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Blitzcrank Changes Heading to PBE

RiotRiot Maxw3ll··1 votes·195,728 views

Heyo party people! Riot Maxw3ll here with my first Red Post of all time. I joined the Champions team about six months ago after seven-ish years’ experience in the industry. I’ve worked at a couple places, most recently being Blizzard, and had a background focusing on Collectible Card Games.

So, as a show of good faith, I figured my first act as a Champion Designer should be that of removing some old RNG from the game. I’ve got some Blitzcrank changes I’ve been working on that I’d love to get some feedback from y’all on. These should be pushed to PBE later today. Just a disclaimer up front: I’m not planning on shipping these changes to live with 9.7. I want to get a temperature read on these changes in PBE to make sure we’re heading in the right direction with Blitz before we pull any triggers.

Goals:

  1. Make the Passive more consistent and not discouraging you to cast spells.
  2. Reduce frustration around Blitz’s ult passive and widen its uses in team fights.

Passive: Mana Barrier Shield Strength: 50% of current mana -> 30% of Max Mana

Ultimate: Static Field Passive: When Static Field is active while in combat, Blitzcrank randomly shocks a nearby enemy every 2.5 seconds (removed) New Passive: While Static Field is active, lightning charges Blitzcrank’s fists, marking enemies he attacks. After 1 second, marked enemies take 50/100/150 + 30%AP magic damage.

Just to clarify, a second auto attack will not refresh the mark, nor interrupt it. If you attack again during the mark, nothing extra happens, and if you attack after the mark, you’ll apply a new one. Blitz can mark any number of targets, limited by his access to them and his attack speed.

Again, just as fair warning, I don’t expect to ship these changes this patch, but I will be listening and responding to feedback where I can.

202 Comments

Spideraxe56 votes

Very good changes Dan, his static field RNG was super outdated

Boltonator17 votes

Oh wow!

Just expressing my sudden interest in Blitzcrank now and I get downvoted for it, lol.

Crazy community I tell ya...

papi carlo11 votes

Hello, OTP Blitzcrank here since years (atm master, struggling against meta): I have made a recent bug report concerning Blitzcrank, im just going to comment it, hoping you could adapt your changes.

  1. I believe the rune 'Unflinching' should work for his overheat on W (not sure if tenacity/slow-resistance in general do not work for self-applied slows, but i think they should)
  2. There is one bug that makes you listen to the Blitzcrank Mana Barrier passive after death for the entire game, which can be a very big slightly annoying :)
  3. Grabbing Ezreal in his E-animation sometimes hinders Blitzcrank from moving and pulls him towards Ezreal, which provides me with joy, especially under the opposing turret

Also I had some recommendations for Blitzcrank changes:

  1. His mana cost on W of 75 seems pretty high especially in early level, would prefer a scaling 50/55/60/65/70 to make it viable
  2. His base mana is very low
  3. Since Blitzcrank might be the easiest champion to counter in the league and is put into an obnoxious matchup every single game, i would have liked to see a small mana refund of maybe 20-50 mana on his grab on hit; As not hitting your skillshot should make you cry for your loss of resource, hitting should at least give you some sort of reward. Some match-ups turn high-risk/high-reward into 'go roam there is nothing to get' on botlane.
  4. A silence of 0.5 seconds on his ultimate active is quite short, i would also like to see it scale maybe even up to 1 second just to make sure that it is not possible to flash before getting knocked up after a grab through tenacity
  5. Also his overdrive (W) seems to be decaying too quickly after the duration has been decreased somewhen in the past. This could also be changed slightly.

Most of the changes were recommended due to his Mana Barrier being almost completely irrelevant in early laning phase. I dont think any of these would overbuff the champion in lower ranking but would make him more viable in higher ranking.

My comments on your changes:

  • Make the Passive more consistent and not discouraging you to cast spells. I agree Most of my recommendations are mana related and address this issue.

  • Reduce frustration around Blitz’s ult passive and widen its uses in team fights. I disagree This idea just seems to be removing some kind of mechanic. Knowing your passive could hit minions should just make you avoid fighting inside of minions (moving wisely). I dont agree with making the champion easier than it is. I would rather like to see changes to the champion, that make him more viable in higher elo. Also this seems to be buffing his damage, while i think his damage is fine if we are not comparing with Tahm Kench :) To widen its uses in team fights, i simply recommend increasing the silence.

Rathar Dashing10 votes

Seems pretty great, would have loved to see something done with his current W though, or just his mana costs in general.

RiotRiot Maxw3ll26 votes

[{quoted}](name=Rathar Dashing,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=0003,timestamp=2019-03-15T16:35:05.005+0000)

Seems pretty great, would have loved to see something done with his current W though, or just his mana costs in general.

I had a couple stabs at his W, but the ability was adding a lot of strategy to how Blitz wanted to approach fights. Rather than mess with something that was core to his kit, I tried focusing on lightly adding to his pattern rather than gutting it.

I also tried messing with his mana costs, and the tuning is pretty sensitive. We have to design around his hook mana cost.

Rathar Dashing4 votes

I agree that with his new ult passive his W granting attack speed is now better, but it probably could go in favor of something else.

