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Quick Gameplay Thoughts: April 25

RiotMeddler··1 votes·51,630 views

Hey all,

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 put 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

Syndra

Touching on Syndra since she was asked about a lot last time. As you might have seen we've got a change to Syndra's passive bonus to Q on the PBE where it's reverted to the prior bonus of '15% more damage to champions' rather than giving the extended Sphere duration. Goals there are to make getting a high sphere ult less consistent and more of a skilltest again, increase the value of hitting individual Qs and avoid adding extra waveclear (hence champion damage only).

Having said that, that's not to say the older Q bonus is the ideal thing to put there. It is however an understood effect we can swap to easily and get out quickly, which is important here given we'd like to improve Syndra's state but have a lot of other stuff underway as well. We can then follow up with additional power focused changes if appropriate.

Spell Buffering now in 8.10, not 8.9

The spell buffering changes mentioned last time are now in 8.10. Testing revealed bugs with a few abilities so we're both fixing those and checking similar abilities to see if they have the same issue.

Also, since I saw some confusion over this last time, wanted to clarify how this buffering interacts with CC. This effect won't allow abilities to be cast through CC if they couldn't normally be done so. It's basically acting as though the button was pressed a fraction of a second later as it became available. If at that time the champion in question is silenced/stunned/whatever and couldn't normally cast the ability won't happen.

Small Patch/Large Patch

From 8.1 onwards this year we've been alternating small patches (odd numbers) and large patches (even numbers). That system's going to get a bit fuzzy for a few patches around midseason right now, current plan is to get back to it afterwards however. Before doing that though wanted to see what feedback you folks had about it, including:

  • Do you notice it at all?
  • Do you care?
  • Any particular differences that stand out versus how we previously approached patches?

Adjusting Healthbar height based off camera position

Something else you might see on the PBE soonish is an experiment into lowering healthbar heights automatically so they're displayed on screen if you can see the unit but not the healthbar. Intent is that it should help with cases like Baron and Towers in particular, where where you want to position your screen to see the most important part of the map sometimes leaves the healthbar off screen, making it harder to track objective progress.

If you notice that on the PBE, whether directly or through the videos of others feedback much appreciated, in particular on whether it's more helpful or distracting.

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

342 Comments

MetaKaizer16 votes

Hi Meddler,

I've tried to reach last post but i was a bit too late and I decided to take a different approach now.

Could we see some QoL buffs to Morde before his eventual VGU? I know that Morde is one of the champions that the smallest change could leave him in an overpowered state and it would maybe be better to leave him as he is, but seeing that some other champs that are also priorities for a VGU have gotten changes somewhat recently(Volibear and Nocturne being the most recengt ones, and there were some changes last season to Cho, Mundo, Rammus and even Nunu). Sure, this champions got changes for their own reasons, but im just giving out the example that some other champions that are also high priority for a VGU have also had some work done. There are 2 buffs that have been discused for a while now by the morde mains community: 1)Increase his base stats(more specifically his armor and movement speed) 2)Remove the delay when casting and reactivating W instantly(there's a small 1 second delay on casting and recasting the ability fast).

The first buff is something that has been talked about for the longest time. Considering that Morde's most played lane at the moment is toplane, and that in toplane is where most of the bruisers/juggernauts are found, having only 25 base armor just seems to low. About the movement speed, there is a data sheet comparing the movement speed(and some other stats) along with cc, self movement speed boosts and other utility of all juggernauts. https://docs.google.com/spreadsheets/d/1krfwyxNVhiQyzRVXePc8rmKb9IuEJOLnlPsumZQpirU/edit#gid=0 (Note:I did not make this sheet and I couldn't find the person to credit) That shows how an increase on Morde's base movement speed wouldn't hurt him too much.

The second buff is to allow to reactivate W the moment its cast.There are countless times that have happened to many people casting W while near death, but not being able to reactivate it for the heal, because of that small delay. That delay is tied with his animation of him casting it(he raises his hand foward) and honestly there isn't a real reason for this being here considering the counterplay to his W is already its cooldown and being away from him while active.

If his powerbudget becomes too high, maybe remove the W exp passive since there's not too much purpose for that to be there anymore.

Please let me know what you think and thank you for taking your time to read this.

RiotMeddler8 votes

Smaller scope work on Morde hasn't worked out that well, so I'm cautious about trying to make changes that aren't simple power adjustments until we can do a full overhaul.

