Quick Gameplay Thoughts: November 30

RiotMeddler·11/30/2018, 4:38:51 PM·1 votes·194,581 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 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


Marksmen

Been seeing more discussion about the state of marksmen below. Some notes below covering what we’re seeing, what we’re thinking, and an early take on what changes we’re considering.

Data and Observations

  • We’ve been seeing some players on forum/social media argue strongly that Marksmen are weak. That argument comes in a few different versions, with the most common being ‘all marksmen are weak’, ‘Marksmen who aren’t on this short list are weak’ and ‘all crit marksmen are bad’.
  • Based off that we did some surveying of players from North America, Korea and Brazil this week to better understand how representative those feelings are. Results from that:

All three regions feel jungle is the strongest position, followed fairly closely by mid Korean players see top, bot and support as all around the same power level North American players see top as 3rd most powerful, followed by support, followed by bot Brazilian players see bot and support as equally powerful in 3rd place, with top clearly the weakest position in their eyes

  • We then also looked at which roles players have been choosing as their primary selection when queueing as another data point (what people are choosing to play versus how they perceive power). Overall we’re seeing some decline in players picking bot as preferred position over the few weeks since Worlds ended. Again there’s quite a bit of regional variation, with a larger drop in NA for example but little change in Korea. Also worth noting that desire to play support goes down as much or more in most regions over the same period, and that the decline is seen primarily in Ranked, with normal draft affected but to a lesser degree. Also important to note that declines in both support and bot preference starts before preseason, so this isn't caused by preseason changes, at least not primarily.
  • Turning to in game data, win rate isn’t very helpful here, given most games still have a marksman versus another marksman. Pick rate tells us that, on average, marksmen are still almost always being picked bot lane, with the most common non marksman being Karthus, who composes about 1% of champ plays in bot lane. That does vary noticeably by context though, with Karthus’s pick rate in bot at 2% in high MMR (nearly 5% in NA), versus no measurable play at all bot lane in Brazil.
  • Worth noting that Marksmen, including some crit marksmen, remained dominant in professional play as of a few weeks ago. We believe that will still be the case when professional play resumes too. Context is pretty different however, both because play between organized teams is very different from solo queue and because the pro meta is noticeably different overall (e.g. more tanks, more macro play, more effectiveness from champs that require more team co-ordination).
  • Finally, speaking of the state of the meta, we’ve also seen meaingful increases in play rates of many divers, assassins and burst mages after the end of the ranked season/release of the preseason patch, coupled with lower play rates on tanks and defensive supports in general. Playing a marksman often feels worse when either or both of those things happen.

Moving from talking about context to talking about our interpretations:

  • We believe some marksmen are currently strong with appropriate agency and satisfaction. Lucian, Ezreal, Miss Fortune and Jhin being good examples. Some others though are failing on at least one of those axes, crit item dependent marksmen in particular. For players who want to play marksmen who don’t have good options other than crit builds that feels understandably bad.
  • We believe that itemization, crit primarily, needs work. A lot of that’s the way the items work more than their power levels. Stormrazor for example is really strong at this point, but still not generating good satisfaction.
  • Preseason’s a time when willingness to play marksmen impact has dropped historically and then increased again when season starts. We’re seeing that same trend at present. That reflects more marksmen predators getting played, given players tend to flock to less effective but appealing anti carry heavy team comps during less competitive times. Also reflects that fewer players are choosing to queue as support, resulting in more autofilled support players, who then often try experimental champs/builds and pick very aggressive champs rather than tanks or enchanters, leading to less marksmen/support synergy. There are some issues we should be addressing regardless of seasonal trends like this, but also don’t want to overcorrect when some effects are temporary.
  • Marksmen who are always forced to build for late game are more likely to be considered unsatisfying. Their balance is also likely to fluctuate more based off the state of the meta. That makes sense where a marksman’s core identity includes ‘late game hypercarry’, but can be a problem for others.
  • Marksmen are potentially too skewed towards almost all offense and no defense itemization wise. Being comparatively squishy makes sense as a class weakness. We’ve arguably pushed that too far though, leaving marksmen too tied to multiplicative damage items and therefore excessively brittle when not well protected or in a favorable meta.

Finally, based off that what are we planning on doing?

8.24b

  • We’ll be looking at specific marksmen and putting power into some. Candidates we’re currently thinking about include Corki, Xayah, Ashe, Vayne, Trist, Jinx.
  • One tactic we’re going to look at for a number of them is giving more starting MR, reducing their vulnerability to harass in lane and magic damage based burst early/mid game. Not sure yet what sort of mixture of just more MR overall versus pulling per level MR forwards into starting MR that will be.
  • For Xayah we’ll be looking at whether she and Rakan are too dependent on each other power wise. Certainly want them to be effective together and feel a bit special, some concern their effectiveness is too low when apart though.

9.1 and/or later

  • We’ll be looking at crit items. Details to come soon ish once we’ve got them, a core goal will be to make crit items feel more satisfying to most users, given satisfaction has been a long running issue regardless of balance state.
  • We’ll also be looking a marksman offense versus defense. Potential approaches include making partial defensive buys decent choices earlier on (e.g. an early BT or Hexdrinker as a decent choice, rather than too often a trap). Might also involve further adjustments to base defensive stats.
  • And we’ll be looking at power curves on some marksmen, in particular whether we’ve got champs who’d be better off if they lost a bit of power late game, which they don’t always get to access, in exchange for a better early and mid game.

