (As a side note, I agree that a number CertainlyT champs are awesome, IMO Yasuo and Thresh are two of the best champions ever made. It's interesting when examining regional differences for "the Yasuo problem." NA players find Yasuo incredibly frustrating, but Chinese players think he's fine, despite his playrate being WAY higher over there.)
: > [{quoted}](name=DoktorKaiser,realm=EUW,application-id=ELUpwER8,discussion-id=28nNMfnH,comment-id=0008,timestamp=2018-09-01T09:33:11.379+0000) > I logged on and came in here to downvote this thread, but then I just found out...
No downvotes is a great voting method for curated boards IMO (where mods can manually filter out spam posts and other nasty threads) People don't downvote objectively bad threads. They downvote things they disagree with. Creates echochambers. Makes it difficult to have discussions, especially if you disagree with the majority.
: General discussion of knock-ups VS Stuns
> Why are knock-ups used instead of stuns when they are (and technically vice-versa)? A good question!!!! Here's some of the design reasons we use knockups vs. stuns. 1. Thematic Sometimes a knockup/knockback just **feels** correct thematically and it would betray player expectations to not make it so. Displacements are the easiest examples here (Lee Sin R) , but also things like Vi ult (where she literally uppercuts you into the air). In these cases using a stun (where the target didn't move) would likely feel WRONG. Imagine hitting someone with a giant water geyser and NOT seeing them move. 2. Guaranteed Power Knockups give us a strong design tool. They are CC with essentially no "counterplay" as they cannot be reduced or cleansed. If you NEED an effect to "just work" and screw over THAT CHAMP for X seconds NO MATTER WHAT then a knockup is for you. Malphite ult is a great example of this principal. Unstoppable Force is intended to be an incredibly powerful and fight altering ability. The knockup helps it achieve that, even when the enemy is running things like cleanse and QSS. 3. Satisfaction Sometimes we just want a spell to feel good. Knockups feel better than stuns because the impact is more visceral (you move the target OMG). Things that look flashier often feel better to hit. 4. Mobility Counters (EDIT:forgot to put this in original post) Because they stop dashes, knockups are a great way to give your champion a counter to an opponent's mobility tools (Volibear Roar). My personal opinion is that reasons 1 and 2 are GOOD REASONS for using knockups, while reason 3 is fine but DANGEROUS. I call 3 dangerous because in the search of "good feels" we can often forget about the importance of cleanses and tenacity in our game. Doing it every once in a while is fine, but if it becomes a trend where most spells have "knockups for the feels" the whole stun/tenacity/knockup/cleanse system can start to break down. I'd be lying to say that League hasn't experienced a good deal of "knockup" creep over the years. In regards to stun satisfaction, there are ways to have our cake and eat it too. Knockups that fade into longer stuns are one way (did you know that Nautilus R is reducible by tenacity? The knockup only lasts .5 seconds, the majority of the CC is actually a stun!). Another way is the Thresh and Nami Q approach. Both of those spells are stuns! They just "look" like knockups, but can be reduced and cleansed like normal. The cost of that approach is clarity. They work for Yasuo R but can also be Gangplank W'd? A tad confusing, but probably worth it in the long run to get the desired counterplay.
: I was wondering if it was planned or not, but Bloodletters Veil isn't an item you can buy in Nexus Blitz anymore.
we removed it, was giving mages too much power while not being all that exciting (compared to items like DFG)
: Please address whether Nexus Blitz will have a ranked queue and if (or when) we can expect a queue with bans. Thank you.