Mainly his W has such a high mana cost it feels awful to use before you have a full mana item. I'll be excited to see how his new passive affects everything!

RiotRiot Maxw3ll10 votes

[{quoted}](name=Rathar Dashing,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=000300000000,timestamp=2019-03-15T16:41:34.595+0000)

I agree that with his new ult passive his W granting attack speed is now better, but it probably could go in favor of something else.

Mainly his W has such a high mana cost it feels awful to use before you have a full mana item. I'll be excited to see how his new passive affects everything!

I'm excited too! His W is such a high threat tool that I felt Blitz has to pay some kind of cost for pulling the trigger and not getting something out of it. We can reevaluate once we get more info on how the new ult passive works out.

me smash me win3 votes

[{quoted}](name=Riot Maxw3ll,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=00030000,timestamp=2019-03-15T16:37:48.154+0000)

I had a couple stabs at his W, but the ability was adding a lot of strategy to how Blitz wanted to approach fights. Rather than mess with something that was core to his kit, I tried focusing on lightly adding to his pattern rather than gutting it.

I also tried messing with his mana costs, and the tuning is pretty sensitive. We have to design around his hook mana cost.

What do you think about a manacost refund mechanic on his hook if he manages to hit? Maybe not a full manacost refund but half mana would already make a big deal and also make it feel more rewarding for a good player.

5 77 votes

I don't agree, it doesn't really add anything since most times a blitz hook means SOMEONE is dying. Rather its your ADC/you or the enemy, once a hook lands it's basically the start of a large series of events. It's not like Thresh hook which you MIGHT take, you might not. Blitz hook is a go-button and landing it means shits about to go down.

Adding a mana refund seems fairly pointless in that situation. Especially given how strong the ability is inherently. Displacements are one of the strongest forms of CC in the game, they're non-reducible and Blitz hook is like the strongest displacement in the game.

LordRedStone Nr17 votes

Those changes sound really promising, I look forward to trying them out on the PBE! This integrates his W more in his basic rotation (more AS for more marks) and makes his ult hits less random while preserving the core functionality. Reducing the hit damage is fine imo, as you get to proc it more reliable and possibly more often. I like the increased AP Ratio though ;)

[katarina-love]

Switching the passive to max Mana is definitely the right call, but is it possible that we can also get the cooldown reduced with level? Maybe 105/90/75/60 on levels 1/6/11/16 or something along these lines?

Finally, for future red posts, I encourage you to look at this Boards Markup Guide. This way you can use New and Removed to enhance your posts and make them look more like the patchnotes! Wuks and the other developers have done such a great job with the colors but I almost never see them in use, so I encourage everyone to use it!

Scrandor7 votes

hey! i'm Scrandor, i've been challenger for 3 seasons now and for the first two of the seasons i was a blitz otp. i'm usually (also currently) the highest elo blitz player (in NA at least)

for the shield changes, i think it's a good change because i think the majority of the time it pops i'm under 60% mana (although i'm not sure). While I'm not sure on the numbers, I agree with the philosophy here, trading off survivability just for using skills does feel rather odd.

the ult changes are of concern to me though. in a comment you mentioned you were thinking of being able to 'queue' an extra charge which i think is almost necessary to keep his strength similar to live. currently the bread+butter combo is hook+auto(unless you can one-shot)+e+(get as many procs of r off while running beside them (you only auto during this time if, after autoing, you would still be in range to E them) waiting for e cd to come back)+r when they're as low as possible without killing (to get max procs without taking kills) tying his ult passive to his autos is a little worrying as it doesn't seem to mesh well with the playstyle (usually it's much better to use your time pathing while waiting for E CD rather than autoing) i do think it really does have the potential to be good though, it just seems awkward in its current iteration. the queuing charges is a REALLY good idea and is probably one of two suggestions i would make. the other concern i have is surrounding the numbers. i don't exactly understand the ap ratio increase. i think blitz is well-defined as a support character who has main functions in utility and tankiness. almost every game i finish with 0 ap (other than baron and the adaptive force rune (which might even go to AD, though i'm unsure) so i would make a bid for the base numbers to be slightly higher with a lower (or even non-existent) ap ratio. the only AP support item that is even slightly good for Blitz is shurelya's, but I would never want that over the other support items (zekes, knights, locket, etc.) this take, however, obviously comes from my personal ideal that Blitz should not be built AP (in accordance with the support role, generally)

all of this said, it's important to address that i have vested interest in blitzcrank being strong and therefore am speaking from some place of bias. as well, my personal opinion is that blitz is in a great spot right now, so i'm also speaking from a place of fear that he will become worse. thanks! overall really happy that blitz is getting focus and i think the changes have strong potential :D i'm really open to having conversation about my thoughts as they aren't perfectly fleshed out atm, as well as clarifying anything i've said that might need expansion!

ShadowParker6 votes

This is pretty cool actually. Couple questions though!

Currently, when the ult is used the passive you’re removing goes away as well until it’s back on cooldown. Is that still the case?

As well, is there a cooldown on the lightnight strikes? For instance, he can’t waveclear super fast with infinite strikes can he?

