[DEV BLOG] Marksman Update in the 2016 Season

RiotEzreal·11/5/2015, 9:37:25 PM·1 votes·31,651 views

Champion Update team here! While you’ve probably already seen the big changes due for marksmen (if you haven’t, check it all out here http://na.leagueoflegends.com/en/site/2016-season-update/preseason.html ), we wanted to set aside a moment for a deeper dive. The new marksmen update comes hot on the heels of the juggernauts update ( http://na.leagueoflegends.com/en/page/gameplay-update-juggernauts ) and, with so much changing so fast, we think it’s a good idea to pause for a more philosophical reflection.

But first, a quick look back.

When we set out to tackle the juggernauts, we were working with a whole lot of unknowns. This was a set of champions that didn’t have much in the way of strategic identity. By really highlighting their strengths, we gave them clear ways to succeed (and fail) in an unfamiliar environment. Making something from nothing is a really interesting space to work in and we think we’ve achieved our philosophical goal with many of them. The tricky bit, however, was calibrating the juggernaut’s appropriate weaknesses against their raw power.

With marksmen, we have a few advantages. First, because the class as a whole already has a clear function and they’re played in pretty much every game of League, we have a much stronger understanding of their capabilities and expectations. Additionally, because the core weakness of every marksman is “blow ‘em up,” they have some pretty clear checks in place when it comes to solo-carrying games.

Looking forward, our vision remains consistent: We want to give each updated champion a unique reason to be brought to a game, and we want each champion to feel different whether playing against, as, or with. For some, this means sharpening what they already do well, or should do well. For others, it means finding new elements that make them feel special. We want you to have a reason to pick Graves over Lucian, and vice-versa, outside of just dealing more damage.

Our additional goal is to ensure basic attacks between marksmen are as differentiated as possible. This is a new goal that’s very important for this group in particular, given how reliant they are on basic attacks.

Let’s take a closer look at some of the changes. We’ll be throwing out a high-level overview of the updates before we go a little deeper on the philosophy behind them, in case you haven’t checked out the site.

Graves “This calls for the ol’ double-barreled ‘Hello.’”

Graves’ double-barreled shotgun is one of the most distinctive weapons in the marksman arsenal. However, this weapon was underutilized as a kind of mid-range, burst, poke, cone spell. So we doubled-down on the classic shotgun fantasy. Now Graves’ basic attacks fire four rounds (eight on a crit!) in a cone in front of him, dealing damage and knocking back minions. Graves has tradeoffs for this unique mechanic, as he has to reload after firing two rounds (but can quickly reload via Quickdraw), and his basic attacks can be body-blocked.

Because we basically pushed Graves’ Q onto his basic attack, we decided to give him a new Q in the form of End of the Line, where he fires out an explosive canister, leaving behind a trail of gunpowder. That canister then explodes after a few seconds (or immediately on colliding with a wall) and detonates the gunpowder for additional damage.

With the defensive buff from Quickdraw and his incredibly high threat on close-range targets, Graves is the kind of marksman you want to bring when enemies have a lot of backline access (see: diving assassins). The tradeoff here is that Graves loses out on a lot of long-range target selection that other marksmen have, since his basic attacks can’t go over enemies.

The changes focuses on pushing Graves’ identity as a close-range, brawling marksman, and we’re excited to see how he does once he gets into the fight.

Quinn “Justice takes wing.”

Despite its innate coolness factor, Quinn's old ultimate still had problems. It forced her into overwhelming danger, often leading to trades at the cost of her life (not a great deal!). We are re-imagining her ultimate to play up its tag-team, high-speed nature: Valor now swoops down to carry Quinn, giving her massive out-of-combat mobility. This sharpens Quinn’s identity as a rapid-response marksman. Quinn can aid skirmishes in the jungle, swap lanes to help ganks, respond to split-pushes (or split-push herself), and make it back in time to help with a team fight. Need eyes on Baron? Send Quinn to scout it out!

Corki “Bombs away!”

Corki, the Daring Bombardier, hasn’t been very true to his title. Optimal play for Corki was to play it safe and poke from a distance; he lacked the tools to make big plays. We decided to fix this in an… explosive way. With the addition of Special Delivery - a single-time upgrade to Valkyrie that amps up the damage, range, and disruption of the ability - Corki needs to focus on what sort of decisive action he’ll take to capitalize on the skill. It won’t be easy, but the reward is huge.

Finally, to further push Corki’s identity as the magic damage marksman, his auto-attacks now deal split magic/physical damage and his gatling gun shreds both resists. This allows teams to build around Corki being the primary magic damage dealer, something rather unique in the strategic space of marksmen.

Miss Fortune “Fortune doesn’t favor fools.”

Miss Fortune has been synonymous with the famed WOMBO COMBO since she first strutted onto the Rift, though much less so after frequent nerfs to Bullet Time. We wanted the WOMBO back, so we increased her ult’s duration by 50% and increased the number of bullet waves as the game progresses by… a lot.

As for her new passive, we drew a lot of inspiration from Double Up. In lane, Miss Fortune draws tons of strength from her Q, especially in a 2v2 scenario where she can put a lot of pressure on both targets if they don’t position properly. These changes are our way of doubling… down on that thematic, with more rewards for precise target juggling and positioning (the precision is important as well, as there are champions like Varus or Twitch who excel at dumping out a lot of group AoE damage).

Caitlyn “Meet the long gun of the law.”

