Skip to content

Quick Gameplay Thoughts: August 24

RiotMeddler··1 votes·151,883 views

Hi folks,

Usual Disclaimers

These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler

http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png


Looking into game loading bugs

We're looking into some issues with how long it's taking to load into game at present, including a bug where one player won't start loading until everyone else has finished doing so. Not sure on timing or details of a fix yet, but wanted to share that it was being actively worked on.

When we're prioritizing work bugs get bumped up the priority list if they're really impactful or if they're really common. Things that are both at once, such as this, get prioritized over most things as a result, given the combination's especially bad.


Mastery Curves for Recent Releases

Not too much new to talk about today in terms of what we're working on, given a lot of time's going into things like Preseason, Ranked and Nexus Blitz where we've already talked about the details or things aren't yet ready to be shared. Figured it would be a good time to look at some more Mastery Curve graphs as a result. Let us know if data like this is something you're especially interested in and I'll try and include a bit more of it if so.

For anyone unfamiliar with mastery curves, or wanting to see a few more, they were in a couple of posts earlier this year:

https://boards.na.leagueoflegends.com/en/c/developer-corner/1czrgEgw-quick-gameplay-thoughts-february-21 https://boards.na.leagueoflegends.com/en/c/developer-corner/X3P0v1Vh-quick-gameplay- thoughts-february-23

TLDR is they show how much a champion's winrate increases as a player plays more games on them and they're a useful tool for us when it comes to making balance decisions.

Looking today at mastery curves for some recent releases with Pyke, Irelia, Kai'Sa and Swain, plus Rengar, Jax, Vayne and Karthus provided as comparison points from similar (ish) champions. This data's taken from games over the last three months, at all MMRs, from most regions. Curves do change a bit at high MMR versus low, but usually not very dramatically (same trends). Aatrox and Akali aren't included here because their updates were recently too recently for us to have enough data to populate these curves well enough (not enough people have reached the 30+ mark in particular).

https://imgur.com/a/nO8lc53

A few things I think are worth noting:

  • This is average data over a few months, so doesn't necessarily reflect current power level.
  • Pyke and Rengar make for an interesting comparison. On one hand they're both champs that get quite a lot of benefit from being played a lot, with a 9% climb over 50 games being notably above average. That's fairly common for non tanky melee champs, who tend to have high curves based off the demands on when they go into fights, how they position etc. The contrast in how front loaded Pyke is (lot to learn, but comes quicker) versus Rengar's more steady curve's noteworthy though. Somewhat front loaded curves have tended to be easier to balance, given the discrepancy between moderate and heavy play isn't so high. Rengar's certainly been a balance challenge over the years but, while it's still early days, some suggestion here Pyke might be a bit less of a problem.
  • Irelia and Jax also make for a pretty interesting contrast. From about 15 games onwards their curves are quite similar, ending at around the same power level too. Irelia's starts off low and steep though, assumedly reflecting initial challenges learning how to combo and execute on her abilities, then transitioning into the same sort of mastery that Jax is testing beyond that point (some shift of focus to things like match ups, building timings etc, with less on mechanical execution and kit comprehension).

218 Comments

Ninetales45 votes

Hello Meddler.

Having seen the changes to Yorick on the PBE server, I would like to bring notice to the direction Riot is taking with handling his issue of having a high winrate in low ELO ranges. You addressed in a recent Meddlers Thoughts that ideally you would like to reduce his winrate in low ELO but maintain his current state in high ELO, which can be found in this post. Please do not misunderstand my post, i am not suggesting that Yorick does not need a nerf. Instead, i am suggesting that if he is dealing too much damage than there are other ways of handling it than what is currently on PBE.

One key thing that I am afraid Riot is missing is that Yorick as a champion effectively teaches the player how to play the game. He rewards you for last hitting, teaches you to stay in lane long enough to get the tower (objective) and also heavily rewards the player that plays him as a split-pusher to take global objectives. These are skills that low ELO players will often overlook, and as a consequence, he will always maintain a high winrate in the lower brackets purely because the Yorick’s opponent will not have the guided direction that the Yorick player will have. In fact, I am especially worried that the proposed changes will not affect Yorick’s winrate at low ELO ranges at all – but will instead gut his high ELO winrate and viability.

Now onto the PBE changes, there has been a reduction in his per level AD gain to his Mist Walkers – in particularly around levels 6 to 9 – this value peaks at 12 less AD per ghoul (48 overall). Using sources such as League of Graphs, you can clearly see that the game duration for low ELO ranges around 30 minutes on average whereas the high ELO games usually sit around 26-27 minutes. This effectively means that the implemented change will be less likely to impact on low ELO games, since they are more likely to get to the point of the game where the difference evens out. Unfortunately, it also means that it will impact high ELO games because as they have a lower average game timer, there will be an emphasis on the point of the game where Yorick's Mist Walkers are taking the hardest hit from the nerfs.