Is there a range after marking someone? I.e if they dash away from Blitzcrank will the mark still hit? Do go along with that, can it be dodged?

Super cool change actually!

RiotRiot Maxw3ll10 votes

{quoted}

This is pretty cool actually. Couple questions though!

Currently, when the ult is used the passive you’re removing goes away as well until it’s back on cooldown. Is that still the case?

As well, is there a cooldown on the lightnight strikes? For instance, he can’t waveclear super fast with infinite strikes can he?

Is there a range after marking someone? I.e if they dash away from Blitzcrank will the mark still hit? Do go along with that, can it be dodged?

Super cool change actually!

  1. Yes, using the Ult will turn the passive off until the original spell is off cooldown. A lot of the depth of learning to play Blitz at higher levels is playing a push your luck game with trying to get the most damage out of your ult passive before using the nuke.

  2. The shock can be applied as many times as there are targets, but you can't stack multiple shocks on the same target. IE, attacking a minion three times in 1 second will only apply the first shock, but as soon as that shock happens, blitz can apply another.

  3. No range. If they're marked, they get shocked.

Thank you!

ModThe Djinn6 votes

Awesome stuff, and very straightforward (in a good way). That said, a bit of feedback on areas where I'm seeing potential concerns.

One concern here is that there was always been a gimmick of AP-burst Blitzcrank, and I worry about this increasing that by adding another reliable damage proc in laning, since you can now be sure that burst lands where you want it to -- and keep it up once per second.

It also synergizes oddly with Blitzcrank's unusual attack speed boost, as attacking faster is meaningless to the effect unless you happen to be within easy melee range of multiple targets (which is strong for farming, but Blitzcrank is traditionally not a solo laner or farmer), especially since he already has an auto-attack reset if he needs it. At any point did you consider whether or not power could be cut from Blitzcrank's attack speed boost to give him something that fits a bit more into this pattern? My suspicion is the niche case for being able to hit multiple targets within a 1 second timer is not sufficient to pull the AS boost away from its use mostly as a positioning tool that often ignores the AS boost entirely, unless the proc automatically refreshes itself in some way to give you meaningful time to move and attack multiple targets while still keeping damage on your primary target.

I assume you already hit most of these points internally, but I'd love to hear a bit of your thoughts on the matter. Thanks so much for the open communication!

RiotRiot Maxw3ll6 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=0025,timestamp=2019-03-15T18:01:20.554+0000)

Awesome stuff, and very straightforward (in a good way). That said, a bit of feedback on areas where I'm seeing potential concerns.

One concern here is that there was always been a gimmick of AP-burst Blitzcrank, and I worry about this increasing that by adding another reliable damage proc in laning, since you can now be sure that burst lands where you want it to -- and keep it up once per second.

It also synergizes oddly with Blitzcrank's unusual attack speed boost, as attacking faster is meaningless to the effect unless you happen to be within easy melee range of multiple targets (which is strong for farming, but Blitzcrank is traditionally not a solo laner or farmer), especially since he already has an auto-attack reset if he needs it. At any point did you consider whether or not power could be cut from Blitzcrank's attack speed boost to give him something that fits a bit more into this pattern? My suspicion is the niche case for being able to hit multiple targets within a 1 second timer is not sufficient to pull the AS boost away from its use mostly as a positioning tool that often ignores the AS boost entirely, unless the proc automatically refreshes itself in some way to give you meaningful time to move and attack multiple targets while still keeping damage on your primary target.

I assume you already hit most of these points internally, but I'd love to hear a bit of your thoughts on the matter. Thanks so much for the open communication!

It's possible that AP Blitz is going to be a lot stronger, but he still needs to stay in melee range for an extended period of time to get the procs off.

I agree on the odd synergy; I think I'm going to add in an extra system that lets blitz 'queue up' one stack of the passive.

ModThe Djinn4 votes

[{quoted}](name=Riot Maxw3ll,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=00250000,timestamp=2019-03-15T19:30:21.794+0000)It's possible that AP Blitz is going to be a lot stronger, but he still needs to stay in melee range for an extended period of time to get the procs off.

That does seem like a reasonable trade, given that then using the speed boost to position for the pull has a more meaningful downside. The idea of sustained AP Bruiser Blitzcrank does -- I will admit -- have a certain appeal.

I agree on the odd synergy; I think I'm going to add in an extra system that lets blitz "queue up" one stack of the passive.

I'm not sure how much that would help with the cohesiveness of the AS -- with a 1.13% AS growth per level and a 60% AS boost, Blitzcrank gets to about 1.125 AS per second, which means that unless he's building attack speed he's not really stacking this thing on more than one target with anything short of his auto-attack reset anyway (there will only be a slight overlap with his W maxed out if he's never out of melee range with his target and making every attack as soon as possible). While the stacking is nice for the burst, it doesn't really help the weirdness of his auto-attack boost in the first place, save that it stops him from missing the stack application due to the stack still being there when the next hit lands.

For reference, I do think the stacking is a nice idea, but I worry it adds to the burst (Auto+E for instant double stacks with the 60% AP ratio) without doing much to make the AS component feel good or cohesive.