No ranked planned, NB is intended to be less serious. We may test bans in certain regions (but expect they will not be ideal for the mode)
AD Yuumi (NA)
: Nexus Blitz - Week 3 Feedback and Patch Notes
Micropatch coming at ya! Once again, we're looking to address the balance of certain class outliers. Today we're targeting some of the premier poke mages as well some OP fighters. Also reverting the Nasus Q buff cause it made him bonkers. If he goes back to being overly weak will be looking at his base stats. > 8/30 > > **Buffs** > Lulu > HP/lvl:: 74 >>> 90 > AD:: 46 >>> 51 > Armor:: 28 >>> 32 > > Tahm Kench > HP/lvl:: 95 >>> 110 > AS/lvl:: 2.5 >>> 3.5 > Armor:: 47 >>> 52 > > Zed > HP:: 584 >>> 630 > AD/lvl:: 3.4 >>> 4 > AS/lvl:: 2.1 >>> 3 > > **Nerfs** > Graves > HP/lvl:: 92 >>> 85 > Armor:: 33 + 3.4/lvl >>> 30 + 3/lvl > > Brand > HP/lvl:: 80 >>> 75 > Armor:: 22 + 3.5/lvl >>> 18 + 3/lvl > > Ziggs > HP/lvl:: 92 >>> 78 > Armor/lvl:: 3.3 >>> 3 > > Vel'koz > HP/lvl:: 88 >>> 75 > Armor/lvl:: 3.5 >>> 3 > > Lux > HP/lvl:: 85 >>> 75 > Armor/lvl:: 4 >>> 3 > > Nasus > Q Stacks per Kill:: 3 >>> 2 > > Wukong > AD/lvl:: 4 >>> 3 > Armor/lvl:: 3.5 >>> 3 > > Yasuo > Armor/lvl:: 3.4 >>> 3 > AD/lvl:: 3.2 >>> 2.5
  Comentários de Rioters
DefiBRO (EUW)
: i don't see Innervating Locket {{sticker:sg-lux-2}}
> [{quoted}](name=DefiBRO,realm=EUW,application-id=A7LBtoKc,discussion-id=tho64FfY,comment-id=000f,timestamp=2018-08-21T20:47:56.894+0000) > > i don't see Innervating Locket {{sticker:sg-lux-2}} just wait
LoneLyon (NA)
: Any Word on possible strengthening towers overall. I understand the need for a quick mode, but I honestly don't see organized team games lasting longer then maybe 10 mins with how snowbally objectives can be. A King of the hill ace into the shield buff is basically a game ender. I would would also argue Rift is to easy for basically a free win.
> [{quoted}](name=IcyFlare,realm=NA,application-id=A7LBtoKc,discussion-id=tho64FfY,comment-id=0024,timestamp=2018-08-22T21:20:42.176+0000) > > Any Word on possible strengthening towers overall. I understand the need for a quick mode, but I honestly don't see organized team games lasting longer then maybe 10 mins with how snowbally objectives can be. A King of the hill ace into the shield buff is basically a game ender. I would would also argue Rift is to easy for basically a free win. We're making them slightly stronger in 8.17
AD Yuumi (NA)
: Nexus Blitz alpha: Week 2 feedback and patch notes
Oh boy, It took awhile but today's micropatch is finally out. Today we're focused on cleaning up a number of balance outliers on the far ends of the spectrum (either very weak or very strong vs. other members of their class). In the background we've also been working on a LARGE features that you'll be seeing in 8.17. The MR changes from last micropatch panned out pretty well. Sustained AP damage and tanks are a bit weaker (they were too strong) and marksmen and fighters who don't like getting bursted are stronger (they were a bit too weak). In terms of overall balance, the power spread across different champs and classes is still looking great! All classes are worth taking, and the vast majority of the cast is viable in the jungle with the right partner! We're still worried that AoE mages are slightly too strong and assassins are slightly too weak. May need to look at future class changes to bring them up. Do note that "too weak or too strong" does not mean "useless or the only things worth picking" > # 8/22 - Balance update > > **CHAMPION BUFFS** > > Talon > AD :: 68 + 3.1/lvl >>> 70 + 4/lvl > Armor :: 30 >>> 35 > HP :: 588 >>> 650 > > Evelynn > AD :: 61 >>> 65 > Armor :: 37 >>> 42 > HP/lvl :: 572 + 84/lvl >>> 500 + 95/lvl > > Rek'sai > Armor :: 33 >>> 38 > AS/lv :: 2 >>> 3 > HP :: 570 >>> 600 > > Nidalee > HP :: 545 + 85/lvl >>> 590 + 95/lvl > Armor :: 28 >>> 33 > AD :: 61 >>> 66 > > Azir > MP/5 :: 8 >>> 12 > Mana :: 21/lvl >>> 30/lvl > HP :: 552 + 92/lvl >>> 600 + 100/lvl > > Ryze > HP :: 570 >>> 610 > Armor :: 21.5 >>> 27 > MP/5 :: 6 >>> 9 > > Shen > HP :: 540 + 85/lvl >>> 600 + 95/lvl > > **CHAMPION NERFS** > > Kog'Maw > AD :: 3.1/lvl >>> 2/lvl > HP :: 88/lvl >>> 75/lvl > > Amumu > HP :: 613 + 84/lvl >>> 570 + 80/lvl > Armor :: 3.8/lvl >>> 3.3/lvl > > Karthus > HP :: 87/lvl >>> 75/lvl > Armor :: 3.5/lvl >>> 3/lvl > > Jhin > HP :: 91/lvl >>> 85/lvl > AD :: 4.7/lvl >>> 4/lvl > > Brand > HP :: 88/lvl >>> 80/lvl > > Maokai > HP/lvl :: 95 >>> 90 > Ar/lvl :: 4 >>> 3.5
