Preseason Attack Speed Tweaks

RiotRiot Stashu·11/8/2017, 10:24:18 PM·1 votes·20,885 views

Hey all!

Riot Stashu here, and today I wanted to talk about some upcoming changes we have planned to Champions’ base attack speed stat. As a heads up, these changes are pretty minor, but worth explaining for those interested in how stats work!

First, let’s outline the problem we’re hoping to address here. A champion’s base attack speed currently determines two superficially similar -- but functionally different -- things:

  1. A champion's starting attacks per second
  2. Amount of attacks per second a Champion gains from percent bonus attack speed (i.e. from percent attack speed stats given by items, runes, and other buffs)

Sometimes it makes sense for a champion to have high level one attack speed but to **NOT **have attack speed items be especially strong on them, or vice versa. But, at present, there is no good way to accomplish this. Some champion kits bend over backwards to get the attack speed curve they need (like Diana with her low base attack speed and high percent bonus attack speed passive), whereas some give up and just add in some extra stats under the hood (Caitlyn, for example, technically has some unlisted bonus attack speed at level 1). Neither of these solutions are ideal and there are many champions whose feel or balance could be improved by separating these stats and re-tailoring their kits. We’ve often wanted a new stat, “attack speed ratio”, that would function like AP ratios on champion abilities: scaling how much output attack speed champions get as they gain the stat. But we’ve made-do and worked within these bounds since there was never strong enough cause to rewrite the attack speed formula.

Enter Runes Reforged. Or, more specifically, exit old Runes. When we removed old Runes the lack of all those early game stats left many champions feeling a bit off. So we set about re-adding some early game stats on a per-kit basis to get these champions back up to snuff. For many of these champions that meant granting some attack speed. And, boom, there was the problem -- we had no stat that could offer the same thing as the old percent bonus attack speed runes. We could only adjust a champion’s base attack speed and attack speed per level, and both of these would have unintended consequences on builds. With so many champions on the docket to be affected this time, on top of the historical desire to separate the two functions of champion base attack speed, we finally decided to commit to rewriting the attack speed formula.

And we almost did it, too!

Alas, Runes Reforged was a huge project and we really wanted to introduce as few bugs as possible to the game. Obviously, a change that could potentially affect the timing of every attack in the game needs thorough testing and validation on top of that. Given that, we decided to err on the side of safety and to push back the change until after Runes ship and we’ve had time to give it the testing it deserves. So for Runes Reforged launch, expect a few champions to have ‘the Caitlyn special,’ with some behind-the-scenes bonus attack speed at level 1 as a temporary solution.

But fear not! We’ll be picking up our attack speed work asap, and are hoping to go live with it a patch or two after Runes Reforged. When that hits, each champion will have a new stat that will allow us to adjust their attack speed ratio independently of their base attack speed. With that, we’ll undo the temporary bonus attack speed we gave out and get the same effect by bumping up those champions’ base attack speeds without increasing their attack speed ratios (a never before seen feat!).

Worth mentioning, the introduction of this new stat won’t actually change anything, at least not right away. We’re building in the capacity to do such changes, but not doing them just yet (except for the champions we gave level 1 bonus attack speed to). When we finish this work, attack speed in League of Legends should feel entirely unchanged, but we’ll have better tools to make precise adjustments in the future!

Attack speed can be a bit confusing, and I only glossed over it here, so if you have any questions, please ask! I’ll be hanging in the comments for a while. Thanks for reading! -Stashu

50 Comments

Lunari Empress11/9/2017, 8:42:34 PM30 votes

Just want to say, being forced to use abilities and mana in lane to get somewhat respectable attack speed for CS'ing as a MELEE champion is horrible, it needs some adjusting, it doesn't matter much later into the game but early lane phase just feels horrible for Diana after losing a part of our old passive.

Taking over a second to get a last hit against mostly ranged matchups is not enjoyable, in any way.

Regards, Majority of r/dianamains.

Kiraid Lciem11/9/2017, 2:45:11 AM3 votes
  1. Can Bonus Attack Speed be retermed to a flat instead of a percent? So "+50 Attack Speed" instead of "+50% Attack Speed"? This would allow mulitpliers like "+X% Total Attack Speed" to be easilty understood.