RiotRiot Maxw3ll5 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=002500000000,timestamp=2019-03-15T19:43:51.905+0000)

That does seem like a reasonable trade, given that then using the speed boost to position for the pull has a more meaningful downside. The idea of sustained AP Bruiser Blitzcrank does -- I will admit -- have a certain appeal.

I'm not sure how much that would help -- with a 1.13% AS growth per level and a 60% AS boost, Blitzcrank gets to about 1.125 AS per second, which means that unless he's building attack speed he's not really stacking this thing on more than one target with anything short of his auto-attack reset anyway (there will only be a slight overlap with his W maxed out if he's never out of melee range with his target and making every attack as soon as possible). While the stacking is nice for the burst, it doesn't really help the weirdness of his auto-attack boost in the first place, save that it stops him from missing the stack application due to the stack still being there when the next hit lands.

For reference, I do think the stacking is a nice idea, but I worry it adds to the burst (Auto+E for instant double stacks with the 60% AP ratio) without doing much to make the AS component feel good or cohesive.

The burst is a genuine concern, and something we're gonna have to monitor once we get enough games on the champ. As always, we'll keep an eye on it and do our best to keep it in line.

RiotRiot Maxw3ll5 votes

Went ahead and added a two stack limit to the ult passive after reading some feedback here. For clarifications on how this'll work:

The first auto will apply the countdown mark. The second auto during the countdown will 'queue up' a second mark that will begin after the first one finishes. If you somehow get a third attack in there, it will not apply anything extra.

Let me know what you think!

papi carlo5 votes

Hello,

as mentioned below, i do think changing the Blitzcrank R passive is the wrong approach here and i believe many agree. I get that there are variations to improve the idea, and there might be even one to make this work, but i would rather see the idea being dropped. Blitzcranks damage output is currently on a balanced level. As a support champion the damage output is not one of the issues that make him less reliable/viable in higher ranking.

Thank you for reading feedback. I would also like to see what you think of my recommendations below.

CPG Starfire3 votes

I'd put these changes into the main post as an edit so everybody sees them :)

Duffers1 votes

Any chance you can also buff his attack speed or attack animation speed so its just enough so he can use Auto E Auto to kill wards like Leona without having to use W early always annoying when a ward lives on 1 hp because his auto attack is so slow early game.

Miss Ally1 votes

{quoted}

Any chance you can also buff his attack speed or attack animation speed so its just enough so he can Auto E Auto wards like Leona without having to use W early always annoying when a ward lives on 1 hp because his auto attack is so slow early game.

Leo has to use abilities to clear wards also.

Duffers2 votes

Why I said Auto E Auto for Blitz so it would be the same as Auto Q Auto for Leona just Blitz has to use W early to be able to do it due to his attack animations on autos and his E being so slow despite them having the base same attack speed.

AIQ4 votes

So it's an on hit thing with a 1 second gate? Does this apply to abilities too? So a Q/E applies 2 procs (granted you waited one second) OR does the E only apply it?

When the R detonates does it too apply that damage?
Is it possible to add any effects to his ult? A slow, longer silence? Or maybe slap a single on hit passive of the Blitz ult passive to allies that got hit in ult range?

Also how will this impact his rework? Is he a candidate for most a VU rather than a VGU?

I wanted to throw some unrelated Shyvana stuff because... I'm desperate? lol Since you are a designer I would think you talk to Meddler, he said two different times a few months ago that he'd have Shyvana scale with elder, but that never came trough. Can you remind him or tell us why ti didn't go? Is it possible to remove the decay on her W, also since AP Shyvana took the W ratio can AD Shyvana gain total AD on it's ratio? Can we please have her ult cool down work while dead?

RiotRiot Maxw3ll7 votes

{quoted}

So it's an on hit thing with a 1 second gate? Does this apply to abilities too? So a Q/E applies 2 procs (granted you waited one second) OR does the E only apply it?

When the R detonates does it too apply that damage?
Is it possible to add any effects to his ult? A slow, longer silence? Or maybe slap a single on hit passive of the Blitz ult passive to allies that got hit in ult range?

Also how will this impact his rework? Is he a candidate for most a VU rather than a VGU?

I wanted to throw some unrelated Shyvana stuff because... I'm desperate? lol Since you are a designer I would think you talk to Meddler, he said two different times a few months ago that he'd have Shyvana scale with elder, but that never came trough. Can you remind him or tell us why ti didn't go? Is it possible to remove the decay on her W, also since AP Shyvana took the W ratio can AD Shyvana gain total AD on it's ratio? Can we please have her ult cool down work while dead?

Abilities don't add the mark, just autos.

Blitz's ult is a pretty powerful burst tool, and any extra effect I'd add would probably have to come out of the burst damage. I tried a few things, but I wanted to retain Blitz's dream of hooking a key target and blowing them up immediately.

I'm not familiar with the Shyv changes, but I'll mention it to him.