  Comentários de Rioters
: Hey Jinxylord, just to clarify for people who are wondering will there be a (hopefully large) set of bugfixes coming for Nexus Blitz in 8.17? I know you guys are trying to reproduce at least some of the larger ones (Sudden Death making one team unable to win for example). Also, as a side note & relating to 'Brush Stealth' this may be a good time to consider adding in Oracles Extract. I look forward to testing out Scuttle Racing though & thank you for the MR changes.
> [{quoted}](name=ShinodaChan,realm=NA,application-id=A7LBtoKc,discussion-id=A6uAU8Yl,comment-id=01520000,timestamp=2018-08-20T21:52:07.467+0000) > > Hey Jinxylord, just to clarify for people who are wondering will there be a (hopefully large) set of bugfixes coming for Nexus Blitz in 8.17? I know you guys are trying to reproduce at least some of the larger ones (Sudden Death making one team unable to win for example). > > Also, as a side note & relating to 'Brush Stealth' this may be a good time to consider adding in Oracles Extract. I look forward to testing out Scuttle Racing though & thank you for the MR changes. We're going to be fixing a number of bugs for sure. Won't get everything though as the mode is an alpha and we have a ton of things that need prioritization. Still trying to hunt down the nexus bug but can't get a reliable repro. We're gonna try to add some fail-safes for 8.17 regardless.
: Hey Jinxylord, When it comes to bug reporting, where should that be done? In this thread? Oh, you might need to tone down Jhin because of his AD poke mage playstyle. Also, how is the killing spree damage calculated? Since it seems like it just adds flat AD to Jhin, which can spike him up to around 800 AD fairly early and he starts 2 shotting everything.
> [{quoted}](name=UpDownLeftRightAB,realm=NA,application-id=A7LBtoKc,discussion-id=A6uAU8Yl,comment-id=00f20004,timestamp=2018-08-20T22:20:36.330+0000) > > Hey Jinxylord, > > When it comes to bug reporting, where should that be done? In this thread? > > Oh, you might need to tone down Jhin because of his AD poke mage playstyle. Also, how is the killing spree damage calculated? Since it seems like it just adds flat AD to Jhin, which can spike him up to around 800 AD fairly early and he starts 2 shotting everything. Jhin prolly is gonna need some nerfs in the long run :3 Vry strong with on-fire and a number of the new items. Graves too :3
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
New week, new micropatch. Today we're ADDING A NEW EVENT AND REWARD. Looking forward to your feedback when they show up in your games. Also trying a global Magic Resist buff to reign in the power of Tanks and AoE mages. This is a heavy handed approach and may not be ideal in the long run. We're going to monitor its effects and follow up on Wednesday. Personal worry is that we may be leaving our AP assassins out to dry. > 8/20 Patch notes: > > **Global Aura** > All champions gain 5 +.5/lvl Magic Resist > >**Events and Rewards** > Added EVENT Scuttle Racing > Added REWARD Brush Stealth
BigFBear (EUW)
: >This makes enemy players able to dodge correctly while making the Jhin player feel good for "cheating" hits slightly on the edge of the ult zone >that he sees. Well that sounds kinda stupid. I think most players want clear indikators so they can work with them properly. Maybe some players dont make the last shot because they think "aww man... he is out of range" but its only the false indikator and enemy is actually still in range. Its like writing wrong numbers on the speedometer of a car to fool the driver.
