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Quick Gameplay Thoughts: April 4

RiotMeddler··1 votes·74,549 views

Morning all!

Exciting day today, we finally get to put our latest champions onto the PBE and have you folks see them in action. More on them from the champion team to come very shortly, thoughts from me on some other stuff below.


Twisted Treeline

Nothing guaranteed yet, but we'll be trying to get a bit of work on TT in during the 7.8 cycle if possible. We prioritize SR balance over TT work, given mid-season's coming up quickly though there's less value in hitting balance on some champs that are going to be meaningfully affected the patch after anyway. Possible we might have some time to hit some stuff on TT as a result.


Ivern

Speaking of treelines we'll be taking a pass at Ivern in 7.8. Love the dude, but he's a bit too good at some things which makes it tough for enemies to interact with him/his team. Things we're testing include:

  • Slightly longer passive application channel duration
  • Created brushes not hidding epic monsters within them (too much objective control power, though you can still create a wall of brush blocking them off of course and hide vision of them that way)
  • Shorter cast range on created brush (it's 1600 at present, which is a bit nuts)
  • Higher E CD (whoops, typo'd this the first time)

Mid-Season Approaching

Couple of weeks now until mid-season stuff hits PBE. I'm not certain on exact timelines but we'll be talking at least slightly before that about the changes, what our goals are etc. Some of the crit changes we were hoping to ship didn't work out alas, so we'll have some changes to other AD items but not those. Will certainly take the time to talk through what we were going for, why we concluded we shouldn't ship the changes and whether we might go back to them at some point though.


Stretch goal for 7.8: Heimer

No details yet on possible changes and there probably won't be anything on PBE for a little bit at least, we're hoping we'll be able to put a bit of time into Heimer though.


Shen

We've got some changes for Shen in testing that we think we'll be shipping some for of in the next patch. Goal there's to reduce the discrepancy in effectiveness between organized play on really low latency environments and regular play, reduce situations where Shen's strong in one context while ok or even weak in the other. As a result we'll be looking at things like:

  • Ult shield strength scaling with the allied target's missing health, lower base health values. Organized play tends to use offensive ults on really healthy allies a lot more, regular play more defensive clutch saves.
  • Increased E width. The difference in reliability between very low and normal latency circumstances looks to be too high and we think that width's part of the reason. Current width also creates some situations where it looks like it hit but didn't, so this potentially of double value as a change.
  • Removing bonus damage to non champions on the Q. Organized play gets a lot more value from wave pushing power throughout the game. Hitting this looks like a good place to remove power from that context as a result, potentially allowing it to be reinvested elsewhere.

Whoops, forgot something. We've also got ARAM changes coming in 7.8

ARAM's intended to be a notably faster game mode than SR, some (not all) games can really stall out though. We've got some ARAM changes on the way as a result aimed to improving those stalled out games, with changes to stuff like super minion stats, slightly more cannon minions, slightly faster spawning waves etc. Those should be hitting PBE today too, feedback on them much appreciated!

262 Comments

Otherworldz13 votes

But what about jungle shen?

Shen is already struggling in the jungle.. this Q change will pigeon hole him into a top laner only.

HalcyonDweller12 votes

Redemption item 3107 + Locket item 3190 seem to dominate support builds, is this on RIOT's radar or do you think the problem lies somewhere else?

EDIT: If it is on your radar, what sorts of ideas are you considering to address it?

Hethalean4 votes

I am very interested as well, as I ask pretty much every time one of these comes out and have yet to get an answer. :( I think I miss his windows of responses.

s7efen2 votes

Censor is just as strong if not better on champs with good application.

The only weak support items are crucible, knights vow and banner. But I think that is partially due to players bot recognizing crucible is now 20% shield/heals, not 10.

Redesignated4 votes

Censer is very strong with Sona/Karma/Lulu/Janna in particular, but Sona and Janna are entirely out of the meta, and one of the issues with Censer rush is that it only gives 50% mana regen compared to Redemption's 125% — it's a really low amount given it's a support item, and that Redemption pulls 75% mana regen out of thin air once you complete it. Ardent should at least match Athene's 75%, if you ask me.