PowerOfDrainAge3 votes

Just to clear his post up. He's asking for (some of) the following things:

  1. If Shyvana can get bonus armor and MR by killing Elder Dragons. He claims that this was promised to happen but never did.
  2. If the decaying bonus movement speed from Shyv's W can instead become non-decaying for its duration (That's something Ive been wishing for as well but the MS it grants would need to go down a tiny bit).
  3. Since the AP ratio on shyv's W was taken away, he asks if a total AD ratio could take its place.
  4. If Shyvana can regnerate Fury while she's dead so that her ult CD ticks while dead.. That's a QoL change I really REALLY want to see happening.
Alzon4 votes

As a guy who loves playing Blitzcrank in roles other than Support, I am VERY happy to see these changes. Triforce bruiser Blitz will actually have a passive, and his ultimate will become much more effective as a dueling tool when near a minion wave.

Extreme mana-stacking is no longer quite as efficient, but that’s OK. Blitzcrank’s burst is more reliable with any build, since the Static Field passive is guaranteed to hit someone who he lands his full combo on.

Miss Ally4 votes

The there Riot Maxw3ll! I am Miss Ally head of r/Blitzcrankmains and I thought I would give you feed back on a champion I am so very passionate about and so is my community.

Passive: Mana Barrier Shield Strength: 50% of current Mana -> 30% of Max Mana

This Change is a huge nono from me. This Buffs what is already one of the strongest early game champion's early game. If find that mana management is rather crucial and to take away ability to play around his mana barrier at all. This would only hurt late game blitz who already struggles and it would cripple the few top lane blitz mains since they are the ones to build a lot of mana items. I feel like this change misses the mark to the point even if it was a buff from 50% > 50% I would still be heavily opposed.

Ultimate: Static Field Passive: When Static Field is active while in combat, Blitzcrank randomly shocks a nearby enemy every 2.5 seconds (removed) New Passive: While Static Field is active, lightning charges Blitzcrank’s fists, marking enemies he attacks. After 1 second, marked enemies take 50/100/150 + 30%AP magic damage.

  • As you effectively gutting the damage by half. I would have to play test it to see how it feels but over all I dont have a big issue with this at this moment, if the targeting procs off of any ability such as q. If not this again would hurt an already struggling mid game, where you typically have to ult right after the Q so you can prevent the target from flashing and setting up the knock up. Q > R > E

  • Since we are already touching the ultimate can we please have a change put in that has been done for other champions like Alistar. Currently you can R > F with blitzcrank and the animation follows, but the damage area stays where you originally flashed from. I would love to have the ability to R > F and have the damage actually show where the animation is.

Secondly there is a bug centered around iBlitzcrank skin. Currently when you get insta killed through Mana Barrier when you re-spawn the passive visuals and sounds are still playing. This has been an annoyance for several years and has pushed me from even playing one of the most iconic skins because of the bug.

RiotRiot Maxw3ll2 votes

[{quoted}](name=Miss Ally,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=0031,timestamp=2019-03-15T19:19:29.941+0000)

The there Riot Maxw3ll! I am Miss Ally head of r/Blitzcrankmains and I thought I would give you feed back on a champion I am so very passionate about and so is my community. Shield Strength: 50% of current Mana -> 30% of Max Mana

This Change is a huge nono from me. This Buffs what is already one of the strongest early game champion's early game. If find that mana management is rather crucial and to take away ability to play around his mana barrier at all. This would only hurt late game blitz who already struggles and it would cripple the few top lane blitz mains since they are the ones to build a lot of mana items. I feel like this change misses the mark to the point even if it was a buff from 50% > 50% I would still be heavily opposed. Passive: When Static Field is active while in combat, Blitzcrank randomly shocks a nearby enemy every 2.5 seconds (removed) New Passive: While Static Field is active, lightning charges Blitzcrank’s fists, marking enemies he attacks. After 1 second, marked enemies take 50/100/150 + 30%AP magic damage.

  • As you effectively gutting the damage by half. I would have to play test it to see how it feels but over all I dont have a big issue with this at this moment, if the targeting procs off of any ability such as q. If not this again would hurt an already struggling mid game, where you typically have to ult right after the Q so you can prevent the target from flashing and setting up the knock up. Q > R > E

  • Since we are already touching the ultimate can we please have a change put in that has been done for other champions like Alistar. Currently you can R > F with blitzcrank and the animation follows, but the damage area stays where you originally flashed from. I would love to have the ability to R > F and have the damage actually show where the animation is.

Secondly there is a bug centered around iBlitzcrank skin. Currently when you get insta killed through Mana Barrier when you re-spawn the passive visuals and sounds are still playing. This has been an annoyance for several years and has pushed me from even playing one of the most iconic skins because of the bug.

Heyo! Thanks for chiming in!

One thing I wanted to solve was not force players to have to weigh casting their spells against their main defensive output. It's possible that I'm wrong, of course, but I found that the overall feeling of getting a smaller shield for missing a hook was kicking someone when they were down almost. The positioning game we ask Blitz players to play in lane is a fairly fun pattern, and since Blitz is so mana gated, I didn't want to take away actions Blitz players could take just to maximize his shield. Happy to talk more about it; I'd recommend playing a game or two on it.

I didn't add in any R flash mechanic, but I can put some thought into it. Generally worried about champs that can do this kind of stuff, since it doesn't get communicated really well to opponents.

Did not know about that iBlitzcrank bug. I'll take a look and see what comes up.

