Skip to content

Quick Gameplay Thoughts: May 16

RiotMeddler··1 votes·37,563 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 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

True Damage

Since we've got a couple of new high profile sources of true damage (Conqueror and the upcoming IE change) figured it would be a good time to talk about our thinking around it.

Recap:

  • True Damage is damage that's not reduced by Armor or MR. No other effects increase or decrease it (damage amps like Press the Attack, Damage Reduction like Alistar ult etc). It can be blocked by shields/invulnerabilities. It's usually spell damage (e.g. Cho ult that applies things like spell vamp) or proc damage (doesn't trigger most effects).

Why we use it:

  • On paper, true damage sounds like it's just plain better than other damage and, point for point, that's almost always true. What true damage also does however is level the playing field a lot between how effective an ability or attack is against a tanky target versus a squishy one. Defensive heavy enemies can therefore take meaningful damage without the damage in question having to be so high it's excessive against everyone else.
  • To give an example, let's assume two targets, one with 80 armor and one with 240. Against a physical damage hit of 600 damage the 80 armor target takes 333 damage (44% reduction). The 240 armor target takes 150 damage (75% reduction). If that's the desired contrast in damage, perfect, physical damage makes sense. Things get trickier however if you need to offer more tank killing power. Let's say for arguments sake that 250 damage against tanks is needed here for the champ in question to be effective at fighting enemy front lines. To get that using physical damage alone we'd have to push damage against our squishy target up to 555. Using true damage by contrast we can drop damage against the squishy down to 250 if that's desirable, or use a partial true damage conversion if still after some difference.

Why not just use more Armor/Magic Pen?

  • Armor/Magic Pen also narrow that gap between squishy and tanky targets. We've got a lot of those effects in the game too as a result and they're particularly useful when you want a mid point between 'equal damage to everybody' and 'very large contrasts in how hard you hit people'.
  • For cases where you want complete equality, full true damage is the way to go. For things like Conqueror or IE though you could accomplish the same sorts of results using % pen, rather than a partial conversion to true damage. True Damage has the benefit of being easier to understand the impact of in game though, both for the user and the victim.
  • For the victim, seeing physical damage of 600 points for example might suggest you should build a lot of Armor. If that damage is ignoring most of your Armor already however (e.g. GP barrels stacked with % pen or shred) building health's often going to be the better defensive choice. A partial conversion to true damage makes it clearer that that's the case by contrast.
  • For the applier of the True Damage benefits are a mixture of satisfaction and better understanding of the power of the effect they've got.

But there's no counterplay to True Damage!

  • Item counterplay to True Damage is lower, that's true. Item options still exist though. Health and shields are the primary item responses. Depending on the circumstances though effects like Frozen Heart's Attack Speed Slow, Zhonya's invulnerability, QSS's ability to prevent getting locked down in the first place etc are still strong responses to True Damage threats.
  • Counterplay's also not just something that exists in the item system - there's more to it than just 'what item do I buy do beat this thing'. Less item counterplay does mean a heavier burden on other types of counterplay though certainly, which is why we'll often use true damage particularly on melee effects and/or sustained damage, rather than ranged burst for example.

Frequency of True Damage

  • We've been using True Damage more than launch LoL/early seasons did. That's due to a belief on our part that it's a valuable tool for helping balance the game that was underutilized.
  • Shouldn't expect a constant rush of new True Damage effects though. Post Conqueror and IE we don't have anything in the pipe, at least so far, that would offer True Damage to a wide audience. Likely it crops up on some individual kits over the next year of course. At present only one of the new champs/VGUs currently in development has True Damage on their kit, possible that number changes though certainly.