That's not what players do though. When you see someone just on the edge of your targeting indicator you shoot at them trying to hit. If the indicator was bigger you'd miss shots vs. people you expected to hit on the edge It's about managing expectations for two different viewpoints. Enemies on the edge think they're "out" and expect not to get hit. Jhin players see enemies on the edge as "in" and expect the shots to land. A difference in indicator size means everyone gets their expectations met.
Leyruh (EUW)
: Art...requires hitboxes to be fixed.
Jhin's ultimate draws different indicator zones depending on what team you're on. Jhin and his allies see a smaller zone, whereas enemies see a larger zone. This makes enemy players able to dodge correctly while making the Jhin player feel good for "cheating" hits slightly on the edge of the ult zone that he sees. Jhin's W indicator is indeed somewhat inaccurate when shot up or down elevation changes (into or out of the river). A number of particles have this issue, Jhin W and Lux R are most noticeable due to their extreme ranges. Not an easy problem to solve sadly.
: Nexus Blitz - Why fighters are weak & how it can be fixed.
Agreed that fighters might need some help. Also agree that many of their kits being 1v1 focused is part of the reason why they struggle. While we're unlikely to increase the size of the map (we like that players are forced together and fight as group of 2, 3, or 5), or slow down the game (we think one of the reasons to play Nexus Blitz in the first place is how fast it is), we have been thinking about other ways to help out duelist champions. Some of the things we're going to try for 8.17 are adding an early game mini objective to bottom lane that's easier to take with a single person. We're also trying to get a couple new events in that are more advantageous for lonewolf champs (one of which is SUPER SUPER FUN). Longer term we may also need to look at melee starting items to make laning a bit easier for a number of melee champs. On the bright side, when I say that fighters "might need some help", it doesn't mean they're terrible. Our internal data is showing many of them to be hovering around 48-50% winrates, so they're not totally left out to dry compared to other maps like ARAM where some of them get down to sub 40%. ------- Also agree that snowball fight isn't as good as it could be. We've got some improvements to it coming in 8.17 to make landing multiple snowballs feel more rewarding. One thing to remember is that if you don't have your summoners, neither do your opponents. I've seen a number of great engages happen during snowball fight where a squishy on the enemy team gets slowed and then is engaged on by the tanks and bruisers while they're unable to flash away.
: Nexus Blitz is a success, Gj Riot!
Thanks! I'm glad you're enjoying it. Hopefully that enjoyment manages to stick around after having played it for a couple weeks. Something we're trying to test is whether or not the mode has longevity and retains players like you over time.
: > [{quoted}](name=Riot jinxylord,realm=NA,application-id=6kFXY1kR,discussion-id=dyYHts0y,comment-id=0010,timestamp=2018-08-18T02:51:50.622+0000) > > Gonna be a ton of work for sure, especially with the changes we have planned for Kayle :3 > > Our art/production team is amazing though, so I'm pretty confident they'll be able to do all the skins justice, it's just going to take a while (which is why Kayle and Morg are still a long way off). Can you tell us anything about Kayles kit? It was mentioned in roadmap that yall wanted to keep her mix of melee/ranged gameplay. Is that going to be expanded upon with a new ult? One like Nidalee, elise, and karma, that starts at 1 rank at level 1? For switching between ranged and melee? With her spells having different effects in both modes?
She won't be an R-Shapeshifter if that's what you're asking.
: It took me three years to realize this...
: That one buff that brought tears to my eyes
Overall feels like outer turrets going down a bit later makes the game better overall. Buffing outer towers for 8.17, but keeping inhib and nexus turrets relatively the same. Should be slightly harder to get a snowball going, but roughly as easy to end if you do manage to get ahead.