I truly believe that these nerfs are in the wrong direction and would like to put some suggestions for consideration. These suggestions are outlined in my reddit post which is current on the front page, as well as another post written by another Yorick main.

Reddit post One

Reddit Post Two

If the intention is to lower his winrate in low ELO games without affecting his performance in high ELO, then perhaps:

  • Lower his Mist Walkers base damage, increase their AD ratio. This will reward Yorick players who play well and get an experience lead and/or invest into damage items. The raw damage will not be as high and instead you will have to buy damage to deal damage. If they invest into the damage items, they will be less tank and therefore easier to deal with. Finding a way to give them a higher base AD but instead making them scale off bonus AD would be a good starting point. The second reddit post linked had the idea of the Ghouls having a base attack damage of 15 while maintaining their current live values of per level bonus +3/+5/+10, but instead of a total attack damage scaling, give them a 50% bonus attack damage.
  • **Reimburse the damage nerf somewhere else onto his kit. **If the AI having heavier damage output is an issue, then perhaps adding it onto his Q or E ability will be a healthy change for the game. Higher ELO players are more likely to land skillshots and better use their spells, so rewarding those players with extra damage by landing his E is a good change in that regard.
  • Increase the size of the Mist Walkers click-box. As the purpose of the reddit post, many players find them difficult to click on which can cause them to click the ground and take unnecessary damage as a result. The Mist Walkers also give 5 gold per kill, so the player should be actively rewarded by killing the Mist Walkers whenever they are summoned. Not everyone that plays league of legends uses attack move, so this is a problem.

I would like to know your thoughts on our suggestions, your reasoning behind the proposed nerfs on PBE and your further intentions with our beloved gravedigger.

Thanks for reading,

Ninetales

RiotMeddler17 votes

Let me pick another designer's brain a bit on Yorick and get back to you later today. That's a case I don't have sufficient context on what's been considered and how testing's gone to talk with confidence about right now.

MérouLN4 votes

The game length at low ELO doesn't tell much. You can have a 30 minute game where both toplaners are even, or you can have 30 minutes games where the Yorick is really ahead. The latter is more common since low ELO tend to struggle at ending the game rather than winning the game. The issue at low ELO is his really oppressive gamestyle. It's a lane bully that doesn't need to get close to deal damage. And if the enemy toplaner cannot answer one of the things that makes yorick strong, he'll struggle to find the opportunity to punish when the Yorick player makes mistakes (something thing as dumb as creepblocking preventing you from punishing a Yorick not landing is E). Although you are not wrong by shifting the power from the ghouls to his Q, and increasing the clickbox of ghouls, I have some other suggestions that could help laners without making it that difficult for Yorick to actuallay punish:

  • Change the hitbox of his E (making it bigger) but slowing the projectile so that player can dodge if they pay attention. It makes stacking ghouls not that problematic to deal with if you know you can prevent them from hitting you by dodging the skillshot.
  • Make his E deal slightly less damage early but more later, even if it means not nerfing the ghouls.

Feel free to tell your opinion about it of course, I might be in the wrong.

BadgerDrool4 votes

Yorick's projectile is already quite slow when you consider the animation. I'm not sure that bigger E + slower E would really change all that much. It's an interesting proposal though.

RiotRiot Wittrock13 votes

Thanks for the detailed thoughts!

The intent with this nerf is to reduce the power that Yorick players are getting when their opponents don't understand Mist Walkers' behavior. While higher MMR games do tend to be longer, we believe that the importance of the strength of Mist Walkers at early levels in lower MMRs outweighs those levels being a lower proportion of the game on average.

The goal with this list isn't to lower his low MMR winrate without effecting his high MMR performance - this will be a nerf; just one that's dis-proportionally impacting low MMR, where his performance is the most out of line. If the result is a Yorick that's crushed in high MMR, it's reasonable that we'd look at buffs that would be more valuable for high MMR, like on E as you suggested.

We'd need to be careful around how large we make Mist Walkers or their click-box, but I agree that they can feel needlessly difficult to pinpoint. Thought is that that would be a pretty big nerf overall though, and be fairly minimal toward smoothing out his success across MMRs.