Pyke Feedback

Now that Pyke's on PBE feedback would be especially appreciated if you're playing him on a few things in particular:

  • How you find his performance as a support versus other positions. Pyke's got some tools (basic ability hard CCs) we don't normally allow assassins or assassin like kits. There's some risk that counterplay that's ok when he's on a lower XP and gold income as a support and needs an ally's help to get kills generally won't be appropriate if he's able to function solo
  • How you find the experience of playing alongside him as an ally. Particularly interested in things like whether you can understand his game plan plus how much he's roaming and how that feels.
  • Whether, even if he's not necessarily able to play like a true assassin, he captures the feeling of it, in particular for those of you who enjoy playing assassins and have at least some interest in playing support.
  • How his build paths feel, particularly given the HP to AD conversion on his passive.

Testing a change to tower regen

One change that's on the PBE at present that's harder to spot is that we're testing out a change to how inhib and nexus towers regenerate health.On Live those towers regenerate some health when damaged. What we're trying is having them only regenerate health up to the next 1/3 marker on them (signaled by notches on their health bars and the damaged tower animations). A tower that's at 79% health for example will still regen up to 100%. A tower at 50% would regen to 66%. And a tower at 32% would regen to 33% etc.

We're making that change in part to open up the ways you can approach taking down a base. The full regen model makes partial sieges much lower value unless you're coming back soon. It also means split pushing against an inhib tower tends to be an all or nothing thing a lot of the time. Giving partial success cases (cool, got it below 33% even if we didn't kill it) should help out those as alternative strategies to usually just blowing through the whole tower in one go, usually as a full team.

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

266 Comments

Shíny21 votes

Pyke is the first champ to have a notch on enemy healthbars to show when you can execute them, could this be added to other execute champs like urgot?

RiotMeddler9 votes

Maybe. It's a bit of a test to see how it goes, in particular whether making it so players can more consistently use execute ults effectively results in more interesting gameplay (clear tension and trade offs) or a flatter experience (removal of skill test and chance for failure).

FlashDoubleDash2 votes

I think there was a post a while back (or multiple) that said that it was mainly used if an ult had some reward for doing the execute (ie chogath, darius, not garen, urgot). I'd like to think thats still a valid reasoning. Darius and chogath dont get less damage by ulting a bit too early, granted everything else is equal (like stoneplating for cho or stacks for darius), while for garen it leaves a skilltest for both players (estimating damage levels). So unless there's an execute that doesnt reward on kill, but also stays the same on damage (can it even be an execute then), I dont think there's much reason to give non-rewarding executes an indicator.

BEK Makadur2 votes

When i saw that notch, i felt that it is kinda unfair to other execute champs.

Tormentula18 votes

Please look into AP jungles like Elise

She's hit really hard in this "4 camp / level 2 contest scuttle" meta and the loss on machete attack speed with no compensation really holds her down in combination with her base AD nerf from 7.18 worlds. Mana isn't an issue for her so the new changes are meaningless to experienced players. She much rather prefers MS over CDR especially since she got her MS nerfed in 6.2 I think because of echoes, and now she doesn't have that either.

AP junglers minus eve in general were struggling before these changes, now the new runic ruins all of them.

https://youtu.be/nc8tK1VJ1jY?t=301

RiotMeddler3 votes

Thoughts on jungle changes, AP junglers included, either in Friday's post and/or first one of next week. Since those changes went out just hours ago we haven't had a chance yet to assess where they're landed, how that compares to what we were targeting, unintended consequences etc.

SirPurrr10 votes

{quoted}

Thoughts on jungle changes, AP junglers included, either in Friday's post and/or first one of next week. Since those changes went out just hours ago we haven't had a chance yet to assess where they're landed, how that compares to what we were targeting, unintended consequences etc.

The mana regen buff is so nice that the 300 mana on Runic Echoes feels really unnecessary and I'd MUCH prefer the MS. It's not even close... especially on champions like Fiddlesticks, Ekko (hurt by AS changes too - needs help in general for jg), and Elise.