: With 17 skins in total, are Kayle and Morgana the champs team biggest undertaking?
Gonna be a ton of work for sure, especially with the changes we have planned for Kayle :3 Our art/production team is amazing though, so I'm pretty confident they'll be able to do all the skins justice, it's just going to take a while (which is why Kayle and Morg are still a long way off).
: Wait, they've confirmed gameplay changes? I thought they only wanted to **potentially** adjust her passive or W.
I've been exploring light changes to Morgana and so far nothing I've tried has stuck. Her kit is already great as it is on live, so we're only going to make small changes if it is clear that they make her better. We're totally fine shipping ZERO gameplay changes to Morg if we can't find anything that meets the high bar her current kit already sets.
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
Hi friends, Thanks for all the feedback. As of right now the first Nexus Blitz micropatch is live. We'll likely do another on Monday. Our initial balance patch is going to be looking at a few champions who are balance outliers (very weak or very strong), as well as make the on-fire buff less favorable to ranged champions. Some notes on overall balance trends: ----Initial winrate spread looks decent - Almost all champions fall between 44-58% winrate. Compared to the 35-70% spread that ARAM and URF can have at times, this is very good. ----TONS of champions are viable in the jungle, including a lot of marksmen, mages, and supports. ----AoE control mages, poke mages, and tanks look a bit strong. Bruisers and Assassins look a bit weak. We'll keep monitoring this and see if class changes are in order for future patches. ----We're hitting Taric and Sona because they seem significantly stronger than other members of their class (enchanters/supports). Changes Below: > **ON-FIRE BUFF** > Mana regen :: 100 MP/5 >>> 50 MP/5 > Ranged champions increase to damage taken :: 25% >>> 35% > > **RUNES** > Transcendence > Level to turn on :: 6 >>> 8 > > Gathering Storm > Rank up time :: 4min >>> 4.5min > > **CHAMPION BUFFS** > Nasus > Q stacking :: 6 per last hit (12 vs champs and large minions/monsters) >>> 9 per last hit (18 vs champs and large minions/monsters) > > Tristana > AD :: 61 + 3.11/lvl >>> 65 + 4/lvl > AS :: 1.5%/lvl >>> 2.5%/lvl > HP :: 559 >>> 610 > > Kalista > AD :: 3.6/lvl >>> 4.5/lvl > HP :: 534 >>> 600 > Mana :: 231 >>> 300 > > Xayah > AD :: 60 + 2.9/lvl >>> 65 + 3.5/lvl > HP :: 561 >>> 600 > > Tryndamere > AS/lvl :: 2.9 >>> 4 > AD :: 3.7/lvl >>> 4.5/lvl > HP :: 98/lvl >>> 110/lvl > > Warwick > HP/lvl :: 85 >>> 100 > AS/lvl :: 2.3% >>> 3.5% > AD/lvl :: 3 >>> 4 > > **CHAMPION NERFS** > Sona > HP/lvl :: 77 >>> 60 > Amor/lvl :: 3.3 >>> 3 > > Taric > HP/lvl :: 90 >>> 75 > AR/lvl :: 3.4 >>> 3
  Comentários de Rioters
abca98 (EUW)
: Community: "Everyone needs nerfs, snowball effect is too strong".
: He beats up Jungle camps. Not joking, he can damage them.
punches jungle 2 death.
: Played this for about a week on the PBE and just wanna say. You guys are in for a treat!
NemesisCx (EUNE)
: Arclight Morgana - League of Legends
: I dont know where else to say it in order to catch your attention, so I'll try to make it like if its feedback. In Nexus Blitz Rengar has missing particles and please, in name of the RENGARMAINS COMUNITY, bring back all the old sounds and animations or allow us to once again play with custom sounds. There were Reddit users that invested a lot of time in making the old sounds work, so that we, the players, could have a better gaming experience, but now it is just gone. So please, please, notice this comment and answer me. TY agust.