Base stats could make sense if he was weak, don't feel that's the case at present. Would agree with your assessment that he's got a kit that can be pretty sensitive to even fairly small buffs (and base stats are definitely direct buffs, not quality of life).

W without recast adds some power and removes some enemy response, so would want to ensure both of those were goals or not do so. Wouldn't rule it out though.

Removing W passive to add power doesn't make sense if the argument is that it's not doing much in the first place.

CyberBalt12 votes

Do you know for sure he's not weak right now, or was that just your initial gut feeling? Personally I have felt he lost a fair amount of power since preseason, but I'd be id be interested to know specifically what leads you to think he's good enough right now. Is it his winrate, his presence in high elo, something else?

Also, if base stats are out of the question, could having his Q increasing range by 25-50 be considered quality of life? All the other empowered autos, like Yorick Q and such do that. Letting his Q get full healing from spellvamp would also be nice (seems to be a bug where he only gets a third? Or is it not a bug?)

GigglesO4 votes

{quoted}

Do you know for sure he's not weak right now, or was that just your initial gut feeling?

I don't feel like hes the same morde as last season even. Hes lots quite a bit of power in relation to other champions.

Landorin9 votes

Hi Meddler,

Now that the work on Rengar and Leblanc is more or less complete, is there any chance of Fizz's rework being revisited? There's still a lot of dissatisfaction among Fizz players about the direction his rework took him, and some of the design principles it embodies are very similar to the ones that prompted Leblanc's revert. Would love to hear your thoughts.

RiotMeddler18 votes

We'll likely talk about Fizz at least after mid-season. The W I could see us adjusting potentially. The R power scaling by distance by contrast I think has done good things though (optimal play not being to just use your skillshot point blank as a non dodgeable CC).

Landorin11 votes

My only real gripe with R is how heavily it punishes you for taking fights in melee range, even when it's the right decision (and all 3 of your other abilities are only used in melee). Low damage, low CC, and you don't get to pre-charge your mark before engaging. I guess if the mark goes away it won't be quite as bad, but if the mark is here to stay I'd at least like to maybe not have the damage drop off as dramatically. Feels bad when somebody jumps on you and you can't fight them at anywhere near full strength when everything else is melee.

That said, super glad to hear it's on the radar. Thanks!

Rexxiee10 votes

{quoted}

We'll likely talk about Fizz at least after mid-season. The W I could see us adjusting potentially. The R power scaling by distance by contrast I think has done good things though (optimal play not being to just use your skillshot point blank as a non dodgeable CC).

The ult mechanic still feels horrible to play as since you're punishing a melee assassin for using his ult at melee range ???

Its like making it so an adc that kites at max range does less damage than normal, it would make no sense to punish optimal play.

Keep the CC effects and size scaling with range, but make the damage flat across every range.

Brisecou8 votes

While I kinda disagree with the R power scaling by distance (punishing a squishy melee assassin for being in melee range and making him a Malphite-like ult-bot), reverting the W would be enough for me to play him again, that old spell made him smooth imo.

Kadexe8 votes

Why is it a bad thing if Fizz is more dangerous at close range than long range?

EROTIC RAID BOSS5 votes

The old fizz would use q r at the same time to engage from a distance but hit his shark with 100% accuracy. The shark is a skillshots so you'd expect to be able to dodge it and then balance the skill around that. In practice it might as well have been point and click death

azelfisgreat3 votes

That can be solved in a much cleaner way: make casting Q on champions worthwhile enough so using Q on minions to hit R is a fair tradeoff. Maybe make it deal bonus damage (could be DoT to bring back the bleed Fizz players loved) on targets hit by ult, avoiding the infamous W-Q oneshots while still weakening Q-R without hurting his melee ult.

Sw4de5 votes

Theres no way anybody who's ever played the champion could ever say they like what the R has done to the champion, is no thought at all given to the satisfaction of actually playing the champion? it is purely illogical for a melee assassin to be punished for fighting in melee range, there are other things that could be done to address the undodgeable fish like a lockout during Q so you cannot buffer R during Q, please just completely revert him, he was a perfectly fine champion before with clear strenghts and weaknesses and a logical power curve, super weak early powerup as the game progresses rather than piss poor early, strong mid, piss poor late.

Fisherman Fizz5 votes

On the other hand though, does it not reduce his options and make gameplay patterns more binary? It's not very fun when your main option boils down to having to use ult from long range to initiate your all ins every time, going in if you hit and just never going in at all if it misses. By not allowing him to use it melee range you limit his options for actually using the rest of his kit in a creative way, and instead you're just left with ulting first and then using the rest of his kit for burst damage during the knockup. It's less interactive for both parties this way, as playing against it also becomes trying to dodge a skillshot every minute, and if you dodge or get hit by that one skillshot determines if you die or not.

