8.10 Jungle Changes - Iteration and Additional Context

RiotRiot Sotere·5/2/2018, 12:15:43 AM·1 votes·53,890 views

Heyas there,

Thanks everyone for your feedback last week. We have a new iteration on our jungle changes for 8.10, and we've reevaluated some of our goals and tactics and we are testing some new changes as a result.

For reference our goals for the 8.10 changes were included in our first context post here: https://boards.na.leagueoflegends.com/en/c/developer-corner/MQob4lFt-upcoming-jungle-changes-for-810:

** Goals we are still targeting for 8.10: **

  • Reduce early lane pressure from junglers
  • Reduce mana restraints as a hard blocker for champions that want to jungle

Additional context on reducing early lane pressure: The lane phase is one of the most important points in the game for creating and building a lead against your opponent. Currently, we’re seeing junglers being the deciding factor in who wins or loses a lane more often than feels appropriate. We've had a steady creep of jungler pressure towards early lane influence that we want to combat. Laners should more often have the opportunity to outplay their opponents and showcase their skills without being thwarted by jungle presence. To be clear, we still want junglers to primarily influence the game through ganks, but we want to push back the earliest of these ganks, and generally increase the cost a jungler pays for them.

** Goals we are de-emphasizing for 8.10: **

  • Increased early Jungle vs Jungle interaction
  • Encourage variation in optimal pathing

We're going to put substantially less emphasis on the goal of encouraging variation in optimal pathing. In particular, we're attempting to iterate away from pathing changes that feel mandated in the early game, or overly-influenced by random elements.

Next, we recognize that our tactics to encourage early jungle vs. jungle interactions were received as too heavy-handed and that there'd be too much of an emphasis on powerful early junglers and laners who can establish early dominance/wave pressure. We think this is still a promising space to open up at some point, but likely not using the tactics you saw in the last set of changes.


High level changes and context from the previously stated iteration:

  • Rift Scuttler spawn logic :: Randomly determined location at all points >>> Now at game start, there are crabs on both sides of the river. When both are killed, only one will respawn, in a randomly determined location

  • Context: We want to lower the pressure that RNG has on the early game decision making of the jungler and their laners. We like the dynamic the randomness and scarcity creates as the game progresses, but forcing it so early turned out to be too dramatic.

  • Rift Scuttler experience :: 170 >>> 115-230 (scales from levels 1-9)

  • Context: This makes the early Rift Scuttler not as pivotal in terms of early fights and there is no more forced incentive to take it as it won't grant a quicker path to level 3 than other routes. As the game progresses, Scuttler importance will climb such that it's still a point of conflict.

  • Rift Scuttler gold :: 100 >>> 70-140 (scales as above)

  • Context: Same as previous section. Pushing the reward into later in the game.

  • Camp Respawn timers :: 2:30 >>> 2:15

  • Context: Very tentatively testing lower respawn timers. Your camps having downtime is great for encouraging PvP through ganks, but we can also see a world where camps being available more leads to wider decision making, not fewer. Our hypothesis is this will bring back some gains encouraging more counter-jungling as a response to ganks, and thus higher cost and probably less ganks early on. Moreover, efficient pathing becomes a more important skill test. As mentioned, these are tentative because the changes have downsides: this encourages a heavier PvE playstyle and makes the fastest junglers have an easy and noninteractive path to a lead. Gold value of camps is also down 10% so economy is not flat-out increased, though further tuning will be required here.

As usual, changes on PBE are subject to change and planned for pretty significant iteration. These changes potentially more so than most, as we recognize we're working with a delicate system that currently supports a good number of playstyles and skill tests. Thanks as always for your passionate feedback and please do let us know how these changes feel on PBE.

Also small extra note: we have version of Runic Echoes on PBE that we'll be pulling in favor of a different iteration that was receiving more positive internal feedback. The shape of that item looks more like the following:

https://i.imgur.com/CCGMHGW.png

177 Comments

lol you wild wyd5/2/2018, 12:39:40 AM9 votes

Thank you again for listening to feedback, I mean sure we are not professional developers but this is game is loved and I am sure you guys know that. It is VERY rare to find gaming companies that gather feedback and apply their own mark on it in terms of different iterations and what have you. Sure League of Legends has its flaws and the developers get some shit but I am positive you guys understand that and always have the best intentions when it comes to changes. League of Legends is loved and it HIGHLY reminds me of my days back in Vanilla World of Warcraft where Blizzard actually cared for the player-base and had an amazing product. Keep up the good work and hopefully these changes work out for the better :D

AMYS GRAVE5/2/2018, 3:31:41 AM7 votes

Wait, is ... is riot listening to feedback? They changed their approach to the jungle changes, they're lowering zeal efficiency, What... what is ...

http://static.tvtropes.org/pmwiki/pub/images/joy.JPG

Billy 2 Willies5/2/2018, 5:33:07 PM6 votes

The AP jungle item has seen many iterations over the years, and it has always suffered from the same problem: it's great for one group of AP junglers, but it's less than ideal on a different group of AP junglers. Sadly, that second group still has to buy it because there's no other option.

I think this new version of Ruinic Echoes will still suffer from the same problem. The +300 mana will help mages get into the jungle, but the loss of movement speed from Aether Wisp will hurt some of the already existing AP junglers. Also, the extra mana will be completely useless on champions like Rumble and Akali.

My solution to this problem is to adopt a "build your own" approach to the item, similar to Ravenous/Titanic Hydra. For example:

  • Smite item + Lost Chapter -> Ruinic Echoes (extra mana version)
  • Smite Item + Aether Wisp -> Ruinic Echoes (movement speed version)

A system like this would solve several issues that have historically existed with AP junglers. High champion diversity would be more easily achieved, wasted stats on certain champions would be reduced, it gives players more opportunities to customise their play style, etc... It also removes the need to create a completely new item, which you guys seem somewhat hesitant to do.