Miss Ally1 votes

[{quoted}](name=Riot Maxw3ll,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=00310000,timestamp=2019-03-15T19:55:31.750+0000) I didn't add in any R flash mechanic, but I can put some thought into it. Generally worried about champs that can do this kind of stuff, since it doesn't get communicated really well to opponents.

Well this is the current problem with the ult and flash

In game example of the ability.

Right now the animation follows blitz but the damage hitbox does not. The communication to the player is that the damage and silence should be applied when they R > F. Either the animation needs to stay where he was or the damage hitbox should follow. Right now its kind of the worst of both, in my opinion.

RiotRiot Maxw3ll5 votes

[{quoted}](name=Miss Ally,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=003100000000,timestamp=2019-03-15T23:12:46.396+0000)

Well this is the current problem with the ult and flash

In game example of the ability.

Right now the animation follows blitz but the damage hitbox does not. The communication to the player is that the damage and silence should be applied when they R > F. Either the animation needs to stay where he was or the damage hitbox should follow. Right now its kind of the worst of both, in my opinion.

Ohhh, I see what you mean, sorry about that. Yeah I took a look at it and the targeting thing was using an old system. I'm gonna submit a fix that I thiiiiiink solves it, which will also mean R -> Flashing works now. The effect will play at the end of the flash, matching the damage range.

Ashkan4 votes

Here are my thoughts as a blitz main since season 3, and always around master/chall elo since season 4 on EUW.

The passive Mana Barier changes seem overall like a fine idea, this is generally a slight buff for the most part and only would be a nerf if you stack mana items, which apart from getting zekes and righteous glory doesnt happen as a support, there are some blitz players for example Prim0 on euw that play him on toplane and build stuff like manamune iceborn gauntlet, and for building him as a toplane bruiser this would be a significant nerf to that style since your overall mana pool is much higher later on into the game and a 30% shield would almost always be less then the current itteration of 50% of current mana for that style. but generally speaking i think this change is fine overall given the thought process behind it.

As for the static field passive changes, i think its silly to think it causes frustration because for the laning phase there is obviously a clear range for when it does and doesnt proc on minions so that just takes a small learning curve, you can even position yourself in a way so you know which minion it will proc on with just staying in range of the minion u want to proc on and out of range of the other minions, i do think if it would prioritize the closest champion would take away that RNG feeling of the static field in a teamfight since you would know how it would procc and could more so play around having that knowledge, i think would the current path your taking it will dumbify the champion since the frustration aspect comes from lack of understanding of the mechanic of itself and it would also just be a flat out nerf in terms of damage since a good portion of your damage comes currently from your passive in the midgame with just being able to have the reliable dps of it when there is a fight in the river for the drake for example, but the changes your looking to do it would basically take away the mindfullness of applying your cc since you are a melee champion and getting consistently in range to get auto's of to be able to proc it would cause you to potentionally not be in range for the key targets u want to cc with ur E. Furthermore the AP ratio just doesnt make sense since he just isnt played as a mage at all and would take a lot more for people realistically to buy AP items on him. I truely think you could make the static field passive less frustrating if you just would take the current itteration of the passive and focus on prioritization of the ability.

Some personal thoughts to what i think that could benefit blitzcrank are:

Changing the mana cost of his hook to 75 at all levels, in comparison to other champions with hooks it just feels really bad starting the game with 263 mana and a hook costing 100 at all levels, a different itteration of this change would be to keep it 100 and refund 50% of the mana if it actually hits a target, in that way your atleast rewarding being skillfull at the champion and giving the enemies room to capitalize if he does fail it.

His W also costs 75 at all levels with just feels quite high if ur trying to go for a W into Q it costs currently 175 mana, and in the early game that is litterally about half your mana pool. The numbers overall just feel outdated in comparison to other champions that go for their hook combo it is far less punishing in terms of their mana pool and mana costs. i think making his W cost 50 and scale it to 75 at lvl 5 would be fine.

Also his current mana pool seems quite low for a champion that has a passive that relies on his mana for it to be usefull and all his spells apart from his E have really high mana costs.

I hope you look into some of these options and more so will look into giving blitzcrank some quality of life changes rather then completely changing certain mechanics.

papi carlo3 votes

God bless you Ashkan. I agree. I really hope they do not change his ultimate passive just because some players can not deal with its range. It requires knowlege to play around your passive and i dont like the fact that people want it to be removed.

A mana refund of 50% could be a little too high though. What do you think about increasing the ultimate silence duration since 0.5 seconds is in some matchups often irrelevant? And i still believe the rune Unflinching should work on his W-slow and he should have not received a minor nerf, just because some champions (vi) abused the rune in their cases.

Ashkan3 votes

[{quoted}](name=papi carlo,realm=EUW,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=00590000,timestamp=2019-03-16T15:15:16.860+0000)

God bless you Ashkan. I agree. I really hope they do not change his ultimate passive just because some players can not deal with its range. It requires knowlege to play around your passive and i dont like the fact that people want it to be removed.