Queš7 votes

Maybe you can consider not that "extreme" nerfs at this point ? Something like :

2 4 6 8 10 12 14 20 26 32 38 44 50 60 70 80 90 100

instead of

2 3 4 5 6 7 8 14 20 26 32 38 44 55 66 77 88 99

(live values are : 2 5 8 11 14 17 20 25 30 35 40 45 50 60 70 80 90 100)

Because current PBE nerfs are too harsh for every elo

Ninetales20 votes

I appreciate the response, but it has left me wondering a few things.

  1. Meddler initially announced that both him and Garen were being nerfed to target their effect on low ELO brackets, but now from your response it seems like you believe Yorick in higher ELO brackets to be overperforming also. Is this correct or am i misinterpreting?

  2. If you want to take power off the Mist Walkers, then that is perfectly fine and expected - as i agree that a lot of players do not understand what they do and how strong they can be. My question for you then becomes have you considered the proposal of changing the ratio from Total Attack Damage to Bonus Attack Damage? If you were to raise their base attack damage to 15 and keep the current per level increments, then it would take a substantial amount of attack damage to even out with the current 8.16 Mist Walkers. Not only this, but it also becomes a heavy risk heavy reward situation where you build full damage at the cost of reduced tankiness - rather than having the best of both worlds for free. The number two reddit post outlines this idea heavily and detailed, in case you didn't get a chance to check it out.

  3. If you're that content with an immediate nerf to his Mist Walkers, wouldn't it seem a bit more reasonable to go for an initial reduction of 2 per level instead of 1? Losing 6 damage at level 7 per Mist Walker sucks but it's not the end of the world and somewhat manageable until a better fix comes into it. I don't see why a champion with such a low playrate and such an unusual playstyle needs such **immediate **and **drastic **fixes. In fact, he's currently the 108th most picked champion according to OP.GG.

  4. Please consider the impact that any change will also have on Jungle Yorick when considering changes. While you'd think we may be the minority, Jungle Yorick actually accounts for over 50% of Yorick games on the OCE server in Platinum and above ELO ranges and is slowly picking up more and more populartiy. Me myself am exclusively a Jungle Yorick player, having reached the tops of the ladder on multiple servers and the proposed changes will effectively gut any opportunity i have to compete with meta junglers around levels 6-9 which are supposed to be one of my strongest points.

  5. One thing I would like information on is Yorick's win-rate at the time of nerfing his Mist Walkers way back in patch 7.13. The damage was reduced by half at this point in time, which then left his win rate high and requiring further nerf on the Mist Walkers at a later stage. Is it possible that the Mist Walkers are not actually a primary factor that is dictating his win-rate in lower ELO brackets? For example, what happens if your changes are implemented to live and yet his winrate stays at around 55% in low ELO?

At the end of the day, I really appreciate you and Meddler being vocal with us the community with whatever changes you intend to go through with Yorick. We all want the same thing after all.

Thanks for your attention.

AceGeo1 votes

With both the enemy turret hp nerfs and the buff to Demolish, I immediately thought Yorick's winrate would spike from patches prior. I played him exclusively for a while in ranked, him being my main #2 below Darius, with immense success. I thought it was just that his pushing power was too strong, so why the nerfs to his ghouls (which I understand help him push)? I would suggest making his maiden simply do less damage to turrets. A Yorick with Herald + Maiden is a free two turrets. A Yorick untended for 10 seconds with Maiden is a free turret by itself.

Ninetales5 votes

And at the cost of that, you get a sub-par team fighter who gets outclassed most top laners the second he leaves a lane. That's essentially the trade-off you are taking by playing Yorick - his job is to push objectives quickly and efficiently. Is he too good at his job? God no, there are other champions that push at similar speeds to what he does that are safer at doing so. Yorick has absolutely no form of defence outside his wall, he lacks an innate gap closer and had very low sustain.

His entire kit is governed by the control of a poorly designed AI script which causes you to lose absolute control of your units the second they enter combat, so taking advantage of the design is almost easy for anyone who understands how it works.

The new runes made him somewhat strong, but Demolish is a rune that everybody can use to their advantage and it is a very win-more rune. If you aren't able to get to an enemies turret, you can't use the rune at all. So what good is nerfing his mist walkers to the point where his laning is atrocious if he's overperforming with demolish and the other runes?

If you're versing Yorick, it's quite easy to deal with him. You simply engage onto him, force his ultimate, and then back off. Once his ultimate is summoned in a lane he cannot get it out, and his ultimate has one of the highest base cooldowns in the game. That means you'll have between 100-160 seconds at rank 1 and 2 to take advantage of the fact that he just lost a substantial amount of his damage.