SonicÐeHedgedawg6 votes

I feel like literally NO ONE is better with the new jungle item. Mana issues come mainly in the first clear, so the talisman changes were more impactful, and any AP jungle who TRULY had mana issues would just build a lost chapter item as part of their regular build. MAYBE this helps Diana, MAYBE, but it seems like a "fix" that ended up making it worse for everyone

SonicÐeHedgedawg3 votes

For what it's worth, even Eve preferred the movespeed

Algorithmic Bias12 votes

item 3174 Athene's gives 30AP but item 3108 Codex gives 35AP. It also lost AP due to the D.Ring and Talisman changes. Can you guys fix this please? Also, item 3311 frostfang gives 50% mana regen, but item 3092 Watchers gives 25%

Greedy Pikachu19 votes

item 3174 Gives 50 AP because of the passive

Gosh Darn4 votes

Yeah but iirc there is no other item in the game that has lower stats than the components besides eye of the watchers which is also a glitch or oversight. For clarity and consistency sake, a 35 AP item should not build into an item that has 30 AP on the tooltip, even if the passive gives AP. They could easily add 5 AP, since it's not overpowered.

SeanGoku2 votes

Jaurim's Fist has 15 Bonus AD you sacrifice for Base AD in Sterak's Gage. Technically still a loss of bonus AD though.

Also upgrading Dark Seal loses you the increased healing from potions effect. Upgrading Serrated Dirk drops the headhunter effect. Stopwatch is another effect lost on upgrade, except for Zhonyas ofc. On-hit effect of Recurve Bow is altered depending on the upgrade. Level up Passive of Lost Chapter is lost on upgrade.

Also. Your point is correct nevertheless. Riot usually follows the convention of replacing the numbers with larger ones in the upgrade. And this was obviously just overlooked when they changed Fiendish Codex. Just saying, that they have disregarded the convention before. ^_^

InTheory2 votes

That could be a tooltip error since the official wikia also states 50% mana regen on Remnant

Sire Hippington11 votes

I still really dislike the IE-truedamage. I think Truedamage on it's own is a great mechanic, but also one with a very specific power and low ways to counteract it. As such, i think it's a great way to accentuate a champons kit to make big abillities target agnostic and thus feel strong and imactfull(cho and darius ult are great examples), or to Establish a champion as high threat vs targets with high defstats(Olaf, Vanye, Fiora) However, this is something that makes those champions unique, allows them to shine when picked vs target that else have high damage reduction and thus creates and identity for them. The problem with IE(and also conqueror) is that it gives that to every crit user which lessens the uniques off truedamage in a champions kit and thus denies potential meaningfull design space for champs. However, the main reason why i dislike truedamage on IE is that tankiness in the late already feels very weak. ADC already often skip %pen all together in favour of more crit cause their damage vs tanks is sufficient even with out it, resulting in more damage vs squishys. With the truedamage conversion, there will be even less reason for adc to sacrifice raw damage for the %pen. Also, one of the most imprtant mechanics for tanks vs crit dps are Tabis and Randuins with their %reduction that isn't affected by arpen, while truedamage does bypass any damage reduction. This is also a big issue for tank mechanics. A champ like Alistar for example relies alot on high %reduction that keeps him alive in a specific window of time. Right now, only specific champs with truedamnage in their kit can bypass that, the rest has to play around that window. With truedamage beeing more accesible for all, such tank skills that creat meaningfull gameplay through windows of power get less and less impactfull. The damage conversion also causes some issues with Death's dance physical damage vamp, and i#m not 100% sure how it works with normal lifesteal.

For the victim, seeing physical damage of 600 points for example might suggest you should build a lot of Armor. If that damage is ignoring most of your Armor already however (e.g. GP barrels stacked with % pen or shred) building health's often going to be the better defensive choice. A partial conversion to true damage makes it clearer that that's the case by contrast. For the applier of the True Damage benefits are a mixture of satisfaction and better understanding of the power of the effect they've got.