A mana refund of 50% could be a little too high though. What do you think about increasing the ultimate silence duration since 0.5 seconds is in some matchups often irrelevant? And i still believe the rune Unflinching should work on his W-slow and he should have not received a minor nerf, just because some champions (vi) abused the rune in their cases.

Yeah i mean there are different ways to go about it, having the ultimate silence scale like 0.5/0.75/1 sec would fit the champions identity of locking down a single champion and would also give you generally more options in the ways you want to use the ultimate as a 1 second silence would be significant enough to use it just for that rather then for the passive dps or just the burst in certain situations.

And yes the unflinching rune should in theory work since the W applies a slow but yeah not sure whether or not its intentional if they have it not work on his W or if its just a bug of some sort.

GRIMThousandEyes3 votes

So if I grab someone and E them to knock them up and mark them, THEN use my ultimate before the passive hits the marked target, will the mark just not be proc'd, or will it still hit them since the mark was applied before the ult was used?

RiotRiot Maxw3ll4 votes

{quoted}

So if I grab someone and E them to knock them up and mark them, THEN use my ultimate before the passive hits the marked target, will the mark just not be proc'd, or will it still hit them since the mark was applied before the ult was used?

Mark will still proc if applied before using the ult.

LAP Maxwell3 votes

Nice name.

RiotRiot Maxw3ll5 votes

[{quoted}](name=Lap Maxwell,realm=EUW,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=0042,timestamp=2019-03-15T21:40:35.446+0000)

Nice name.

Big same.

Aavarce3 votes

I have a question, and I don’t know if it’s intentional or old design.

When Blitzcrank lands a q, the hooked enemy gets pull to where blitzcrank is standing when it lands, not directly to blitzcrank. It’s not a huge difference, but there is time for blitz to be knocked away during the pull part, or have the hook pull halfway along if blitz gets knocked away while the hook is flying (like poppy ult)

Is this intentional, or is this old coding or design?

Blitz3 votes

Does the ult have to be up to mark the target? Also instead of completely changing his passive on ult, wouldn't it have made more sense to just have his ult passive prioritize other champions? By changing it you now actually do less damage in lane and in team fights. Blitzcrank isn't able to go up to multiple targets to mark them. Also none of his core items really allow him to build ap unless you want to sack his survivability (this may change with the change to his passive). I don't agree with the changes the passive is a buff but the change to his ultimate honestly seems like a nerf to the champion. You honestly needed to make it so his ult prioritizes champs and if u want it to actually be good in team fights you wouldn't require players to not use the spell to mark targets, it would make much more sense. You're now forcing players to either hold the ultimate to mark targets or use it for the initial burst (you're acting like blitzcrank can run around and instantly mark each target) and the silence which should be buffed to one second instead of .5 because it's completely useless if the player has mercs. This change overall seems more like a nerf to blitzcrank as a support than a buff.

The23rdGamer2 votes

For your first post around the block I feel like you did a pretty good job. :)

I kind of wish we could have up to two stacks on a target for Blitzcrank's R Passive but I completely understand why that isn't the case.

Thank you for being open with us and for keeping the character of Blitzcrank intact! [sg-lux]

RiotRiot Maxw3ll4 votes

{quoted}

For your first post around the block I feel like you did a pretty good job. :)

I kind of wish we could have up to two stacks on a target for Blitzcrank's R Passive but I completely understand why that isn't the case.

Thank you for being open with us and for keeping the character of Blitzcrank intact! [sg-lux]

Currently looking at adding this for extra smoothness. Gonna test them out today.

ZT Xperimentor2 votes

Can't say I'm impressed nor looking forward to these changes.

Since blitzcrank is a front-liner for the team it makes sense for his shield to be based on current mana, as the enemy team will likely retaliate upon grabbing someone, and gives him a lifeline at the start of a fight as he probably will be focused; while rewarding enemies for stalling him out so his shield will get weaker the more he fails to succeed. Changing it to scale off maximum mana removes this strategic dynamic between playmaking in teamfights.

Having an uncontrollable but longer ranged sunfire cape is part of his identity (seriously has anyone tried to build one a tezla coil from scratch?). It assists his farming for toplane, and also uses procs from the relic shield when played support, something that most supports tend to struggle with between taking more damaging poke and their carry killing minions first. Turning it into yet another auto-attack on-hit effect feels lazy, and contradictory given what was stated about why the shield is getting changed, now encouraging players to never use his ultimate so he can rotate between marking multiple champions.

If anything was to be changed, I'd do it like this; I'd rather his rocket grab be altered to be thrown from and at an angle to match his animation, this would spread his skill floor and ceiling as nearly everyone is used to skillshots being just a straight line projected from their champion. Can't be that difficult to implement given diana & victor have existed for years. And lower the movement speed penalty of underdrive on his W, this would give him plenty more reliability without outright adding more gimmicky damage. And increase the cooldown of his ultimate a bit at max rank, I liked the scaling up usefulness buff he got some time back, but with 45% cooldown reduction it's basically on a 10 second cooldown late game, rather strong for an instant AOE. I'd thinks fair to nerf if the overdrive buff I previously suggested was in place.