20% heal/shield power is nice, but the active has a huge cooldown considering it's just a worse version of QSS (can't even remove a Malzahar ultimate with it), and it's barely 85% gold efficient by itself with the Harmony passive. Basically, only Soraka gives a damn about it, unless you straight-up have to get that watered-down Cleanse because your teammates can't (or won't) get a QSS. Mikael's also suffers from having less mana regen than Redemption — it gave 150% for a while before Harmony was changed to what it is now.

Scarletmeow5 votes

The problem is probably that supports dont really have that many options as to what to build. A lot of the items are purely situational, almost to the point where they aren't worth grabbing. Locket and Redemption however are always good so it makes sense that they're always built. I would say its more of an issue of other items not being good vs. L/R being too good

RiotMeddler10 votes

They too look too mandatory on a number of champs, though in terms of plays they enable and power they give champs buying them current thinking is they're not all that far off. Might take a pass on them post mid-season, do need to see how a few changes in there impact things. Some of the issue's also going to be Knight's Vow isn't hitting the mark, which should be good option for a number of champs.

Redesignated15 votes

On Redemption + Locket : The items themselves are fine power-wise, it's just that the other options aren't (Mikael's in particular can feel like complete trash to buy with its nerfed mana regen and high cooldown on an active that's basically a worse version of QSS), and there are hardly any support items to even choose from in the first place. To list:

  • item 3107 item 3190 item 3504 item 3222
  • item 3109 is supposed to be one but doesn't serve that purpose at all (I'll talk about that next paragraph)
  • item 3060 is massively situational and more common on top-lane tanks than supports
  • item 3174 is only useful on a few supports, namely Karma and the wholly out-of-meta Sona, and the threat of overloading on CDR with it is a big deterrent
  • item 3050 is as situational as Banner, and the passive is completely unreliable which makes it even less of a good option

8 items you can say are specifically designed for a more supportive use. Most of the time, you're lucky to complete two or three before a match is over, meaning you're forced toward the ones that are generically strongest — not a hard decision to make, given how few items you have to choose from, and how bad some of them are.

On Knight's Vow specifically: Give it cooldown reduction, for the love of God. The lack of CDR options has been a consistent sticking point for tank supports, and for a supposed support item, the only people budgeting for it are top-lane tanks who get massively more gold, easier access to CDR elsewhere, and are far more durable and thus capable of using the item effectively. This has been something that it's needed since it was added to the game, and people have been saying that for months. If you're not going to give it CDR, you need to give a reason why you aren't, because that is a huge reason why tank supports don't give a damn about it.

DeathBurst4 votes

Honestly, everyone has been talking about the lack of CDR on Knight's Vow since its very release. At the beginning, I and most others were hesitant, the item passive looked strong and it was already giving almost all stats that a support Tank wants in one item. CDR was the only thing lacking, so it looked like a fair trade.

But after a couple months, it's very clear that Knight's Vow isn't as much of a must-buy as we initially thought, so I'm much less hesitant now. Adding CDR to Knight's Vow looks like a no-brainer.

Jus de Castagne3 votes

I really think that you shouldn't nerf item like Redemption, Solari and Ardent Censer but that you should up / create item like Knight's Vow for tanky support .

Thanks to th Redemption, we can feel that we have, as a support player, a direct impact on the game aside of puting wards on the map

Jeddy0173 votes

All I ask is that you give Knight's vow some CDR. Ever since Locket lost it's CDR, support tanks have a very limited selection for CDR. While the addition of cdr to eye of the equinox was great, it's still not enough.

Frozen Heart is great into AD/attack speed comps, but then you're lacking in health earlu. You're in trouble if you try to fight a mage (well, help fight a mage). You can't even consider it against AP heavy comps (unless the ADC gets super fed). Don't even think about rushing it when a mage "support" like Zyra or Brand is bot. They'll get fed off of killing your melee ass. There's Zeke's, but it's freaking Zeke's.

There's plenty of supportive cdr items to grab like redemption. But then you're still squishy, so it's suicide to grab those on engage tanks like Leona or Alistar. At least not until you already got some tankiness.