For me, looking at my opponents items and reacting to them is part of the game and an important skilltest, same with knowing my opponents kit and what he does. Game knowledge should be a helpfull thing and not just trivial. So GP's barrel beeing contered by health rather than armor despite doing high physical damage isn#t a clearity issue imo. It just means that you have to respect you're opponents gear and kit. As for the applier, the improved statisfaction and clearity holds true for full truedamage hits like Reksais E, but on a low key damage conversion, it doesn't really bring more statisfaction than a %pen effect or any other form of damage amp, and the clearity isn't higher than on %pen. Both pretty clearly communnicate that they help dealing with high resitances. Actually, for most players i feel like they highly overate the truedamage and have difficulty understanding that only a samll % of the damage is converted. I often meet players that some how think 20% converted to truedamage means 20% more damage. People were expected to grasp the concept of %pen in the past, and most did, so i don't see any clearity issues that need to be adressed via truedamage here....

DeusVult3 votes

@Meddler, this ^

True damage for the most part is balanced in that their are ways to know that it is coming and ways that the target can play around the true damage.

Vayne needs to land 3 autos (or 2 and E, but still 3 times) so you can play around her short range or reduce her AS. Fiora has to hit a vital, and you can play defensively towards your vital. Olaf generally maxes E second, so until level 10 the true damage is minimal and you can play around the CD. Cho ult has a long CD and he has to get in melee range, while Darius needs to get stacks on you before his true damage ult is worth anything. These are all things you can play around. Same with Vel'Koz having to get 3 stacks, Ahris Q return, rek'sai bite needing 100 rage to deal true damage, you as the target can maneuver and play around the true damage.

But when true damage just gets added to everything it loses its measure. Come 8.11, because I haven't seen any changes to him on PBE, tryn will deal 35% of his damage as true damage. And not around long CDs or other mechanics, it will simply be him deciding to fight since conq and IE will give him true damage the entire fight. Same goes for Yi.

When true damage becomes a more frequently used damage source for any champ that can use IE (bonus for IE and conq) than there is no way to play around it.

ƒrostγ10 votes

IS there anything new you can say about Lissandra ?

Coronet11 votes

Jesus, stop with these already. He talked about her like twenty times over the past two months.

Give others a chance for once.

Shinjrou17 votes

Ok, first of all: "Give others a chance for once" when she has been waiting years for a proper passive it's just... I don't even know. Sencond: Meddler said that he was working on it, but we don't know when it will be done, both for PBE and live server. Third: the guy just made a question you can't deny him the right to do it. Maybe his only way to communicate with Rioters is the board, answering takes a sec, if Meddler doesn't want to answer that's his businnes.

Greedy Pikachu9 votes

You gave funny AP ratios to shyvana and Zac.

What about giving some to Ornn ? We need that BBQ Ornn build ! item 3089

Shaian9 votes

Do you think sorcery lacks a keystone for Control/Battlemages?

TomiMan75 votes

The right question is when a new keystone will be added for mages :) They are lacking keystones, and since AD got 2 new keystones its really time for one for AP. There is still much room for one.

ThornyZyra8 votes

Are Zyra changes coming in todays pbe update?

meteorbreaker7 votes

Hello Meddler! How are you? I hope you are well. Last time you talked about small changes for Zyra. In my opinion this is not a good decision. More detailed work is needed here. Do you see in it the potential of a mage? In the quality of solo carry? I would like to see the changes now have been more of this. But it is less to look at her role as a position of support. Try this time to go from the position of the mage,let her blossom like a beautiful mage...