  2. Can you please change the "Attack speed cap" to not be 2.5 seconds, but instead be a cap of X% Bonus Attack speed, that is completely independent of the new Attack Speed Ratio. So that it functions like the Cooldown Reduction Cap. For Example: 200% Bonus Attack Speed is the cap, instead of it being different per champion. You shouldn't need a chart like this: http://leagueoflegends.wikia.com/wiki/List_of_champions%27_attack_speed

  3. Are you going to be coding in "+X% Base Attack Speed Ratio"? Which allows the ratio to be changed by unquie Champion Abilities and Runes.

BobaFlautist11/8/2017, 10:36:54 PM3 votes

Speaking of weird, semi-invisible "stats" that can greatly influence how effective a champion is, has there ever been discussion about introducing items, effects, or champion abilities that affect a champion's "cast speeds"?

I was trying to think of a comparable stat to attack-speed for casters while trying to dream up an enchanter that can support a variety of champions without Marksmen being their obvious companion (damage doesn't quite work, and CDR, while the closest visible comparison, has an entirely different purpose) and thought that "% cast speed" (not missile speed, and not channel time, but only the amount of time the casting animation takes) could be an interesting stat to play with.

Is this something that the game's current technology would allow? Would it be balanced for a support to be able to buff allies with, say, + 20% cast speed for 10s? Would it matter?

The Yetii Rider11/8/2017, 10:31:41 PM2 votes

How is this going to affect champions that already have weird attack speed adjustments on their wind ups and the like, IE Kalista andThresh ?

AgentBlack11/9/2017, 2:43:56 AM2 votes

Can you guys take a look at Tahm Kench while you're at it? I feel like +Attack Speed Runes were very common and very important on him, because without them, it's almost impossible to stack your passive for W unless you use your Q as a reset. Weaving in autos while you kite or chase has also become super awkward. I'd be happy to lose some damage in his passive or abilities in exchange for attack speed.

Mysticman8911/8/2017, 11:33:51 PM2 votes

How will this new attack speed scaling interact with some of the new runes (lethal tempo for example)?

Would rune sourced boosts to AS work independent of a champs AS scaling (so if they get 30% AS from runes, they'll attack 30% faster), or in line with the champs scalings (so they might get 30% more numerical AS, but won't necessarily attack 30% faster), or something else?

Nathill Rebo11/9/2017, 3:37:12 PM1 votes

If talking about stats, what about a new stat for utility supports? For now they scale worse than mages (gor a reason) and their items grant reduced ability power (also for a reason)(while also lots of support items don't grant ability power at all). But if we could have something like Spirit (or Grace or whatever else), which would work as Ability Power, but augmenting shields, healings, slows, buffs etc, enchanters could have their own stat (and if someone will say that CDR is their stat, I will disagree, because it's limit can be easily reached with two items) and Karma would get some interessing niche with damage scaling off spirit.

Also, if CDR would scale in similar way as armor/magic resistance (25 CDR for 20% reduction, 100 CDR for 50% reduction), it could have no limit and allow eventually to be a core stat for some champions (mostly supports probably).

Spideraxe11/9/2017, 8:32:42 PM1 votes

Hey Stash I don't know if you see this since its so late, but this all seems pretty promising and loved the work you guys did to runes. But what I really wanted to say was to congratulate you on how awesome Evelynn turned out

Solideus11/9/2017, 8:39:43 PM1 votes

What types of champions would have high and low "attack speed ratios"? Would ADCs mostly have the same ratio? Would tanks have a very low ratio? What specific champions would have an unusually high or low ratio?

Atanchan11/9/2017, 9:29:04 PM1 votes

wouldn't it make more sense to just leave base attack speed in as like "base attack time" and use the name "base attack speed" to refer to a champion's level 1 attack speed like the rest of the stats ala dota

5 Stacks GG11/9/2017, 10:07:21 PM1 votes

I'm guessing Darius didn't get any attack speed bonus at lvl one because of this upcoming change?

Because right now he's really weak, I think he will need more than just attack speed to make him good again :/

Ian McClaren11/10/2017, 1:38:31 AM1 votes

How would this affect Jhin?

Audacius11/10/2017, 3:57:21 AM1 votes

I really hope you don't gut LeBlanc's attackspeed because I really enjoy playing her top and jungle with on-hit/attackspeed builds. (A small base-AS buff to make up for the loss of my 41% attackspeed runepage would be nice, tho!)

Seriously, I have not played a more fun champ in this game than the elusive on-hit/AS LB glass cannon! ;D

Finite Duress11/10/2017, 4:31:11 AM1 votes

Warwick could really use this, just getting some more base attk speed at the cost of some of the attk speed on his W, would be great. It's annoying to have a champion who was based all around On-hits to be punished for building them now, since he wastes the attack speed and is crippled by his squishiness without tank items.