Has it ever come up to possibly remove the ability to cast ult during Q?

Lore21 votes

Not trying to be rude or anything, but what direction did the fizz rework take him? As someone who doesn't play fizz and occasionally plays against him, it feels like hes always had the same playstyle.

Landorin3 votes

It's the same as Leblanc. Wait X number of seconds before you're allowed to deal damage.

Unlike Leblanc, Fizz can "cheat" it somewhat by either throwing ult first to pre-charge the timer, or just using E to stall for time. But both of those have the side effect of making him extremely linear from the player's perspective. Whereas before you weren't constrained and could use more varied combos. It was just more fun to play and as you say, the opposing player probably doesn't notice any difference so it's not like it helped in that department.

IxtaliKing7 votes

Hey Meddler.

Feedback on the small patch/large patch - hardly noticed it.

Are there any updates on Karma?

Syllvanas7 votes
  1. Is anything going to be done to help midlane Zyra? Right now her plants feel kinda bland because they're getting one-shotted by literally everything even though her whole kit depends heavily on them.

  2. Already asked about this in the previous post but I wanna give it another shot. Any info on the Morgana/Kayle dual update?

RiotRiot MapleNectar8 votes

We have some work slated to explicitly address some of the annoying 1 shot stuff for Zyra plants. It's been on our list for a few patches now, but keeps getting eked out by other work we have to prioritize above it. Pretty unsatisfying answer unfortunately, since it feels bad to keep hearing us talk about it but not do it. Repertoire has some specific ideas for it that we'll get around to as soon as we can.

Killer of Night93 votes

Sry for ask this but... There will be some change to her ap ratio? Right now Support and Mid zyra are suffering for the lost of Magic pen from their item and runes item 3151 <---. I liked the W cd refound on minion last hit but i think zyra right now need something that reward her for getting ap. Also any change to push brand or vel'koz into mid lane? I think brand damage is too overloaded early game (need some shift from base to ap scaling) while vel'koz is pushed as support instead of mid lane (maybe some work on his W?).

Shaian4 votes

Is there an idealist that we could give feedback on? Like i realized some of the feedback/ideas i gave earlier didnt actually solve it completely and Im down to help. And I want to be sure its actually fixed when its her turn.

Enyii7 votes

Hey Meddler,

With the reverts being more prominent this year, I know Karma was briefly mentioned on possibly bringing her shield bomb back. Any ideas to report? Addtionally, with mid season coming up and the growing power concern for enchanters, how do you think Karma will stand if changes were made?

Vanjie7 votes

Dear Meddler,

6 years and Karma mains and I are still waiting for work, feedback, and comments about Karma. What is going on with this champion? It is six years to the day since you have worked on this champion and nothing is being done on her. She doesn't deserve a VGU right now. She shouldn't be getting a VGU right now. You said last year she was supposed to be getting some kit changes and a rework. We are still patiently waiting for this hypothetical rework that you said was going to happen this year but still hasn't happened. I had a conversation with you a couple years ago about the bandaid fixes that were going to be reverted and you were going to use time as an excuse to do NO work on this champion. Here we are in 2018 and half of the year and you still have not addressed issues with Karma. What is going on with Karma?

I know Ahri, Ryze, LB, Morde and all these other champion mains are tired of here the same Karma mains create posts, comment, and ask for work to be done on her. What no one understands is that this is six years where one portion of the community is being blatantly ignored. Ahri mains complain that there champion is horrible and is not fun to play, she gets a rework immediately. LB mains complain that there champion is horrible and is not fun to play, she gets a rushed rework. Karma mains have been complaining about the following for the past 6 years about:

  1. Incomplete animations such as a shield casting and running animation.
  2. Lackluster passive that could be moved to her ULT and she can be giving something better. It could be something that fits her thematic and give her a clearer identity in the game.
  3. A kit that fits an artillery mage, tank, and support . . . but solely depending on the Mantra used. In reality she can have abilities and Mantra abilities that fit an actual identity to the game and give her more skill and offers something unique to the game.
  4. Only damage move is not ground targetable and blocked by minions.
  5. Mantra W is toxic and doesn't fit Karma at all. It is abused a lot and it doesn't have an ally function like it should.
  6. Mantra Shield already exists in the game as item actives, Sivr ULT, and other parts of the game that is not very unique to Karma and offers something different. It's just an Iron Locket of Solari active with a Sivr ULT.