Ty for attetnion :)

Hungry Cancer2 votes

Zyra is an absolutely glorious and beautiful mage that blooms spectacularly in the bot lane where she carries her ADC into the late game. I'm not sure I understand what you're trying to get across, Zyra is a mage and the fact that she plays in the bot lane doesn't change that, even as a support I usually top the damage charts with her and that's without taking Liandry's until after I have Rylai's and doing my damndest to avoid getting the kill unless I'm alone or something. Zyra is definitely a mage with significant versatility and damage potential, the only reason she has a kinda hard time in mid lane is the combination of the short lane and the sustained nature of her damage and lack of kill pressure, which is a significant part of her identity; she wouldn't really be Zyra is she were a burst or artillery mage.

meteorbreaker2 votes

I have you understand, thanks for comment. I mean the game on single lines, Yes. I don't like it to play the role of support. every season is getting harder to play on a solo lane and all changes with regard to go only on the position support. Yes difficult to its balance of for its mechanics and potential terrifying damage, but still I would like to have begun to take into account and opinions of the players who do not play on it as a support. themselves play on the midlane or somewhere else and feel as it is difficult. You try to play on it on a mid or another solo lane, and make sure how difficult it is now.

Hungry Cancer2 votes

I got you now mate, thanks for the clarification. I used to be a mid lane Zyra main back before her rework in S6 and I actually switched to Support as my main just because of her, so I totally get where you're coming from, I loved her as a carry and part of it was because as a DPS champ she's just really cool and unique because of her field control, she's like Heimer with more options, lol. Zyra is very difficult for a midlaner because she requires a lot of mechanical understanding to be successful in the mid lane due to the nature of her kit, and in many ways she may be better suited to top lane, but in either case the build, itemization, and playstyle differ from her support game play. Have you tried her mid since the recent change to her W? CSing refreshes your seeds giving you more babies which is really nice, but it also kinda puts emphasis on the fact that wave management is not her strong suit but is absolutely essential to her as a mid laner which is where a lot of her problem stems from based on what I can tell. Zyra can't poke champs under tower very well because the tower just one shots the baby, so she really needs to practice active wave management because you want the enemy champ to have to wade through your babies to get CS, so you want to pull them away from their tower as best as possible without having to totally farm under tower which is simply more difficult in the mid lane due to its shortness, so you have to freeze the wave and preferably even let it come to just in front of the tower which is hard for a lot of players to get used to because they just want to push because pushing is good and forces the enemy to work for his CS, but Zyra wants to starve you of CS by forcing you to come into her territory so its a different mindset that can be difficult for people to get the hang of. Zyra also traditionally likes very different items in the midlane because she wants extra AP ratios for more burst potential for securing kills, so she used to generally go Protobelt and Lich Bane, but now you can also add GLP and Luden's to the options thanks to their CDR. Personally I like GLP + Lich Bane on Mid lane Zyra; Anivia is the only mage with a higher AA range than Zyra's 575 and the seeds trigger Spellblade so you can proc it a lot from a farther distance than other mages and an extra 50% AP ratio is nothing to scoff at late game when it's piled in on top of her all in. The bottom line with itemization on Zyra though is that she actually has a lot of options right now, so she needs to build and play based on what she's playing into and that can be tricky to keep track of because sometimes you'll want to go with a solid burst build on Zyra for dealing with squishies and other times you may want Rylai's and/or Liandry's with Void Staff for dealing with tanks and other times you'll want a mix so she actually requires more active thought and adjustment than most people want to have to worry about. I agree that Zyra is almost too difficult to sell as a viable midlaner right now unless you already have lots of games on her, in which case I can tell you from personal experience she will mercilessly shit on people, but I honestly don't see how that could change without changing her too much. In order for Zyra to be on par with other midlaners she'd need more burst over sustained damage at the very least, because with her current focus on DPS through her plants there's just no way to give her more kill pressure without taking something from her sustained damage and to me that would just be wrong because it wouldn't be her. Zyra was one of the first of the Catcher subclass and so technically she's the same subclass as Blitz and the same overall class as the enchanters, and so she's always going to be weird and slightly more support oriented because she was one of the first mages to be taken into the support role back in the day and it eventually spawned a whole new subclass and playstyle. I play her in both roles and I used to jungle with her a bit but I personally prefer her as a support because I feel that it fits her better because it is the only role that is focused entirely on PvP, so she never has to worry about PvE shit like farming and she can focus entirely on being an hellacious bully %%%% to the enemy laners from level one which is what I'm all about, lol. I'd love to hear your take on my assessment of her mid lane game as a Zyra main, and if you haven't tried the items or playstyle I mentioned then I'd really like to hear your take on that if you'd be willing to try it out and tell me what you think; I know it works well for me and some other Zyra mains but I'd like to get your opinion on it too since you're on a different server.