As for your 'A Yorick with Herald + Maiden is a free two turrets', that's how it should be. If you reward Yorick with the ability to take the rift herald AND misplay by leaving him top lane unopposed, or you simply don't react to the herald summoning quick enough, then as far as i'm concerned you deserve to lose two turrets out of it.

Krynul6 votes

wait but u actually think yorick is problematic when highly oppressive champs like gangplank and kennen are meta? ur a rlly good comedian

Baron Von Scrub10 votes

Hi there Wittrock, I'm BaronVonScrub, aka Tiny Penis.

My Reddit post on this matter is currently sitting right near the top of front page on this matter, and I would urge you to consider the points I make there. https://www.reddit.com/r/leagueoflegends/comments/99wqhi/yorick_ghouls_at_20_base_damage_of_release/

Both Ninetales and I agree that Yorick needs nerfs, and his opponents need QOL changes to make him less unfun, but there are ways to do this without further eating into Yorick's identity as a summoner champion.

The issues generally found in low elo are not that Yorick's ghouls outright do too much damage, but that they are hard to click/easy to ignore, and that they are too reliable in their damage scaling. That is, due to the fact they scale with tAD rather than bAD, a Yorick can sit back, get 0 farm and build full tank, and still have his ghouls hurt as long as he gets the XP he needs.

Riot's proposed nerfs do not address either of these points, instead applying a flat nerf across all elos, without addressing the fact that the ghouls are simply difficult to deal with in low elo where attack move is less used. If anything, the particular timing of these nerfs within Yorick's level and item spikes cuts into 2 of the most deterministic parts of his gameplay: His level 6 all in, and his attaining of Trinity Force. These two events will happen without fail in basically every game, across all elos, but the changes even out as games go later, meaning this change disproportionately targets HIGH elo, by indirectly damaging their ability to end fast before Yorick begins to fall off.

As such, a better way to apply a global nerf, but to have it impact higher elo to a lesser degree, is to allow the higher farm-income of high elo players to buy their way out of the nerf, at least to some degree. This is done by changing the 30% tAD to a 50% bAD ratio on the ghouls, and by tacking on an extra 15 damage to compensate for the lost tAD at level 1. This still results in a nerf at level 1, and nerfs the Triforce-Sterak's-Tank build all the way through to level 18. This however more strongly and appropriately targets low elo, and doesn't cut into Yorick's fantasy to the same extent.

Please let me go into some of the maths that Ninetales and I explored concerning this, excluded from the Reddit posts so as not to flood less theorycraft-oriented minds with waffle. I hope this interests you, however.

My proposed rebalance changes the ghoul formulal from the present of 2-100 + 30%tAD, to 17-115 +50%bAD.

Consider the damage values of a ghoul at different parts of the game that are important to Yorick. The level 2 all-in, the level 3 all-in, the level 6 all-in, the buying of Triforce, the buying of Sterak's, and full build level 18. These assume the current standard of Precision+Resolve

Level 2 current: 25, 27 with conq Level 2 theoretical: 20, 24 with conq

Level 3 current: 29, 31 with conq. Level 3 theoretical: 23, 27 with conq

Level 6 current: 41, 45 with conq. Level 6 theoretical: 32, 39 with conq.

^ These early game values are all nerfs akin to what is currently proposed on the PBE.

Level 11 Tri (c): 79 Level 11 Tri (t): 67.5

Level 14 Str (c): 122.5 Level 14 Str (t): 103

^ This is both the early-mid game and the core build nerfed.

Level 18 Tank (c): 174 Level 18 Tank (t): 149

^ And so it can be seen that it is a nerf throughout the game for those who would go Tri-Sterak's-Tank. To be fair, the latter values excluded an active conquerer for ease, it but should be noted that level 18 conq currently adds 12 damage to a ghoul, whereas the theoretical value adds 18 - still an overall nerf.

On the other hand, would this break a more damage oriented Yorick? Should you invest into 14 AD runes, at the cost of your early health, AS and conquerer, your ghouls gain a flat 7 damage at every level. However, say you absolutely abuse Transcendence and Gathering storm, and end up with a total of 100 AD from runes alone. This grants ghouls just 20 AD over what they currently do, at the cost of all the health and utility in the other trees. If you were to go an extremely high AD build (Sterak's, BC, GA, DD, Youmuu's) as well as abusing AD runes? Say you end up on 500 AD, 147 of which is your base AD.

Full damage (c): 250 Full damage (t): 292

Even at 500 AD, the ghouls gain just 42 AD each, and this is a build that can never be viable in the top lane due to how easy it is to bully down, and how squishy it is.