WindLord707011/10/2017, 8:47:21 AM1 votes

I really hope nidalee is one of the champions who is being looked at for an increase to attack speed. She would be in such a solid spot top lane again if she could only get a bit of attack speed with out needing to rely on the precision tree.

Hamudi 12mom11/10/2017, 10:04:26 AM1 votes

How would all this apply to kalista's passive with its a/s soft cap?

Stexe11/10/2017, 4:59:58 PM1 votes

That's pretty awesome. Really hope Tahm Kench gets some love in this department. You really had to go a ton of Increased Attack Speed (IAS) runes to make him viable outside of the support role. Was really surprised when he didn't get any IAS buffs in the most recent patch notes (and instead got a ton of armor).

Ganked By Tilt11/10/2017, 6:59:35 PM1 votes

I really hope you guys fix Dianas early game, no melee champions especially a fighter should struggle to cs that hard with that low amount of AS. I cancel so many AA's because of it and makes her already abysmal early even worse. She doesnt need lategame Attackspeed but early attackspeed so she can survive.

Swiftstrike411/10/2017, 7:55:22 PM1 votes

Can Nasus receive a temporary early base attack speed adjustment? He is very difficult to farm with under tower at levels 1-3 without at least 5% attack speed.

Eeyore11/10/2017, 8:10:40 PM1 votes

Can you rename all sources of bonus attack speed that are affected by this modifier to "Alacrity", or something that doesn't have an otherwise opaque meaning? And then, like % base regen, have (+X% AS) in brackets - which can consequently be a different value based on champion.

For example, Dagger gives 12 Alacrity. On most champions, this would show 12 Alacrity (+12% AS), but on someone like Caitlyn could be 12 Alacrity (+6% AS). Caitlyn would then say when you hover over her attack speed that her attacks only benefit from 50% Alacrity.

I am Razgriz11/12/2017, 9:28:34 PM1 votes

How can I find out which champions you gave this level 1 bonus to?

HenzoAF11/13/2017, 2:33:41 PM1 votes

What is the problem on having bonus attack speed at level 1? The solution you gave is just the same as giving bonus attack speed at level 1, I didn't get the difference.

XxxLumberJackxxX11/8/2017, 10:28:15 PM1 votes

My brain just exploded....

Ars3lyn11/29/2017, 9:31:51 AM1 votes

Can you guys give insights about the Attack speed Ratio, please? I'm super curious about how it gonna be. you guys talk about this 20 days ago, since you guys said "Asap" I was hoping you meant within a patch or so, meaning that I can see how it looks in PBE, but no post came up about it. Can I please in an insight about it? I play Master Yi, Kayle, and Diana, I need to know how it gonna be for my main 3 champions that been hard to play with since the Rune Reforge

Tenth Leper11/8/2017, 11:09:37 PM1 votes

You make me smile, Stashu =)

I am really looking forward to it.

ModThe Djinn11/8/2017, 11:18:51 PM1 votes

For the minutia-obsessed of us -- can you elaborate a little on where in the system this feature lives? Is it effectively just a % multiplier on an existing base, like an item purchase would be? Or is it some other hidden functionality? Or is it actually a multiplier to the value they get from attack speed items? If the latter (i.e. if it affects the purchase value differently from the value presented), will there be an indicator of what the effect is?

Naqel11/9/2017, 12:12:10 AM1 votes

Have you(as in Riot) ever considered just having Attack Speed items give a flat amount of bonus AS.

Like, instead of 10%, it'd read +0.12 or something along those lines, and it wouldn't be calculated but just the precise amount of gain from the item.

PhaseDives11/9/2017, 3:04:13 AM1 votes

Ekko needs attack speed and base dmg buff hotfix that champ is completely unplayable went from 50% win rate to 40%..........

Zolntac311/9/2017, 6:20:30 AM1 votes

How will this Work for calculating AS accurately? Will it still be possible to make A DPS spreadsheet like the one I own now? (https://docs.google.com/spreadsheets/d/1Nw3dwGoOrb5oeJV8S0yUkaxb9sbzkHAh2fNDWADWmzk/edit?usp=sharing) Will it be weird and not easy to input like bonus lvl 1 AS, AS growth and Base AS is now? I'd love any more details you can give as to what the new formula will be. Feel free to be technical I work with it.