Quick Gameplay Thought: January 24

RiotRiot Scruffy·1/24/2020, 5:49:27 PM·1 votes·61,977 views

Hey everyone. Riot Scruffy here, and I’m taking over for the Quick Gameplay Thoughts dev blog every other week. As Lead Gameplay Designer I manage the design teams that work on Champions, Game Balance, Items, the SR Map, Runes, Matchmaking, and Ranked. I plan to bring you all some updates and previews of upcoming work and go deeper into our reasoning and goals with the work that we do. Everything we add, change, and remove from LoL is done for a reason and we hope that our work makes the game better every patch.

Balance Strategy Refresh This won’t be news to many of you, but I thought it would be good to do a quick refresh of our balance strategy. The reality of League of Legends is that the game played at different levels of skill is like an entirely different game in terms of which champions and strategies are strong or weak. With this in mind, it’s impossible to have all 148 champions balanced at every level of play.

Our approach is to slice the game into 4 different skill segments where we think balance is meaningfully different:

  • Normal (Iron - Gold)
  • Skilled (Plat - Master)
  • Elite (Grandmaster-Challenger)
  • Professional

And then ensure that every champ is:

  • Viable in at least one segment
  • Overpowered in no skill segments

The core reasoning behind this is that we think that an overpowered champion can suppress the viability and richness of the entire game meta, so we want to protect players of all skill levels from this unbalanced game state.

Jungle Followup With enough time to see the results on the preseason jungle changes, we’re seeing some goals were achieved and some not.

  • Small nerfs - the jungle XP and gold are nerfed, but it’s looking like it’s a bit too hard in particular on farming and later game junglers.
  • Pathing is more balanced - this goal was definitely achieved, not all paths are perfectly balanced with each other but we’re much closer here than we were in season 9
  • Less early ganks more farm - this goal was not achieved, we’re seeing roughly the same amount of early ganking as season 9

The plan - we’re looking to buff up jungle XP slightly and skew towards incentives to farm over gank

  • Buffing jungle XP per min for minutes 4-18 and spreading it across the less targeted camps that are often skipped by gank heavy junglers
  • Pushing back the minion farm penalty removal to further nerf funnel strategies (which are rare but extremely strong)

Sett Release Retro Now that Sett has been out for two weeks, I wanted to share some thoughts on how we think his gameplay turned out. Some of the long term effects of hit kit can’t really be known for sure at this point, but I still wanted to share my early thoughts.

  • Low complexity - Sett is a wonderful demonstration of how even in 2020, simple designs can be both satisfying and skillful. We want to do much more of this in the future where we focus on “quality over quantity” in our champ kits.
  • Unique but not game changing - Sett brings a few pretty exciting new ideas to the table like damage reflect and turning the enemy tank into a nuke. He isn’t redefining what a champion in LoL can be, but for his goals as an accessible top lane juggernaut, I think he’s on target.
  • Balance - Sett’s winrate has climbed over his first two weeks of play and he’s appearing to be a be viable as a top and jungle currently. It’s possible that he may need some slight nerfs in the future, but he doesn’t seem to be significantly OP today.
  • Clear weaknesses - Another success worth calling out is that Sett is powerful, but he provides enemies a clear opportunity for counterplay.

Upcoming balance changes for 10.3: Akali - Many of you already saw the Akali changes on PBE. Akali is dominating both pro and elite level play, but she’s not nearly as OP for skilled and normal. With that in mind we’re trying to reduce the amount of control she has over choosing when to fight, which is a core reason why she is such a strong pick at the top tier of play. The upside here is that if these mechanics changes make her a more counterable champion at the top levels of play, we can give her some more conventional buffs to allow her to be viable in regular play. After testing the initial changes, we’re making a few changes: Moving away from “CC reveals her during W stealth” as it was making the experience unreliable in a confusing way and adding inconsistency to our stealth rules Cutting R2 speed decrease - this wasn’t getting us a lot of movement for how bad it felt Keeping R1 as targeted as it’s effectively lowering both her escape tools and her super long range pick potential Exploring a few other alternatives like early ranks of Q energy cost being higher to reduce her lane trade and push power

Yuumi buffs - The Yuumi changes in patch 9.24 have left her with significant new weaknesses that allow us to give her a decent buff. The tactic we’re exploring right now is to buff Q rankups so that Q max is a viable build (letting her have an active playstyle instead of only E max build)

Aphelios - We’re adding a max range on caibrum marks. We intend to keep it as a very long range poke effect, but bring it in line with other similar mechanics like Caitlyn or Xerath. Frankly, cross map sniping is not interactive or interesting gameplay, so we’re removing it.