A more realistic bruiser build, where one attempts to buy their way out of their nerf somewhat without going glass cannon, may be damage runes granting +40 AD, Sterak's, Black Cleaver, Guardian angel, and 2 tank items.

Bruiser (c): 204 Bruiser (t): 214

And so this becomes a slight buff, at the cost of have 3 AD items, with no triforce and with pure damage runes; this seems fair.

Add to this ghoul rebalance an increase in their model size and clickbox of 15% to make them more visible and targetable, and this addresses the QOL issue that makes Yorick frustrating to play against.

The proposed changes on Riot's part:

Flat ghoul damage nerf.

This hits every elo, but most affects high elo due to the lessened ability to close out before being offscaled. This cuts hard into Yorick's fantasy, and doesn't disincentivise people playing overly safe as Yorick in lane. It also doesn't address the glaring issue of the ghouls being too hard to attack without using attack move, and further damages Yorick's teamfight potential, forcing him further into a one-style splitpush mentality.

The proposed changes on my part:

Rebalanced ghoul scalings, scale up ghoul model.

This still nerfs the laning phase overall, but specifically targets passive play, and poor farming that are found in low elo, whilst allowing higher elo players to buy their way out of the nerf at least in part. This stops Yorick from being railroaded quite so much into the Triforce-only splitpusher Riot's changes force him toward. Ghoul damage is lessened across the game unless you specifically itemise for that ghoul damage, and even then it comes at the tradeoff of survivability. The QOL change of the ghoul size makes Yorick less frustrating to deal with for lower elo where attack moving is rarer and click-accuracy may be less, and this also targets low elo moreso than high.

I understand that these changes are somewhat harder to implement than a flat number drop, but I urge you to consider them all the same; there's a very dedicated playerbase when it comes to Yorick due to his unique playstyle, and as a community we feel that that playstyle is being damaged more and more with the way Riot has been changing him since his release. We don't believe that the summoner playstyle is irreconcilable with a champ who is both fun to play as and against.

Thanks for the consideration,

Baron.

Arkaidan9 votes

Yorick : 1,85% pick rate 52,13% winrate. Nobody plays this champion, he is a niche pick and he only works in low mmrs. Gets nerfed Ahri: 6.78% pick rate 52.65% winrate. Fairly popular champion with higher winrate. Nothing planned. Stats from championhttps://champion.gg/champion/Ahri/Middle?league= https://champion.gg/champion/Yorick/Top?league= Let's be clear i am not complaning about Ahri, i am just genuinely wondering where rioters left their chromosomes, because this is too much for me, i can't handle this. Akali can dive people at lvl 2 without taking any damage from towers, Zoe oneshots people across the map, Jhin runs at 600 mspeed with 1 item, Alistar has 3 seconds of point and click ccs, AP champions push faster than AD ones, Ingite 100-0 people, creep block is the dumbest shit ever, in early game assassins overkill everything to the point where they don't have to hit a single ability to kill a tank, but you are too busy nerfing yorick, garen and tryndamere to fix the real issues of the game. Ban me for talking shit if you want,i don't care, this is my main, just don't ban my ip because my brother still plays the game fairly often.

BadgerDrool2 votes

Thought is that that would be a pretty big nerf overall though, and be fairly minimal toward smoothing out his success across MMRs.

I'm not really sure about this as a justification for not pulling that trigger. If it is a big nerf then Yorick would just need a "big" buff. Then he'd be in another balanced state only with cleaner counter play. At the end of the day that sounds "win win" for yorick and his opponents.

YL 6668 votes

Will Wukong get a full VGU? He was supposed to be played as a bruiser like Jax or Irelia,but the only aviable build and playstyle is the assassin one. Maybe not a full VGU but a mini-rework like the xin one,since Wukong is a diver like xin. Or just a passive change and make him an assassin. I don't know what you guys want Wukong to be and I really want some info for our monkey

FafliX7 votes

About the Garen and Yorick nerfs, any plans to maybe buff them in ways that would impact them more at higher levels of play maybe? Or at least some QoL changes? It just feels wrong to see champions straight nerfed that are still not good in Dia+, even if they are in lower tiers.

RiotMeddler9 votes

If either of them ends up absolutely terrible in high MMR we'll look at them for potential follow up buffs. Having said that both have been performing really well even in high MMR recently, so even there we've got some room to cut.

Rework Quinn5 votes

I guess I'll piggyback off this question, because I'm really interested to hear your perspective on it. I'm not trying to call the balance team (or you) out for anything, but I want to talk about the argument of nerfing strong champions vs. buffing the things that do well against them. It's a topic I'm genuinely interested in.