There's plenty of CDR options for tanks, but those are selfish items that only help me. Those are fine, but I still like to help support my team.

Look I understand sometimes sacrifices have to be made. If I want CDR, I have to give up tankiness. If I want tankiness, I should give up CDR. But it feel like tank supports are the only supports making this choice. Mage supports like Morgana & Karma have plenty of options for supportive items with AP & CDR. Hell, champs like Soraka, Janna or Nami don't even need AP, just CDR & they can get the job done. AP is just a nice benefit. But champs like Braum, Leona, Alistar, TK, etc, are kind of screwed. Now, I'm not say tanks support are unplayable, that they can't work with pure tank or support items nor am I saying mage supports itemization is in the best spot. I'm not saying any of that. Just saying support tank itemization could use a few more CDR options

So, I rambled on long enough. Giving Knight's Vow some CDR would be nice.

XxRinkyDinkyxX12 votes

Can we please not nerf shen's Q... really necessary.

Martian Spartan12 votes

rip the 15 Shen players out there

Sad Tyrant11 votes

So when is Shen's 2nd Rework

Jeddy0173 votes

After Ryze's 20th rework.

Ishin Denshin10 votes

Hi Meddler, I really like these posts that you do here. You mentioned some upcoming Ivern nerfs which are great to hear. Does the balance team have any plans to nerf other very strong junglers such as Lee Sin and Graves? I know Graves is getting the magic resist removed from his quickdraw passive but that won't change the fact that he can clear the entire jungle without smite or potions and remain relatively healthy. Proof: https://www.youtube.com/watch?v=NcMuH7v9gyc . I find it a bit ridiculous that this still has not been addressed. When using smite, Graves has one of the fastest clears of the game and easily outfarms, and outdamages most other junglers.

Also, Lee Sin has never not been meta since his release 6 years ago. Not only is he fun to play but he is very strong even for novices. Part of this is because he has a very healthy and quick clear, good ganks, and is the highest mobility jungler in the game. He also has 350 base movespeed. No hypermobile champion also has extremely high base movespeed except for Lee Sin. This movespeed when combined with his amazing kit, allows him to make plays and rotations arguably better than any other jungle champion in the game.

I know Lee is an iconic League champion and is a favorite of players of all elos, And I'm only Diamond 5 and by no means am I an an expert of League balance but I believe it would allow for so much more jungle health and diversity if Graves, Lee Sin, and Ivern were taken down a notch. They are just way too good at what they do. Thank you for taking the time to read this and please keep up the great posts.

U Just Got Slain9 votes

Hey Meddler! Not a big Shen player here, but I know whenever I pick him up the bonus damage on his Q is really good for last hitting when Shen gets shoved in. Since he has no wave clear it is pretty easy to just push him into tower. Nerfing the bonus damage to non-champions will take away that extra safety net, so do you plan on making it an intended weakness of Shen to nerf his already low wave clear power early game (since sunfire helps a lot mid-late) and allow him to struggle under tower?

RiotMeddler11 votes

A weak lane's intended for Shen yeah. We might add a little bit of extra base magic damage to all targets on the Q though to help out with cases like that/avoid hitting overall power too much.

World Ender32 votes

Let's get this straight about Shen: His rework removed all of his innate healing that previously helped him survive in an otherwise incredibly weak lane phase with no waveclear. His rework happens, Shen loses his healing in order to make his lane more dynamic. As compensation, he gets better waveclear with Q (still weak, but better than before) and a kit that focuses a lot more on shielding and blocking damage instead of just tanking and healing. Well, here's where the nerfs start. Reduced HP regen, reduced damage ratio with Q against champions, reduced shield values on passive. And now making him lose the bonus damage on Q to minions and making his ult worse unless your ally is below 40%? In effect losing that waveclear that he got with his rework as compensation for not being able to heal anymore?