Meddler, why are you trying to invalidate all of these passionate Karma mains that have been playing her since day one? You are blatantly ignoring the fact that I have been talking about this champion for the past few years to get you to work on her and to get you to talk about her. This thread is probably going to be downvoted by Ahri, Ryze, Jinx, Morde and every other main because it is just another "Whining Karma main" complaining about her again. No. It is one of the many players that have been asking for feedback, comments and work to be done on her for SIX YEARS NOW. We were told she was going to get work done on her and here we are five months into the year and Ryze, Ahri and all these other champions are getting the same work.

You are seriously invalidating Karma mains, Meddler, Reav3, and all you other Developers. I champion for every other main to receive work and support and upvote it. We need to stick together and support the actual players who care about the champion and are passionate about them . . . as opposed to the player that joined around the Ardent Meta and say Karma is amazing and offers something unique to the game: shield enhancing items that boost her shields so she can cast it on everyone.


Look at proposed ideas or comment on your own.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/EklGIXqW-riot-games-realistic-karma-changes

Wukong Airlines7 votes

@Meddler, It's good to have you back.

There has been a lot of threads regarding Talon and his current state. Although he's getting his [Q] bug fixed, his [E] is still a mess, and a lot of people dont feel satisfied when playing him.

When can we discuss Talon adjustments and pointout what should be fixed? and what are your thoughts about him in general and in comparison to other Assassins?

DerMangoJoghurt6 votes

Hey, just something I noticed a while back. Why does nobody have supporting skillshots (except Lux and maybe Ezreal)? Is it because it might cause tension if you miss one or should shields and heals always be reliable?

RiotMeddler8 votes

I think we could probably do a little bit more with supportive skillshots. Biggest issue to overcome is that some designs (heals in particular) make it so that the best play is 'ask your ally to just not move for a moment'. That means allied skillshots should generally be things that you mainly want to use in combat, so they're still skillshots, not just a communication test. Lux (shield) and Ezreal (attack speed) work for that reason.

Zena6 votes

With all these reverts, any plan on bringing back Kindred's heal on their E? Or any changes at all? They deserve some love!

DCYOUNG8885 votes

[{quoted}](name=Lambs Respìte,realm=EUW,application-id=A7LBtoKc,discussion-id=AAQmzoJh,comment-id=0004,timestamp=2018-04-25T15:33:29.650+0000)

With all these reverts, any plan on bringing back Kindred's heal on their E? Or any changes at all? They deserve some love!

Did you mean w in that sentence? That’s where her heal was before (besides ult currently).

Coronet6 votes

Hello, I've been bringing this topic up for several weeks no, so here it goes.

I want to talk about Malzahar Malzahar.

After his most recent nerfs, his W has become much more important part of his kit (as other parts of his kit get weaker, the other ones become relatively stronger), to the point that he is entirely reliant on this ability.

He can't waveclear without it, he cannot do damage to people without it.

Could we perhaps hear some thoughts about whether this situation is alright for you at the moment?

Me and virtually any Malz mains from Malz subreddit agree that W is his least reliable, interesting, fun and skillful ability, while being also his most important. We don't play him for his voidlings, we play him for his sustain damage, CC and AoE ability and most importantly for his dark mage thematic.

It feels really bad using his R, E and Q and doing subpar damage, because you don't have voidlings out.

Could we redistribute the damage from his W into the rest of his kit so the champ himself has more punch and feels better to play, instead of being a CC bot for his own voidlings?

Thanks!

RenanRein5 votes

Hi Meddler, what are you thoughts about Diana? Is she a good candidate for a Xin Zhao level rework sometime?

FlufyBunnyRengar4 votes

What are your thoughts on Ahri and LeBlanc "reworks"?

RiotMeddler7 votes

Changes to both LB and Ahri recently seem positive to me so far. Remains to be seen how much might still need to be solved in terms of LB counterplay and Ahri variance in output (carry and failure potential). Think a bunch of things did get improved though certainly.

fabfan4 votes

Hi @Meddler, i saw the buff for Garen on the PBE, it's really cool but do you plan to do more stuff on him in this cycle ?