I feel Garen and Yorick share at least one characteristic with Quinn, a champion I'm much more familiar with: all three of them are, generally, below average in popularity. Of course, we've seen all three of them performing very highly at different points this season - but I guess I'm curious as to why those champions are nerfed (in Quinn's case, multiple times) instead of trying to make changes in other areas of the game, like buffing champions that normally serve as a counterpick that may be weak.

I'm not trying to protest the nerfs. In particular, (again, because I'm more familiar with her), Quinn did need a nerf. And, I understand that if something changes and a champion's too strong with it, then nerfs are the way to go. (The addition of Stormrazor is a perfect example of this for Quinn.) But if she needed it, then she's been needing it since 8.6, when her last set of changes came. Since that patch, the game has drastically shifted around her. Many of the inhibitors that previously kept Quinn from being so successful became weaker as a result of huge changes in midseason. Her counters began to fall out of favor in top lane, burst damage was more and more frequent (much of which was due to her abusing Stormrazor so well), tanks were a rare sight outside of maybe Dr. Mundo, and crit marksmen were just bad. And as a result, she shot up from her post-8.6 state of "really good, but flying under the radar" to "best in the game and must be banned" status.

And I think the same general concept applies to Garen and Yorick as well - Wukong's another one that's had attention recently. They're all four champions who generally don't have huge player bases, and if they're dominating the game, I feel it's likely less due to the champion's individual power and more due to the things that are good against the champion not being very good.

Last patch (again, going back to Quinn specifically because I know her better) Quinn got her second nerf in a row. Her nerf in 8.15 was expected and quite fair honestly. But her nerf in 8.16, while appropriate when you look at a snapshot of her state and the state of the game right now, was also compounded by nerfs to many of her most common runes and buffs to tanks and other marksmen that build crit. While she's taken a significant hit in the winrate department, she's still doing okay for now. But I'd be lying if didn't say I was worried that when the meta shifts, when tanks become a staple of top lane again, and now that crit marksmen are finally beginning to return to form, Quinn will be left weak and unable to compete as a result of all the stacked nerfs she received, and will be forgotten for months as it historically seems that she often is.

So I guess a TL;DR is I'm asking what you think about buffing things that counter strong, but generally unpopular-when-balanced champions like Quinn and Wukong, instead of nerfing them when they're largely strong because of the current game state?

EROTIC RAID BOSS4 votes

well if their counters are already reasonably good but they are just too good, it makes much more sense to nerf the OP champs than to start an arms race.

IE one of the best counters to Yorick is renekton, but if you buffed renekton instead of nerfing Yorick you'd have a renekton who's OP and a Yorick who's still OP vs anyone who didn't pick renekton. Or you could just nerf the thing that's OP and things balance out a lot better.

SecondComing6 votes

{quoted}

If either of them ends up absolutely terrible in high MMR we'll look at them for potential follow up buffs. Having said that both have been performing really well even in high MMR recently, so even there we've got some room to cut.

Garen needs a more in-depth rework imho. When the base kit doesn't offer much, there's not much you can do about balance either, so he ends up either too strong or too weak.

I remember Reav3 saying that he talked with live gameplay team and that Garen is "definitely up for a Rek'sai-scope of rework"

Wee Petal7 votes

Hi Meddler. Recently (iirc patch 8.12) Zyra's plants were changed to draw minion aggro to Zyra if they attack a champion. This change wasn't in the patch notes. Do you know if this was an undocumented intended change or simply a bug/accidental change?

Speaking of bugs. Zyra's plants are having issues targeting, well anything, of late, pretty sure whatever the issue is was introduced in the latest patch. They will regularly just ignore a target for a few seconds (sometimes longer).

Did someone mention Zyra bugs?

I haven't managed to replicate this in a live game (haven't had the time yet) but in practise mode, Zyra's E at rank 4 and 5 does not apply a high priority mark (the mark is applied at E rank 1-3). This means that plants will not switch to attack the rooted champion if they already have a priority target, and freshly spawned plants will simply attack the nearest target to them.

Here's a gif of it's intended result

https://gfycat.com/SilentGlitteringBluefish

Here's a gif of what happens at rank 4 and 5 E.

https://gfycat.com/AridBoilingIndianjackal

Here's a gif showing plants created by E simply attack the nearest target instead of the rooted target

https://gfycat.com/PalatableBriskBoutu

Here's it happening in a minion wave

https://gfycat.com/PresentSoulfulAustraliancurlew https://gfycat.com/UncommonTastyHornbill

Ydg2 votes

Yeah looks pretty buggy but pretty sure i saw somewhere in a patch that the plants have the same IA as Heimer turrets and won't attack a new target until you, Zyra, a.a the target so in consequence they're hitting the nearest. This problem conflic with how Zyra's E should change the aggro of the plant spawned.

atlıkarınca5 votes

Hello Meddler.