Senna - we want to shift a bit of power out of Markswoman position Senna to Support Senna. This probably means we’ll be tuning soul drops for when you get the minion kill vs when your ally does.

These are just a few of the changes in for 10.3 - expect more info next week about the full patch.

Thanks again everyone for playing. I’m excited to be making more posts like this about our design process and thinking. Feel free to drop questions or future topic requests in the comments.

Scruffy https://twitter.com/MarkYetter https://ddragon.leagueoflegends.com/cdn/9.24.2/img/champion/Sion.png

335 Comments

Zoli Ben1/24/2020, 5:53:46 PM26 votes

Can Urgot get some compensete buffs for Conqueror ranged champion nerf? Today I got beat by a Nasus who simply outhealed himself no matter how much life steal and amplifier I had, I was even fed mostly but the fact he outheals me so much is just too bad IMO. item 3075 was useless there.

https://boards.na.leagueoflegends.com/en/c/developer-corner/2wjE4Iqs-quick-gameplay-thoughts-september-22

This was promised over 2 years ago and it was not implamented still.

For Kayle Conqueror stacks thrice on passive since passive is a spell (2) and an auto(1). Can it get fixed for Urgot? He gains only two stacks instead of supposed 3 on intended shotgun autoattack.

IxtaliKing1/24/2020, 6:03:03 PM18 votes

Thoughts on Karma?

Since her mini-rework was shelved there's been a great deal of number shifts that have left Karma mains confused and dejected - particularly those of us who play Mid.

SilverSquid1/24/2020, 6:26:33 PM14 votes

Meddler recently mentioned you think Karma building AP is problematic, but didn't quite explain why. Nobody on the karmamains really understood that. Could you elaborate?

Because to me her Tank playstyle seems more problematic (to play against!), but her heal is still untouched and all recent buffs benefit Tank Karma...

What are your thoughts?

Deathfall1/24/2020, 6:20:26 PM13 votes

What is the reasoning behind buffing Karma's base stats instead of her scaling? You've tried this nearly 7+ times and you always nerf Karma right after. Meddler made a ridiculous statement that building AP on Karma is a major issue, but wouldn't you say the fact that she has no gameplay direction/identity, she has three gameplay identities and doesn't excel at any of them, all of her damage is funneled into a basic ability and Mantra ability, and the fact that she is extremely bland and lackluster is a bigger issue than building AP on her? The following stuff I listed are things long time Karma mains have been telling Meddler, Reav3s, Ricklessabandon, NeuroCat, and you for almost 7 years now. It doesn't seem like a single person in this company is wanting to rectify mistakes that they made on a art, gameplay identity and kit level, but lets work on 5+ new champions within 6 months and focus all efforts on the same champions like Aatrox, Akali, Ryze and new ones every single patch cycle.

You completely ruined Karma and did even more injustice by removing things that made her interesting and fun to play. You didn't improve the champion because your failure to address her long standing issues divided the community and created another gameplay identity that has no business being on Karma. Step it up. You've literally ignored Karma for 7 years and players are tired of playing against a overly numbers buffed champion with hardly any counterplay and the players playing as Karma are tired of playing a champion that is boring and doesn't excel at anything but being a Shield Bot late game. Karma's Mantra E literally exists on two item actives and can be replicated using both of the item actives.

Fix Karma's:

  • Failure and confusing identity crisis.
  • Give her a gameplay direction.
  • Address and remove Karma tank/top lane from the game.
  • Give her more unique things with her Mantra and not something that exists on other champion kits and item actives.
  • Give her more damage on something else and remove damage from Mantra Q. It shouldn't be one shotting players.
  • Force Karma to build AP to do more damage and build shield enhancing items to have stronger shields/heals/utility.
  • Fix her rushed and terrible art assets that is a poor reflection of YOUR abilities.