This is ridiculous. I've been a Shen player since mid season 5 and he's been hit with the nerf bat so many times because of competitive play. I don't understand how I can play this champ anymore, this is going to hurt him much more in SoloQ where his waveclear and mediocre damage against champions if they fuck up is the only thing keeping him alive in lane against frequent bullies like Darius, Jayce, Riven, etc. And I'm getting punished if I am aware of a gank bot or see my ADC in trouble and ult early, which gives my carry less effective HP for the duration of the fight? Might as well just watch my ally bleed until they're at 40% or else they're losing several hundred effective HP late game. Nice.

Really disappointed here. E change should have happened immediately after his rework as changing his model seemed to fuck with the hitbox, making it quite a bit harder to hit than before. Really seems like Shen should just get disabled for competitive and let the people who actually play champs because they're fun and not because they're busted in a team setting play him and not feel like they're at a disadvantage.

Arakadia4 votes

He can't even farm from range with Q anymore.

Drunk Tsundere9 votes

Did I catch you say "Champions" plural?

0_0

Jeddy0177 votes

Tachnically round 3 Pre-rework Quinn where Valor wasn't a jet pack.

RiotMeddler10 votes

Yep!

I'm sure most of you will have figured this out already but this double release is the reason for such a long gap between new champs after Camille. We didn't have to cancel a champ, but were instead getting two ready at the same time.

Tomeksz1 votes

But the wait between Xayah and Rakan and the new champion after them will be shorter than usuall, yes Meddler?

Anth8953 votes

I think the wait after them will be normal.

Malicious Metal9 votes

You do realize that change to Shen's Q will almost definitely kill Jungle shen?

Kraysis7 votes

Please don't get rid of Shen's bonus Q damage on monsters I don't want to see jungle shen die for no reason PLEASE

KiII YsOeUlRf7 votes

Shen is borderline dead now. First the base stats, then the q and passive nerfs, now more q and ult nerfs. I understand that you want shen to have a distinct weakness being his waveclear and early game, but now he probably can't even last hit. Galio is basically a better version of shen now, being he has a strong early game, good waveclear, much easier multi-taunt, more cc, more protection, and a shen ult with a giant malphite strapped to his back with its only downside being its range is half the map instead of the entire map.

Arakadia6 votes

It's my birthday!

RiotMeddler11 votes

Happy birthday!

InSingedWeTrust6 votes

Can we few but mighty Heimerdinger mains get some kind of response here?

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/HHYaum9R-its-been-880-days-since-heimerdinger-last-received-a-direct-balance-change

**EDIT : Holy shit, nevermind. Was my post actually noticed? **

Are you open to suggestions on Heimerdinger? If so, visit my post. Or we can chat here. :D

WalterTM6 votes

Hello Meddler!

I have some questions about Udyr Udyr, which have been baffling me for a long time.

With the upcoming buffs in mind: don't you think the champion himself is a bit outdated, both kit and appearance wise, and is in need for at least a smaller scale rework and a V.U. (e.g.: Shen scale)? He was not mentioned yet as a "soon to be" reworked champion, altough he seriously needs some love. What do you think about Spirit Guard Udyr? It is indeed a nicely designed skin, but nowdays most of the legendary skins simply outscale it and most of the community thinks that SGU shoud have been his V.U. in the first place.

I really hope you can give at least one or two words about the spirit walker's state, thank you in advance!

Redesignated3 votes

They don't want to redo or update Ultimate skins for a myriad or reasons, it's why Pulsefire Ezreal is still — well, what he is. Unfortunately, Ultimate skins seem like they actively hold champions back from getting VUs.

WalterTM3 votes

I can honestly see the problem with updating such champions, but I just can't imagine Udyr much longer with dorito fingers in his tiger stance and cheeto Chester cosplaying phoenix stance. He is hands down one of the ugliest champions (if not the ugliest) right now, Ultimate skin aside.

Queš6 votes

Any thoughts on Yorick Mori? He struggles late game with that giant CD on R and how easy for ADC to kill it/lifesteal from it.

P.S. Yes,Yorick players do exist.

Comrad Black6 votes

The Shen changes are....interesting? 250k xp low elo Shen player here.