Will we possibly see Lissandra passive at least on PBE before or during worlds?

RiotMeddler6 votes

Probably.

Xaintrix5 votes

Any word on the Co-Op vs. AI work?

Zoli Ben5 votes

Hi Meddler! Any news on Urgot ult indicator that was promised in Ask Riot?

RiotMeddler3 votes

I'll follow up on that and get you an answer, probably in one of next week's posts. Want to beat up our thinking on what are the principles around which champs it should/shouldn't go on in general as part of that, not just Urgot.

Zoli Ben3 votes

https://nexus.leagueoflegends.com/en-us/2018/06/ask-riot-executes-and-ssg-skins/ Here it was already said that the likes of Garen and Darius don't get because they feel they are part of their skillset, while Urgot wasn't deemed as such and thats why his indicator was promised.

Allusions4 votes

Are the Rek'Sai buffs you mentioned near the beginning of this patch cycle no longer being looked into?

Landorin4 votes

Hi Meddler,

Speaking of mastery curves, I'm curious how the semi-reverted assassins Rengar, Leblanc, and Fizz compare to their assassin class update selves. Is there any data on this or is it not disparate enough to be worth sharing?

RiotMeddler4 votes

I suspect it'll be very similar, that's a really interesting question though. I don't have that data to hand right now, I'll looking at getting it into a post next week though. One thing that might be an issue though is that since a player's number of games aren't reset when the adjustment happens the curve's going to get someone messed up by people being recorded as 50 game players or whatever who, due to the changes, effectively aren't playing at the same level as someone who'd put 50 games into that specific kit. Will see what's there though.

BobaFlautist2 votes

One form of data I'd be really interested in seeing is how a champion's winrate changes as their opponent has played more games against the champion.

My thinking is that 1. Some champions have some really punishing mechanics/abilities that you very quickly learn about but maybe not quite quickly enough to play around them the first few times you see them (Morg Q, bliztcrank Q, basically Ilaoi's entire kit) and then 2. some other champions have unconventional play patterns that take some experience to play against (Singed, Shaco, Fiddlesticks), and I'd be very interested to see how the learning curve differs when playing against those champions as opposed to someone a little more straightforward to play against.

Allusions4 votes

Meddler, I've already posted for today, but I guess I just want to vent at you a little bit. I and a few others from the Rek'Sai community have been active in these posts for the last week or two since you mentioned Rek'Sai buffs being looked at for 8.17 looking for context and bouncing some ideas around.

Usually you guys are pretty good with communicating what you guys are doing with posts like this and follow up contexts, or when plans change. For some reason, you have gone completely silent on this topic, which is frustrating.

We're not going to be angry if you say "hey, they got delayed" or "we changed our minds, she doesn't need them" or whatever. We know you're busy and you might not have enough time to explain your reasoning, but it's definitely frustrating for that point to have been actively brought up by you near the beginning of this PBE cycle and for it to be left up in the air without any closure.

No ill will or disrespect intended, just frustration.

Draconic PoweR2 votes

Unfortunately, anything RekSai related gets ignored. We have the right to be frustrated because if the result we eventually get is based on a thought of "she doesn't need buffs" then I will have lost all hope in the balance team. She needs buffs, her damage is absolutely terrible. Buffs in an alpha game mode is not a solution, she needs general buffs. While we're at it, she is due for a skin too.

Especially 4U4 votes

Hey Meddler!

Can you consider trying out a different buff for wukong? the attack speed buff is nice for jungle but it doesn't help mid or top wukong at all. I feel like decreased cooldowns or a slightly longer stealth on W might be more impactful. These buffs can give wukong players more potential to show skill in utilizing cds.

VeXuM3 votes

Hey Meddler, I actually wanted to ask you:

  1. where can I find a graph of all champion mastery curves, to the best of your knowledge? I would love to be able to see which champions give you the most reward for putting in the hours with them.

  2. any thoughts on Statikk Shiv? Seems very outshined by rapid fire cannon for all champions except Quinn.

Thanks for your weekly posts!

Pokemonred2003 votes

Hey Meddler, can I ask a few questions regarding the upcoming preseason?

1: Are the current gold funneling penalties here to stay?