RiotMeddler8 votes

I need to catch up with the team about Garen this morning. We want to add some power to him, it's unlikely what was on the PBE yesterday is exactly what we go for though. In particular pushing Tenacity that high, especially when combined with other sources, makes it functionally CC immunity that lies to opponents about what it is.

fabfan4 votes

{quoted}

I need to catch up with the team about Garen this morning. We want to add some power to him, it's unlikely what was on the PBE yesterday is exactly what we go for though. In particular pushing Tenacity that high, especially when combined with other sources, makes it functionally CC immunity that lies to opponents about what it is.

Thanks for your reply I really appreciate, I just hope that Garen will finally have something to be viable in high elo.

riste13 votes

Hi Meddler - I'm one of the Garen players who reached Masters this season. I really would like to suggest that if you're still looking for minor work on Garen, I'd highly recommend starting with some QoL work on his kit. Nasus can stack infinitely but when he kills a champion/large monster/turret he gets double stacks. I really feel like Garen should get a similar treatment. One big deterrent in the experience of playing Garen is having to prioritize farm so when it's great encouraged to make high-impact teleport plays early, or roam with Q, Garen has to often sacrifice a few minion waves which are much more valuable to him than the average toplaner. Granting double W stacks in a similar fashion would allow Garen players to feel better about grouping earlier.

Also, I talk with a large amount of people who are trying to make Garen jungle work, however having absolutely no passive pre-level 11, really hurts him. Would it ever be considered to keep his passive on in the jungle, but reduce it to 25%-50% effectiveness? Just a thought, seeing as the balance team once made changes to allow Nasus to jungle (even though we rarely see it). This will definitely help Lane Garen as well, if he wants to possibly take Gromp or Krugs while avoiding being at a wave placed near the enemy turret without flash, etc.

Also, Trinity Force as you may or may not know has been picked up by many Garen players who wish to build more offensive. Black Cleaver isn't seen too often as many Garen players wish to capitalize on personal power vs team utility. What would benefit a Garen split-push would be the ability to cancel his spin sooner so he could cycle through Spellblade proc's easier while hitting a tower. Garen's spin can be cancelled early right now, however it currently isn't worth to cancel in its current iteration because in order to cancel it early, means having to sacrifice 3-auto attacks typically lategame, thanks to base attack speed scaling and Trinity Force on top of that.

Lastly - would your team ever consider splitting his W active into 2 charges? I believe you're aware that W is the ability that has struggled the most with "oomph" in the past. It's power budget is a great faction around 6 seconds lategame. Instead of making a massive tenacity window on 1 0.75 second windows, I think what could be much interesting is making Garen's W have two charges with each having a 0.75 second window with around 50% tenacity. Each charge could have 2-3 seconds total of damage reduction, but would raise the skill cap of Garen even more when maneuvering in teamfights. Make executing the Villain grant a charge possibly if your team is even daring.

I don't know what the exact vision of how you and your team want to keep Garen, but I'm certain you all aware that us long time Garen mains would love to express our mastery with more skill-expression, leading to more rewarding situations.

Thank you for reading, and thanks for the effort you make to connect with us. :)

FeelsSuhDude3 votes

{quoted}

I need to catch up with the team about Garen this morning. We want to add some power to him, it's unlikely what was on the PBE yesterday is exactly what we go for though. In particular pushing Tenacity that high, especially when combined with other sources, makes it functionally CC immunity that lies to opponents about what it is.

Has the team considered doing away with the villain mechanic? It's very unsatisfying to use and to be on the receiving end. There have been times when a villain isn't even chosen because a teammate hasn't died in the last five minutes, and (depending on the team compositions) reaching the villain in a team fight isn't always possible. Maybe if they do away with the mechanic, Garen can get some AD ratios on his ultimate because currently the ability only scales when you put points into it as it is gated by the gimmicky villain mechanic.

MarineRevenge5 votes

{quoted}

I need to catch up with the team about Garen this morning. We want to add some power to him, it's unlikely what was on the PBE yesterday is exactly what we go for though. In particular pushing Tenacity that high, especially when combined with other sources, makes it functionally CC immunity that lies to opponents about what it is.

Hey Meddler, as a Garen one trick I think Garen needs some power for his poor early game, especially vs Tanks Garen is a juggernaut he is supposed to beat tanks.. so %hp Dmg on his e would be pretty good and removing the cast time of his Q, inreasing his dmg per level, his passive is useless pre 11..

GeneralGaren8 votes

Hey Meddler,another Diamond Garen main over here, i would like to add to Riste's comment and mention how frustrating the villian Mechanic can be sometimes.