For Caitlyn, we had to ask ourselves, “How much further can we push the sharpshooter fantasy?” The answer: Like, a lot further. By giving Caitlyn massive range on any enemy she can net or trap, we’re emphasizing her sharpshooting strengths. Giving Yordle Snap Trap an ammo system amplifies Cait’s natural ability to create choke points, while also improving her ability to dominate territory around objectives. The choice between spreading traps for surprise ambushes and setting up lines of defense gives you different ways to capitalize on Cait’s role as League’s #1 sniper elite.

Kog’Maw “Feeding time!”

Everyone’s favorite Void puppy just got even more adorabler. Kog’Maw already has a familiar identity in his “Protect the Kog” team comp, but we felt we could amplify it while also separating him from other tank busters. Now, Kog’s Bio-Arcane Barrage doubles his attack speed and attack speed cap, up to five attacks per second (!!!). This makes him the quintessential attack speed “proc” champion, a low-mobility machine-gun of death. It does wonders for creating a unique itemization path and, of course, it makes him look way cooler.

As a quick note for Living Artillery: Changing the damage from raw poke to execution allows Kog to differentiate himself from other long-range pokers. Kog by himself might not make for the perfect poke composition, but if you combine him with enough additional pressure, he can pick off fleeing enemies while also becoming a central damage turret for his team.


So those are our rough thoughts on the update. We’d love to hear yours as you test the changes in action (soon), but these, in tandem with the marksmen itemization update, should bring some interesting changes to the class as a whole.

103 Comments

Hellioning11/5/2015, 9:55:14 PM7 votes

Time to never play Quinn and Valor again.

Oh, wait, my bad. Just Quinn.

ModWulf Helhammer11/5/2015, 11:30:54 PM6 votes

Can you more in depth explain why you changed Quinn the way she was?

You say it makes her a better split pusher, but to be honest, it doesn't help with that at all. Look at some of the top tier split pushers in the game right now: Tryndamere and Gangplank. Both have good sustain, strong damage and dueling capabilities, but most importantly, a way to rescue themselves when they get collapsed on by too many people to handle: Tryndamere has a strong slow, untargeted mobility, and an ability that literally is "can't kill me". GP has slows (barrels and ult) and an ability that both heals a good amount and saves from CC. Quinn? She has a mild slow and an escape where in order to actually use it, you first need to escape the enemy. She lost the damage mitigation that was put into her kit from the start of her entire design.

You say in the post that she can better counter split pushers herself, but you took away the advantages she had for having low range, while giving only situational benefits in return.

You gave more MS on an ult that was already one of the fastest in the game, but had a price for it, so that when you used it poorly, you felt it (kinda like if you use a Zilean ult at the wrong time, you are smacked with a hefty cooldown.) Now it's just a worse version of a teleport, but has nearly all her power loaded into it so that Quinn becomes a ball of stats champ: she will either be powerful and OP, or will have her stats nerfed so that she can't do anything but fly around.

You say that Quinn's old ult forced her into danger. That's what's called high risk, high reward. You know, the thing that tends to be a good aspect of a kit, giving power when used correctly, but punishing when used poorly (like if you use a Xerath ult when people are right on top of you, it's not going to go well). When tag team was used correctly, then it was incredibly rewarding, often times able to completely turn a game around.

I'm not sure you guys at Riot understand the meaning of a tag team. It's not when the two people get in together, that's called a duo. A tag team is when the person swaps out with their partner, who has as much power as the other, and let's them fight until they swap out again.

None of these points so far have been explained by any Rioter, and it would be greatly appreciated if they would be.c

Linna Excel11/5/2015, 9:42:30 PM4 votes

I really hate MF's new passive. The old W passive was so much better, I don't know why y'all didn't just make that her passive straight up. I think she'll lose too much dueling potential from it and I've got no clue how much this will hurt her jungle. And yes I have jungled with her before.

I guess if hurricane triggers her passive, that'd be okay, but as is, I don't like it at all.

Mimy11/5/2015, 10:37:07 PM3 votes

I love all your works (Including Teemo ) shhhh xD

Are you really turning tristana into an AD Caster? I'm slightly worried how that may affect her... Will she still be weaker midgame? If this more of a nerf to her?

will she be stronger midgame but weaker later?

She was one of my first love champions so Of course I'm gonna get worried.. she's my main ADC.. xD

JeffreyPagels11/6/2015, 12:24:18 AM2 votes

You guys really tried hard to gut kalista, nerfing her two biggest items (Runaans and Blade of The Ruined King)...

Mandaari11/5/2015, 9:59:00 PM2 votes

Can you elaborate on why you went with some of the other smaller ADC changes, like the changes to Ashe's Q? I'm happy to see that change, I'm just curious on your thought process.

Meªt11/5/2015, 10:16:39 PM2 votes

I don't think adorabler is a word Ezreal. Thus I cannot believe that you a credible source of this information.

Stellafreyja11/5/2015, 10:58:42 PM2 votes

The gutting of MF's base attack damage is going to hurt her so badly. I feel that she's going to struggle during the first few days of the patch. I've seen so many people on the PBE complain about Love Tap. It's an interesting idea though, I'll give you guys that. (Also love the fact that Strut goes up to 100 MS)

MrBAHM11/5/2015, 11:15:50 PM1 votes

Are there any plans to make Lucian's Q animation faster?

In my opinion the animation really hurts his late game hard.

Toastey11/5/2015, 10:37:45 PM1 votes

RIP AP Kog