Originally, it was said that the Monster Hunter penalty on item 1041, item 1039, item 3706, and item 3715 was a temporary band-aid fix until a better solution could come in the preseason, but in the recent preseason post, Riot Scruffy said that the jungle is not getting changed. Does this mean that this penalty is here to stay into the (or even next season)?

2: Items:

item 3161 and item 3005 are currently Nexus Blitz exclusive, and you've explained why they may potentially need changes as we get closer to preseason. That I understand. What about other items, though? The first examples that come to mind are item 3056 and Banner of Command; earlier this season, Ohmwrecker was mentioned as an item that was potentially going to be reworked to have effects similar to demolish (though this has not been brought up in quite some time), and Banner of Command is an item that, while it had a decent niche, was deemed too unhealthy in its former state and needed to be temporarily retired until a reworked version could be created in a future preseason or midseason. Is this on the table for the Season 9's preseason/midseason, or is this something that we'll need to wait further down the road for?

3: Towers:

Are shield towers/botlane fortification/higher resistances on the table?

Glory to God3 votes

Thoughts on item 2033 being taken on ranged midlaners?

RiotMeddler9 votes

Conceptually, I don't think there's anything wrong with ranged champions being able go for a Corrupting start.

Right now though it's looking like the combination of Corrupting, Dark Seal and Time Warp Tonic might be too potent when combined. We're looking into that at present, though don't have a committed change yet.

The Yetii Rider4 votes

Why is The Dark Seal allowed to remain so cheap when the support items were bumped up in price?

Yes, the support items were noticeably allowing for more healing than might otherwise be good, but the champions using them have to take poke from two characters rather than one. If too much sustain is an issue you want to address in the early game, The Dark Seal and 3 pots as a start shouldn't exist for solo laners, right?

Velasan2 votes

I can answer that. Back when Dark Seal was originally released it did cost more. They changed it specifically so you COULD buy it with refillable because it was performing worse than simply buying Doran's to start with.

I really like the idea of Dark Seal as an item, a higher damage yet riskier version of Doran's ring when you want to snowball a game. It's strange that an item that promotes snowballing also comes with a safety oriented passive that increases your potions.

IMO they should keep the potion power on Tonic, which is both an interesting rune and appropriately placed in the Inspiration tree. Time Warp Tonic is already seeing use by a number of mid laners including Aurelion and Zoe. I sometimes like to use it on Viktor too personally.

Blue Moon Wolf11 votes

Singed: Na that combo is fine, you worry too much. How about a drink instead :^)

Draconic PoweR2 votes

Since it seems most of Riot are avoiding this question, I feel it's futile to even post this but what the heck.

Why is RekSai not being given any attention?? Nexus Blitz doesn't count, I'm talking about actual buffs to her in general. She's one of those champs that Riot seems to simply ignore balance wise and skin wise (though the only Rioters that responded on Social Media was their support team saying they hope she gets some love soon and Riot Stellari who talked about potential skin concepts for her).

It doesn't take a genius to see that her damage is lacking at the moment and that there are better champ choices than her. Stop ignoring the Queen and show her the balance and skin love she deserves please.

Buttsubushi2 votes

Thoughts Stormrazor? From what is on the PBE, this will be the 3rd AD nerf in a row.

It is always too strong on assassins (Quinn included), whenever it is just barely viable on scaling crit marksman. ADCs need the game to end at 20mins to get value out of it. I myself build either BT (play super safe which isnt fun for anyone), or sit on BF+pick till zeal items get finished. In fact SR is only good on champs that gain bonus AD from their kits: Rengar, Jhin and to my surprise, Zed. SR has an easier trigger condition to Duskblade, is cheaper, can back on a BF sword for a simple spike, scales with the more AD items (and AD reaping), and gives free MS that you would lose from turning off ghostblade, and AS that helps splitpushing. Shiv+SR can give you more burst and stickiness per gold than Duskblade and co.

SilverRaza2 votes

fix Zac ? 32% winrate in probuilds and 43 % winrate in u.gg might wanna look at that

euprates2 votes

hello meddler

I want shyvana and modekaizer's dragon passive must be changed some other things in Nexus Blitz.

Reign of Squid2 votes

Sona VGU when ?

MirirLightHammer2 votes

how is the loading screen bug a "low priority"? people are getting punished for YOUR mistakes!

Ahris1 votes

Will you give compensation to domination tree reliant champs?

For example, Ahri? Thanks!

Dope Solo6 votes

In other words, Hey Meddler, a 54% global plat+ win rate with a 13% pick rate isn't good enough. Can we push Ahri up to 60% with a few more buffs? Everyone shoudl be playing her. MOAR BUFFS PLZZZZZ

More from Dev Corner

More by Meddler