Slice n Dice em6 votes

Can you do something about Pyke's bandanna? Teaser's bandanna would be nice if it gets added.

Also can you stop adding more items on PBE like Lifeline, Spectral Cutlass, Bloodletter's Veil and Ghostwalkers, they need to be added on 8.12 PBE cycle not the current one, so that you could focus more on balancing the already changed items. With bot lane changes, solo kill gold changes, shutdown down gold changes. I personally think you are adding way more uncertainty with more newer items.

RiotMeddler8 votes

Those new items are ARAM only so we're not worried about their balance impact in combination with the other changes. They're also being handled by the Maps and Modes team, so development on them's not taking time away from those other projects either.

Art discussion's not my area of expertise so I can't tell you what exact current thinking on the team is around Pyke's bandanna. Generally though when we go for differences like that one between teaser/splash and in game model it's because what looks good in a picture focused on the champ and what looks good on a tiny in game model are very different. We optimize for the standard play view for the in game models as a result, not a zoomed in look at their face in a way you won't experience at all during regular play.

Slice n Dice em2 votes

Those new items are ARAM only so we're not worried about their balance impact in combination with the other changes. They're also being handled by the Maps and Modes team, so development on them's not taking time away from those other projects either.

Ty for the reply, Sorry mb for not seeing the heading while scrolling through S@20.

RoseburyNoire5 votes

Hey Meddler!

A long time ago, you guys tried implementing a change about toggle abilities being usable while stunned. I remember Jinx was supposed to be able to use Switcheroo! while hard cced, but it was removed due to a bug. Are you planning on re-implementing such a thing sooner or later?

Thank you for your good work! :)

RiotMeddler6 votes

That functionality should still be in there for various toggles that don't have any gameplay impact themselves (e.g. readying Heimer R, Karma R, Varus W etc). No plans to put it on toggles that do things in their own right though (e.g. turning Singed Q on/off while hard CC'd).

Not certain about the Jinx case off the top of the head, I'd imagine what happened was someone saw an opportunity for a nice quick improvement and added it in. They then likely discovered doing so in a bug free way was a much larger task than they'd originally expected and concluded that that much time would be better spend elsewhere (fixing other more impactful bugs for example).

RoseburyNoire3 votes

Thank you for your answer. :)

If ever you wanted to know, it was Riot Jinxylord who told me about the Jinx bug that caused the removal, on these boards about a year ago.

PandaNator434 votes

Why not use percent health damage rather than true damage? I'm sure there is an obvious answer, but it escapes me.

Greedy Pikachu4 votes

[deleted]

saltran4 votes

But he can just buy tank supp items that will give him ad instead of hp if I'm not wrong.

SonicÐeHedgedawg4 votes

Hi there Meddler, having a good day?

A couple questions about itemization changes:

1 - bloodthirster. If the thought is to make it slightly more attractive, how about smoothing out it's build path making it build out of a BF sword and TWO vampiric scepters instead of 1 Sceptre and a long sword?

2- Runic Echos - I question that this will truly open up the jungle for many new AP champions, but either way, since AD champions have different options depending on if they value attack speed or raw AD, is there any REAL reason we couldn't have 2 AP options? The current one with Mana and CDR and an alternative work movespeed and magic pen for assassins?