  • I think the ult change is great, or at least sensitive to usage differences.
  • I don't think E width is a huge issue, although maybe I'm wrong. With a lot of experience on Shen I rarely miss a well positioned dash at 50-70 ping. I'm just a little worried it's arbitrarily lowering skill floor.
  • The Q changes are atrocious. Aside from killing jungle Shen, it just seems like the continued attrition of his strengths. It is a really, really big nerf - if it goes through he gets a borderline unplayable early game in exchange for.... what? A mid game where he can't contribute anything aside from maybe turning around 1-2 fights if your team mates are competent enough for your ult to matter? A late game where he's borderline irrelevant because his base stats are so cripplingly bad, he's at a huge gold disadvantage by default?
  • I'm really disappointed changes to his W aren't being looked at. It's a really awkward skill that fluctuates wildly in terms of value, and is hard to use well, especially if your team has no idea what it does. It's a really big area for improving the stability and usability of his kit - I would much rather see his W be make simpler/easier/more usable than his dash be made semi-arbitrarily easier.

So in short:

  • If that Q nerf goes through you better be prepared to give him like +600 health @ 18 and actual ap ratios, ideally at the same time so he's not crippled for several weeks again.
  • Please, please look at his W. Like its interaction with his passive means it can actually hurt your survivability vs AD casters. Not only that, but if you were able to scale literally any part of it other than the cooldown, you'd be able to break Shen away from the very specific itemization he currently uses in competitive and open up a lot more build paths. Narrowing down his itemization further and further with stuff like that Q change (so he literally has to buy 1 of 2 items just to functionally cs) can only hurt the stability of his balancing in the long term.
Piltover Customs6 votes

{quoted}


Stretch goal for 7.8: Heimer

No details yet on possible changes and there probably won't be anything on PBE for a little bit at least, we're hoping we'll be able to put a bit of time into Heimer though.


Whoops, forgot something. We've also got ARAM changes coming in 7.8

ARAM's intended to be a notably faster game mode than SR, some (not all) games can really stall out though. We've got some ARAM changes on the way as a result aimed to improving those stalled out games, with changes to stuff like super minion stats, slightly more cannon minions, slightly faster spawning waves etc. Those should be hitting PBE today too, feedback on them much appreciated!

In regards to Heimerdinger (as a Heimerdinger enthusiast) what are we looking at? Possible gamestyle changes or just better gameplay? IE His turrets could do with some coding updates (I mentioned this a long time ago in a quality of life post about Heimerdinger). Since I doubt there any many Heimerdinger enthusiasts with-in Riot, will there be reach-outs to the mains in the playerbase to get ideas of what can be done?

Heimerdinger is a very tough one to work with unless you rework him again so I do hope that any changes are well thought-out and don't break him.


As for ARAM, same thing goes (6k~ aram games....), while it was intended from Riot persceptive (i've played it when it was only a custom game) to be faster a lot of us then played it so that 1) We didn't have to care about who got what positions/champions and 2) we could relax and have fun with off-builds or whatever.

Are you also getting the bug fix for blue side minion spawns not walking out between the turrets and instead around the top? (IE Their pathing looks like it's going around a minion stuck in the center that invisible.

Sahn Uzal5 votes

Oh shit, I was really looking Forward to those Crit item changes D: Is there a chance Trinity Force will be one of those ''other AD items''?

iahim985 votes

Meddler about nerfing ivern, have you guys considered removing the second buff when ivern or an ally kills a buff, I know it was made so ivern can give buffs to others, but a team having an extra blue and red seems like an unintended strength , it can simply be changed in the buff just droping and have the person who wants it to channel for a second (where do we even see those animations anymore)

PeepingPeafowl5 votes

"Shen - Removing bonus damage to non champions on the Q. Organized play gets a lot more value from wave pushing power throughout the game. Hitting this looks like a good place to remove power from that context as a result, potentially allowing it to be reinvested elsewhere."

Rest in peace jungle Shen, you were really bad, but you will be missed.

BowMaster9305 votes

One of the few Shen players here I think, and I was wondering if possible power could be adjusted into a quality of life fix for Shen. One of the main issues I've had with him since his rework is his complete inability to re-position his dagger as needed most of the time, especially if he's behind in a lane. What I'm really wondering here, is would there be a way to implement a small mechanic that let Shen re-position his dagger under some circumstance? Maybe he can only do it when he is at full energy and is standing on the area of it. Then he can throw it a very short distance (maybe 600-700?). This would be really beneficial towards letting him line up better uses of Q for trades and help if he really botches a Q use too. It doesn't even have to apply his passive, do damage, or even CC to me. Just the ability to re-position is a nice quality to have.