Tormentula5/2/2018, 12:41:13 AM6 votes

Honestly kinda sucks that MS was stripped from runic echoes, For some junglers just playing around their mana problems make them preform decent enough with wisp over boots.

So as Elise for instance, I'd probably have more value doing mobis first back over lost chapter ( talismen is the only option since attack speed got stripped on machete, so more mana i guess..), instead of sometimes doing mobis, sometimes doing red smite + wisp over boots, etc. After getting 2 mil, I eventually just realized at some point I can work around mana issues so it doesn't fancy me to buy chapter as an experienced player.

Doesn't help numerous champs got a MS nerf (elise, udyr, I think skarner?) from runic's addition of bonus MS, any chance that MS could be readded? (patch 6.2 was the nerf to elise I know). or alternatively a MS affect added to runic at the cost of mana? I think even mage junglers like fiddlesticks would benefit from MS on echo proc or just base MS in general.


On another note, scuttle changes are well improved. Still think the following RNG one scuttler part is dumb, but atleast the game won't feel "fuck i lost" minute one and I can contest the only one on the map at a level that I can handle myself at, and if I can't, then the first one I can just immidiate walk to if I see the enemy coming.

I think machete should still get something though. Talisman seems way more ideal and overloaded compared to machete which is just on-hit + lifesteal but there's no attack speed to really ramp up that damage. Either add flat on-hit healing or make it give the user damage resistance vs. jg creeps or something (like 10 or 5 less damage). Just suggestions since attack speed isn't waht you want in the direction you're going.

Seven Chakras5/2/2018, 1:47:13 AM5 votes

what champions do you think will benefit more from lost chapter over aether wisp? in terms of AP junglers, I really only play Fiddle, Elise and Evelynn and none of those champions will be super happy to take this change as they all benefit from the movement speed.

I think the CDR on full build is nice but the champions that this will be more prevalent on (evelynn, nidalee, elise) should realistically only need one spell rotation to perform a successful gank. it could be nice for late scaling or teamfights but that's what itemization is meant for.

i like the camp spawns and scuttler changes. what worries me is the single scuttler. it takes away a fair bit of uncounterable vision from a late game objective and rewards junglers for proactively taking it. if it spawns on the wrong side of, say, a mid-game drake, do you think players should be more incentivized to run sneaky dragons or put more eggs into the anti-vision basket? or do you think the 90 second permavision is too powerful and deserves some rng chance?

last thing I wanna get out of my system, I noticed that a lot of RNG comes into the jungle and not into the lanes. plants, drake types, and now scuttler spawns are out of the jungler's hands completely as well as (and probably not as importantly) singular aspects of certain jungle champs' kits like Kayn and Kindred. do you think jungle needs more RNG? do you believe that RNG can make for a competitive game? would you ever consider adding random aspects for lane players?

I appreciate these changes and all the feedback you're giving us.

looonster5/2/2018, 9:21:14 AM4 votes

Can you start a design to remove chat from the game as a option. Thanks.

Example:

  • Disable chat feature in all game modes, Including ARAM, Summoners Rift and Twitsted Treeline. (You will be unable to Type or see what others have said).
Kurai Mahou no5/2/2018, 11:46:10 AM4 votes

@Riot Sotere Since you are currently working on Jungle Changes, can you guys over at the bug department look into the bug where Kayle's E splash does not proc the Hunter's Talisman burn on neutral monsters? This bug has been around since mid season 7.

I am Razgriz5/2/2018, 2:51:08 AM4 votes

Gold value of camps is also down 10% so economy is not flat-out increased

Can you leave this to second camp respawns and such? I can already see that I (Junglers) will be short funds when we back now. I don't really like the idea of backing and buying my jungle smite item and having 265 gold. That doesn't sound appealing whatsoever.

Totalis5/2/2018, 10:48:46 PM3 votes

I don't understand where you guys got this idea that mana constrains some champions abilities to clear. Jungle camps do a lot of damage, champs are gated by hp far more than mp

SonicÐeHedgedawg5/2/2018, 12:25:08 AM3 votes

I really like most of the scale-backs I'm seeing here compared to last communication with us.

I will, however really really miss the movespeed on my jungle item, it meant a great deal playing an AP assassin jungler, but I can see the reason for the change

Monstrous Yi5/2/2018, 12:51:32 AM3 votes

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tunehunter5/2/2018, 8:04:06 AM3 votes

Ok so the big question no one is asking.... Kindred.... their first 4 marks are pretty heavy on skuttle AND they are going to be hit a little in the mid game where they are already weak with the ADC item changes. Anything planned to help them out in this transition

CrazFight 5/2/2018, 12:22:07 AM3 votes

Dang still no faster camp spawn timers, the wait continues :(

edit: Apparently they were reduced , poggers :O

hide haru5/2/2018, 12:36:52 AM1 votes

Changing the camp respawn timers hurts catchup XP, since the average game level would be lower since it spawns earlier, which can considerably nerf some play patterns. Is this intended? (not sure if the 15 seconds matters enough though)

Monstrous Yi5/2/2018, 12:26:45 AM1 votes

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EROTIC RAID BOSS5/2/2018, 12:37:22 AM1 votes

So why is it important to make scuttles rarer? Seems like there will be a bit of RNG around the really big objectives vision control, which seems especially impactful on pro players (just guessing). you guys must have your reasons but I wondered what it is?