If your post's changes are going to be forced live anyway (I'm cynical since kogmaw was the only reverted rework when others were rebuked worse). Then at least keep the old lightning strike animation from the passive for when the mark detonates, xerath's rework was so disappointing and I don't want a repeat for another old main.

papi carlo5 votes

Hello, great comment summoner.

I do agree a 30% max mana - Mana Barrier mechanic will give enemies less reward on dodging his grab. I do not think it is much of a reward to mention though. Do you think slightly lowering his mana cost and giving him a small refund on hit for his grab as i suggested below, will make it rewarding for both sides, as dodging will keep giving him a loss of resource.

I do not agree with the animation complaints, since i have been playing Blitzcrank for ages now and also other similar champions (Thresh), i do not really see much of a difference in both. I disagree with the grab not matching the animation and i do not see any issue dodging those when facing Blitzcrank.

I also disagree with lowering the penalty on the overheat/underdrive of his W. I do think the W should give him some kind of all-in to catch up, but the penalty allows the counter engage on failure. However the rune Unflinching should decrease the penalty when his summoners are on cooldown; this will also give him some minor bonus on reliability especially when his only escape (Flash) is on cooldown.

I also do not agree that much on the increase of cooldown on his ultimate active. The ability is not as relevant as you think in a teamfight as support. Having no runes that provide cooldown reduction, having 45% cooldown reduction will take a lot of time to get, or most likely you wont get there at all. It was much shorter in the past with 30 seconds on level 2, instead of 40 seconds since most of the games are decided before you even reach level 16.

The goal of the changes should be to make him reliable in higher ranking and still not overpowered in lower ranking. Therefore i do also agree adding more 'gimmicky damage' is the wrong approach.

Kazekiba2 votes

[{quoted}](name=papi carlo,realm=EUW,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=003a0001,timestamp=2019-03-15T20:47:28.369+0000)

Hello, great comment summoner.

I do agree a 30% max mana - Mana Barrier mechanic will give enemies less reward on dodging his grab. I do not think it is much of a reward to mention though. Do you think slightly lowering his mana cost and giving him a small refund on hit for his grab as i suggested below, will make it rewarding for both sides, as dodging will keep giving him a loss of resource.

I do not agree with the animation complaints, since i have been playing Blitzcrank for ages now and also other similar champions (Thresh), i do not really see much of a difference in both. I disagree with the grab not matching the animation and i do not see any issue dodging those when facing Blitzcrank.

I also disagree with lowering the penalty on the overheat/underdrive of his W. I do think the W should give him some kind of all-in to catch up, but the penalty allows the counter engage on failure. However the rune Unflinching should decrease the penalty when his summoners are on cooldown; this will also give him some minor bonus on reliability especially when his only escape (Flash) is on cooldown.

I also do not agree that much on the increase of cooldown on his ultimate active. The ability is not as relevant as you think in a teamfight as support. Having no runes that provide cooldown reduction, having 45% cooldown reduction will take a lot of time to get, or most likely you wont get there at all. It was much shorter in the past with 30 seconds on level 2, instead of 40 seconds since most of the games are decided before you even reach level 16.

The goal of the changes should be to make him reliable in higher ranking and still not overpowered in lower ranking. Therefore i do also agree adding more 'gimmicky damage' is the wrong approach.

The best way, imo, or at least simplest approach, to making blitz more viable in high elo is rewarding the threat of his hook rather than the use of it - A mana refund on landing it helps a lot towards that and I love the idea personally. The Q costing 25%-33% of his entire level 1 mana pool goes a long way to that, so that should definitely not be changed.

As a reminder - Thresh gets a FLAT 3 second CD refund on landing his hook even if it hits a minion etc. while also giving his ally potential mobility (whereas Blitz hook has a shorter wind up and drags you all the way to Blitz' cast location, not trying to say the abilities are 1:1.) Beyond that, to what end "rewarding not using the hook" is best left up to more creative designers.

lJayFromTheBayl2 votes

Yet still no fiddlesticks buff. update and change the same champs over and over and over.

Miss Ally1 votes

{quoted}

Yet still no fiddlesticks buff. update and change the same champs over and over and over.

Uh you get changes all the time like in patches 8.15, 8.9, 8.4, 8.3, 8.2, etc... The last time blitz was touched was V6.13

lJayFromTheBayl3 votes

"All the time"? Those patches were over a year ago and not a single one of them were a buff - they were flat out changes and nerfs.

Secondly, blitz had received updates in 8.8, 8.3, 7.3, 7.23 , 7.22 , 7.2, etc. So your response is just complete made-up bogus.

Lastly, no ones arguing that someone like blitz shouldn't get an update - by all means give blitz some dam love too, but also would like fiddlesticks to be shown some at the same time.

Kei1431 votes

How oftenly can the target be marked?

Currently, in a 1v1 scenario, it is more beneficial to not use blitz's ult as it does more dmg over time.

RiotRiot Maxw3ll4 votes

{quoted}

How oftenly can the target be marked?

Currently, in a 1v1 scenario, it is more beneficial to not use blitz's ult as it does more dmg over time.

Currently no gating on it, although you can't stack them up. Maximum, targets can get procced 1/second. I'm trying to retain the optimization that requires players to have to make a judgement call on when to ult.

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