Where is the work? You've had 7 years to do something but you all prefer to continue to ignore the mains and the pleas for work to be done, but you sit here and talk about new champions, Ryze and other things all the time. What are you doing about the problems with other champions that you clearly either don't care about or you just don't value anymore? It's really ridiculous at this point.

Valentin8881/24/2020, 5:53:28 PM11 votes

Are there any irelia buffs or changes planned for future since she is sitting on a 46-47% winrate at all ranks and is barely touched in pro play. What are your plans for this champion ?

Predatorator1/24/2020, 5:56:53 PM10 votes

What do you think of Skarner finding success toplane?

PowerOfDrainAge1/24/2020, 6:20:25 PM6 votes

Any thoughts on my boy Galio?

Doctor Simba1/24/2020, 6:08:02 PM6 votes

Looks like there's a typo in the post, says you're limiting the range of Apehlios's Crescendum marks when Calibrum is the one that has marks.

MayDuke1/24/2020, 5:52:40 PM5 votes

Hi Scruffy! Looking forward to the gameplay thoughts/discussions for the coming year! :)

What are your thoughts on Orianna at this point in time and her place in the overall game?

MasterOfMetaI1/24/2020, 6:13:30 PM5 votes

HI Scruffy, could we get anything for Aatrox. Right now as he is there feels like you have no reason to pick him over any other toplaner. You can land all your sweetspots and your passive and barely trade better than the enemy toplaner, while also having poor regen in lane. While I understand you nerfed his regen because of his passive, this was before the nerf to reduce the healing he recieved from minions. Maybe you could look into giving him back some of that regen or passive healing on minions?

Sharpest glasses1/24/2020, 6:16:19 PM5 votes

Any update about the Wukong rework ? Is making him viable as bruiser still a thing ?

Łukαsz1/24/2020, 5:53:52 PM4 votes

Any toughts on Sylas? Was the mini rework successful in your opinion?

Daddy Ants1/24/2020, 7:02:07 PM4 votes

Yuumi buffs - The Yuumi changes in patch 9.24 have left her with significant new weaknesses that allow us to give her a decent buff. The tactic we’re exploring right now is to buff Q rankups so that Q max is a viable build (letting her have an active playstyle instead of only E max build)

More like

She has a skin coming and we need to boost sales.

Valor Bot1/24/2020, 6:06:38 PM3 votes

Hi Scruffy, was wondering if you could take a moment to give your thoughts on Quinn. She feels pretty unsatisfying to many at the moment, both thematically and gameplay wise. I also recently made a thread on Reddit that got a fairly positive response, maybe you could take a look? It’s in regards to her scrapped rework from a few years back that served as a sort of mix between her pre-rework and post-rework versions:

https://www.reddit.com/r/leagueoflegends/comments/ecpbq0/a_quinn_rework_was_accidentally_shipped_to_the/

HappyâCarlaTails1/26/2020, 11:15:06 AM3 votes

Wish it will be same as it was in Season 5(But without 9000 ap and armor only...Lesss damage - so good, without any oneshots in early, most of picks was there, melee can farm vs range champs), cause seems that more 25 champs are overbroken now, better in all - high-stats, playmake, oneshot everything, U have balanced Op champs 4 Op champions :/ Ur winrate champ analitics is bad, how u can think that this champ is balanseed, It is Team Play game - here more than 9 more players, Team wins, but it has more 2-3 op champs, which can carry even if pick Master Yi on Top, no one will not pick normal champs on top, it always op vs op, op vs op can be 50% winrate, u should see more local match up wins, if Darius has over 110 win match-ups on Top - it's not alright, Make bots play 1x1 in dedicated mode and fastest, may they check all variaty of match-ups, look at PVP statistics - pay attentions on champs which one have 5 more kills at 7 minute, what match-ups they have? You have now good team roll(but not unranked - they makes all bad) soo see on what champs players have skill-level boost, pay a lot of attention to this champs...Make ur own scream-Team in different skill level, play with them few matches on random to roll their skill-level into the teams, play with them every champion> which u want to balance, boost champs and 10 or more matches, in other time - try to play unusal match-ups with them..