> [{quoted}](name=martincastillo2,realm=EUW,application-id=A7LBtoKc,discussion-id=GBEGpm28,comment-id=0000,timestamp=2018-08-06T21:02:05.458+0000) > > I dont know where else to say it in order to catch your attention, so I'll try to make it like if its feedback. > > In Nexus Blitz Rengar has missing particles and please, in name of the RENGARMAINS COMUNITY, bring back all the old sounds and animations or allow us to once again play with custom sounds. > There were Reddit users that invested a lot of time in making the old sounds work, so that we, the players, could have a better gaming experience, but now it is just gone. So please, please, notice this comment and answer me. > TY agust. Are there specific sounds or VFX missing on NB? The old ones aren't coming back, but if there's a bug we can fix that.
Antenora (EUW)
: Single target champions. {{champion:67}} included?
> [{quoted}](name=Antenora,realm=EUW,application-id=A7LBtoKc,discussion-id=GBEGpm28,comment-id=0003,timestamp=2018-08-06T21:50:40.735+0000) > > Single target champions. > > {{champion:67}} included? Vayne's %max health true damage is uniquely powerful on the mode due to how many high health things need murdering. She seems to be performing better than expected.
  Comentários de Rioters
: Sorry this isn't about jungle, but will infinitely scaling champs be taken into account with the shorter game lengths? It would kind of suck for all the Bard, Thresh, Nasus, Veigar etc. mains to feel that their champion will never reach that point. Cheers!
> [{quoted}](name=HavingAGoodChime,realm=EUW,application-id=A7LBtoKc,discussion-id=5iAr6uA7,comment-id=000d,timestamp=2018-08-04T05:22:12.921+0000) > > Sorry this isn't about jungle, but will infinitely scaling champs be taken into account with the shorter game lengths? > > It would kind of suck for all the Bard, Thresh, Nasus, Veigar etc. mains to feel that their champion will never reach that point. Cheers! Yes they will (if they need it) With {{champion:45}} for example, we initially doubled his number of stacks from all sources, but found that it was unneeded due to how many more chances he gets to hit champions with spells. Despite the shorter games, he was getting MORE stacks than he got on live. Currently we're only doubling what he gets for CS'ing with Q and that looks much more reasonable.
: Dark harvest is way too strong in this mode. There are so many deaths and cannon minions. It's even stronger than pre-nerf Aram it feels like
> [{quoted}](name=mitcherrman,realm=NA,application-id=A7LBtoKc,discussion-id=yKk22n3O,comment-id=00ce,timestamp=2018-08-05T06:19:48.938+0000) > > Dark harvest is way too strong in this mode. There are so many deaths and cannon minions. It's even stronger than pre-nerf Aram it feels like We agree and have already nerfed it to ARAM stack amounts. May need to nerf further. We'll see how it's strength pans out once Nexus Blitz hits live.
: {{champion:102}} ?
> [{quoted}](name=M00ndanc3,realm=NA,application-id=A7LBtoKc,discussion-id=yKk22n3O,comment-id=00cc,timestamp=2018-08-04T00:20:25.642+0000) > > {{champion:102}} ? Shy currently doesn't get anything for her passive on this map. That will change in the future. We're thinking about giving stacks of it for winning events or taking herald.
: I'm personally excited for this new event. how long is this planned to go on for? Also Is there any permanency to this? Will gold and xp be granted quicker and if not, within a 20 minute maximum game time how will "later game champions" be fun and viable? Please put zephyr into it : )
> [{quoted}](name=ShadowtehGreat,realm=NA,application-id=A7LBtoKc,discussion-id=yKk22n3O,comment-id=00be,timestamp=2018-08-02T00:59:55.088+0000) > > I'm personally excited for this new event. how long is this planned to go on for? Also Is there any permanency to this? > Will gold and xp be granted quicker and if not, within a 20 minute maximum game time how will "later game champions" be fun and viable? > Please put zephyr into it : ) Gold and XP comes much quicker in this mode, but should ideally still give you the feel of having an "early, mid and late game." We've seen games where a Zed pops off and ends the game at 8 minutes. We've also seen games where a Kai'sa finally turns on and starts murdering everyone 15 minutes in. Hope is that "late game" and "early game" champs can all find a place in the mode.
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