Heretic7984 votes

True damage was well explained, but I still hate it. It makes me feel like all the gold I put into being a tank is useless. It makes my future buys feel useless. I especially hate any form at all of percent health true damage. Even though it is a useful tool for a developer, going to shop and realizing that armor won't do anything to help you is a horrible feeling. There should be less true damage in the game.

Vanjie4 votes

[New] Nimbus Cloak (S2) [Back for more testing!]

Takes place of The Ultimate Hat
Effect:

    "Shortly after casting your Ultimate ability, gain a decaying movement speed increase that lasts for 3s and allows you to pass through units. 

    Increase: 100 Movement Speed
    Cooldown: 60s, reduced by Cooldown Reduction"

A serious question Meddler, why do we have another movement speed enhancing rune? Sorcery already has Phase Rush, Water Walking and now Nimbus Cloak? Don't you think it is already overloaded with watered down runes and Keystone masteries that increase movement speed? Isn't there anything else more unique and exciting you can come up with than just another movement speed enhancing mechanic in the tree? I cannot believe you are allowing this to go through.

Let's also add that Fleet Footwork, Predator, Relentless Hunter, and Time Warp Tonic all increase movement speed. So every tree has one movement speed altering mechanic, but the Sorcery Tree has three now. Are you telling me the only way this tree can become relevant is if it has three movement speed altering mechanic? You really cannot come up with anything better that replaces Ultimate Hat?

Psychout403 votes

Do you feel Pyke will need itemization support that may open up more AD based support items? Besides Cleaver there’s very few items that have team utility and give AD. Do you thinking items to fill those niches would open up more champs for the support position like Ashe, Poppy, or Trundle who have AD ratios and deal physical damage?

RiotMeddler3 votes

More AD item support's a possibility yeah. We did do a little bit of testing of AD support items, but concluded pretty quickly we needed to focus on other midseason changes rather than splitting our focus so much. Would like to get back to it though, hopefully sometime this year, with champs like Ashe, MF, Trundle etc also potential users.

DeathBurst3 votes

There was a lot of discussion about proposed changes to Celerity, and you didn't participate in any of it (that I could see).

https://boards.na.leagueoflegends.com/en/c/developer-corner/B3kWBlWr-quick-gameplay-thoughts-may-11?comment=0008 (top voted comment in your previous post, and many other sub-threads mentioned it) https://boards.na.leagueoflegends.com/en/c/gameplay-balance/AJAeooys-dont-change-celerity-rework-absolute-focus (thread with +90 upvotes)

Can you say a few words today?

Mostly, people like me are worried Celerity will become too situational and not useful for out champs, and we want the possibility of a heavy trade-off between MS and something else. We understand that giving virtually free MS to everyone is a bad thing, but champions who are ready to pay for it should be able to get it.

DeathBurst3 votes

Paradoxically, there is ALSO a concern that Sorcery is overloaded with MoveSpeed in a non-useful way. You can get MS on every single row of Sorcery, yet none of those Runes (except Celerity in its current state) appeal very much to champs like Garen or Singed.

Flavi Kang3 votes

Will there be any changes to randuins in 8.11? Since it is the anti-crit item and will lost its effectiveness vs the IE true damage.

TomiMan72 votes

Its already has been stated that it will reduce the incoming dmg before the true dmg being applied

TheSingularity2 votes

Hi meddler

Just wondering what happened the the Yasuo changes discussed in 2017. Were they tossed out? Didn't turn out ideal? Would love to know

Dope Solo2 votes

All Yasuo related comments are fielded as incoming projectiles. Hasagi!

The Die Is Cast2 votes

@Meddler

You guys nerfed Elise's movespeed because of Runic Echoes, could you give it back please?

I Ban Freelo

Ideas of changes to Fizz?

FabWarlock4 votes

{quoted}

Ideas of changes to Fizz?

Agreed. Fizz needs some changes. He's too good right now.

More from Dev Corner

More by Meddler