  1. it doesnt update when your recent ally is killed.
  2. it changes after a random amount of time(affecting no plan/ timing based fights).
  3. the Ult itself is bugged at times, if the enemy flashes out while youre in rhe animation(sometimes it hits and sometimes it doesnt) this is insanely frustrating to play with. while the changes are appreciated fully,i believe Garen should have a 'skilled based Carry mechanic' for example Darius and his reset mechanic. A possibility would be that Garen empowers Allies after he kills the Villian( the buff can be discussed) this would not only help skilled Garen's have a win condition, but also help with Garen's identity in the game.
Aurelion Solari3 votes

Maybe after killing the villain garen deals the bonus villain damages to all targets for X seconds

Prince of Light4 votes

{quoted}

I need to catch up with the team about Garen this morning. We want to add some power to him, it's unlikely what was on the PBE yesterday is exactly what we go for though. In particular pushing Tenacity that high, especially when combined with other sources, makes it functionally CC immunity that lies to opponents about what it is.

Another Garen player here. I would like to add that the Villain mechanic (currently) serves no major purpose for Garen until late game. In the average game, the majority of villains will be the ADC, Mid or Jungle which are all far removed from Garen and top lane. So, in order for the villain mechanic to have any use during or shortly after the laning phase would be to roam; promoting a jungle Garen instead (which Garen is not designed for like Rengar or other jungle champions). If Garen left top to chase down the Villain, he would leave top exposed to be won by the opposing top player.

The villain mechanic doesn't help if I (Garen) am losing top lane since Garen deaths do not count towards who are deemed the Villain. The only way my opposing top player is the Villain is if they roam and kill my team (getting stronger and ahead with gold) and/or are fed by bad junglers or mids.

Additionally, the Villain mechanic telegraphs who Garen would pursue in team fights. Without any forms of cc or quick mobility aside from a small 1-2 second speed boost, Garen is easily kited or overwhelmed before he can reach the Villain target.

I know the Villain mechanic was introduced to strengthen Garen with the "juggernaut" champion update; but the others received a boon that is usable throughout the entire game that meshed well with their kits; not in one or two seconds in a thirty to forty minute game. The idea and theme of Garen fighting the Villain is awesome, it's just too far from the player's control to be reliable.

Garen is in a place where his abilities, stats and metas are pulling him in opposing roles that he ends up not doing well as his contemporaries in said roles.

Foucz4 votes

Hello, ever since Soraka rework her E - Equinox has been bugged. It is supposed to silence if you stand in it however if you put it under someone in statis Bard Aatrox PoppyZilean item 3157item 3026 they will be able to flash out of it or buffer some escape skill like Tristana -W or Ezreal -E before silence is applied. Equinox should be one of the most skill expressive spells of Soraka this bug makes it incredibly frustrating. Could you please try and fix it ?

Spideraxe3 votes

Also can you talk about the midseason jungle changes a little?

RiotMeddler4 votes

We'll get a context post up on them soon (probably early next week at a guess). They're not that large though, just to avoid any assumptions around 'Riot's changing the whole jungle again'. Looking at how fast early leveling is (including where early XP comes from), mana regen and possibly the design of Runic Echoes.

WindLord70702 votes

Are you looking to make the jungle easier or harder? Will there be changes to junglers themselves?

RiotMeddler7 votes

Probably lowering really early game gank impact. Looking at changing systems (XP gain, some camp stats) rather than individual junglers, at least initially.

N1bbl38 votes

Is there a possibility that Ivern gets full exp/gold for taking krugs instead of only getting gold/exp for the initial big and medium krugs

Kyunsei3 votes

Will patch 8.10 (which contain crit item changes) also touch on melee crit user ? (Yasuo/Trynd mainly)

RiotMeddler8 votes

Some crit item impacting changes (it's mainly IE/ER) will be in 8.11. They'll be on the PBE from 8.10 onwards, but will be there for two patch cycles for extra testing and feedback rather than the usual one.

Changes have considered melee crit users, at present we don't have any proactive changes (buff or nerf) in place for them though. Current plan is to see where they land and add or remove power as needed (don't think they'll be too out of line either way).

Kyunsei3 votes

{quoted}

Some crit item impacting changes (it's mainly IE/ER) will be in 8.11. They'll be on the PBE from 8.10 onwards, but will be there for two patch cycles for extra testing and feedback rather than the usual one.

Changes have considered melee crit users, at present we don't have any proactive changes (buff or nerf) in place for them though. Current plan is to see where they land and add or remove power as needed (don't think they'll be too out of line either way).

Thanks for the answer !

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