And while we're on it, can we streamline a bit of how "dodge" works? It seems that Shen W doesn't block some AA effects that are blocked by other dodges (namely Jax). One key instance is versus Xin Zhao, as the 3rd AA in his Q still performs the knock-up on Shen, but is doesn't effect Jax. Thanks for a little bit of bug fixing there Riot!

NightWind423 votes

Then he can throw it a very short distance (maybe 600-700?). This would be really beneficial towards letting him line up better uses of Q for trades and help if he really botches a Q use too. It doesn't even have to apply his passive, do damage, or even CC to me. Just the ability to re-position is a nice quality to have.

But that could also be used it you're ahead! When your enemy runs away, you could then throw the blade at him, then Q making the blade go through him, thus slow him since he's running away. And that's pretty big, considering that Shen's rework has been (most probably purposefully) removing his ways to affect the enemies from a distance .

SoundChaosDebug4 votes

If you're gonna do some ivern changes in twisted treeline does this mean you'll look into the account selling level bots that plague twisted treeline in lower ELO/MMR ?

Wh4t4 votes

What will be the patch for MSI?

RiotMeddler7 votes

7.8

Jackom14 votes

Regarding Shen, is there any chance you may go as far as giving a definite, albeit large, range to his ult (like galio, pantheon or sion, so to speak)? It would generally cut him out of bot lane in the early game, but then you could very well add some strength to the rest of the kit. I'm not saying that you should do that, but I'm asking if it's a possibility. And possibly, how would you feel about such a change?

Poluact4 votes

This Shen Q nerf is gonna hit jungle Shen which is already not in the best spot.

Jelapi4 votes

Oh well, looks like playing Shen in the jungle will be even more painful early on... Increasing the cooldown on his ult is also a bit harsh, I mean the cd was already huge, but the scaling on missing HP is great.

cocacolalips4 votes

**ARAM PBE FEEDBACK ** (if no other discussion is made)

I'm worried those changes may affect the balance of the game, making it even more difficult that it is at the moment for melee champions and mediocre team compositions to ever come back from the early loss of an inhibitor.

Currently most games progress as follow:

  • 1st phase - early game (0 -> 10 minutes): ranged & poke champions dominate, take the first turrets quickly followed by the destruction of the inhibitor.
  • 2nd phase - mid game (10 -> 20 minutes): melee bruisers & tanks defend as well as they can, try to survive and hold the incoming minions waves with the help of the 2 nexus turrets.
  • 3rd phase - late game (20 minutes +): melee bruisers and tanks finally push back and multiple teamfights occur until one team wins the game.

** Problems **

  • The changes to the minions and the super minions may result in **games snowballing faster **to the point that the 2nd and 3rd phases may not happen at all or happen less often than they currently do.

  • Decreasing the overall duration of the games is fine, but the pathing at which a game progresses and the different phases should scale about the same (1/3rd each).

  • Melee team compositions need gold and experience (thus time) to hopefully turn the game around. Unless further changes are made to gold and experience income, minions and super minions will prove to be too overwhelming too early for those teams to come back.

Possible Solutions

  • Increase minions and super minions damage armor resistance and spawn rate gradually over time, to prevent teams from getting run over by those super minions 5 minutes into the game
  • Increase minions and supper minions damage armor resistance and spawn rate following some timespans, for example doubling all their stats every 10 minutes, matching the different phases
  • add an enrage timer, similar to the timespan but much later, to force games to end quickly past a certain point.

Additional Notes

  • On another note, mages are the main champion archetypes responsible for stalling games indefinitely, their wave clear is very good, it can prove to be very hard to push into teams with multiple mages when no minion is around. If you want to increase minions and super minions effectiveness, you are going to want to increase their magic resistance or health or something to make it so mages can't instantly clear minions waves any longer.

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