Gold/XP Funneling

For those unfamiliar with the term funneling here means putting more than one position's worth of gold/XP onto a single champ. We took actions to remove it earlier in the year where it involved low interaction strategies that don't give the opposing team sufficient options to respond to it. The main thing that addressed it was a debuff called Monster Hunter on starting jungle items that reduced lane minion gold heavily if you have the highest minion score on your team. That debuff did the job, but also inappropriately punished non funneling play at times. Intent was to only use it as a temporary band aid solution and we removed it in the 8.23.

Our belief is that funneling should be much less powerful than it used to be, since not contesting a lane can be taken advantage of more now through turret plating gold. Putting that much farm on one person also increases their gold bounty, so focusing a funneled champ is more rewarding than it was.

It’s certainly possible that’s not enough to keep funneling under control though without a more explicit penalty, even if it’s not as strong as it was. We’re working on a backup approach at the moment in case it’s needed. Possible direction is a more focused version of Monster Hunter that does a better job of distinguishing between funneled champs and champs who’ve just had a really good game and are picking up some lane farm while holding a tower, split pushing etc. More details to come if that looks necessary, want to make sure it’s an actual problem again, not just people giving it a try now it’s less obviously a poor choice.


Next Week

Some thoughts next week on turret plating, tower stats and tower rewards, including possibility of seeing lane swaps in organized play again. Was going to cover those topics today but this ended up really long already.

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

477 Comments

Lunari Empress11/30/2018, 7:19:31 PM35 votes

Diana Rework when?

It's very discouraging to play when Irelia is a better version of Diana. Ekko, LB and Akali do the same things as Diana but better and safer.

Can we at least revert the attack speed changes that were made in 7.4(?) - It feels very weird in a situation where due to itemization she's only able to play as an assassin, the attack speed after casting spells is very counterintuitive for a champion with a burst kit, using it to it's maximum potential you ideally want to slowly weave spells as an assassin.

Lets compare:

  • Diana Q does damage and marks - Ekko Q does damage, procs his passive and slows.
  • Diana W is a shield with slight damage - Ekko W is a massive shield and an aoe stun. Irelia W is a massive damage reduction. Akali W makes her unattackable for ages and gives energy+movespeed.
  • Diana E can... stop Kha'zix jumping away.
  • Diana R dash, removing other moonlight debuffs off of other targets, one way to reset is with Q - Irelia Q can last hit minions, dash faster and has two marking mechanics, allowing her to dash way more than Diana. Ekko E can dash in, or out, or to dodge spells on a low cooldown.

Point being, Diana is outdated.

Being forced to use abilities and mana in lane to get somewhat respectable attack speed for CS'ing as a MELEE champion is horrible, it needs some adjusting, it doesn't matter much later into the game but early lane phase just feels horrible for after losing a part of our old passive.

Taking over a second to get a last hit against mostly ranged matchups is not enjoyable, in any way.

  • Signed, DarklightDiana, Owner of the Dianamains Discord, Administrator of the Dianamains subreddit.
ArrowsofAlfar11/30/2018, 4:46:19 PM30 votes

Last time you talked about Ornn and Galio changes, are there any plans to do the same to Zac? He went from a semi-tank/fighter to a fully fledged support tank with his rework, and ever since the last nerfs his playrate in higher elo is pretty much non-existant.

Tanks need to be less reliable and more rewarding to play.

With the tank update Riot did last year, both Sejuani and Zac gained on-hit cc abilities on low cd, which in turn makes balancing their damage very difficult. Having those reliable options to lock down opponents leaves them with little dmg as compensation. The only "tank" in Leage that's well designed in my opinion is Sion. He has counterplay on every single ability and no on-hit cc. This opens him up to having way higher scalings than the rest of the tanks, which in turn lets him carry games when ahead by building damage. Literally no other tank in the game has that option, making them feel useless even when ahead since you rely on your team too much.

melior sum11/30/2018, 4:46:16 PM26 votes

Hey meddler, what are your thoughts on the recent wave of people wanting Fervor back? Fervor was a lot healthier for the game than conqueror is. Any plans on looking into this?

Càne11/30/2018, 4:46:43 PM20 votes

Can you talk about Kalista and Ivern? These two champs seem to be really hopeless.

Porkys11/30/2018, 5:15:32 PM17 votes

As you stated stormrazor is a strong item but it’s just you have to build it on some champions or you don’t do damage. The fact that you have to wait every 3-1 seconds depending on attack speed to crit is the problem as an adc you want to constantly auto attack to maximize your dps but with stormrazor either the crit does this much with the proc or this much without the proc. With old infinity edge your always crit this certain amount. Stormrazor as an item could of been avoiding if infinity edged passive was similar to it if you made infinity edges old passive bonus crit damage do 0-50% bonus crit damage depending on level attack speed and how much crit you have instead of a glorified bf with a little true damage added onto it

You said to give marksmen a power curve shift. shifting the power curves of some champions like Ashe xayah isn’t going to really help in my opinion unless it’s cdr changes and armor it’s either add another cdr option for adcs cause ashe is based around utility and you have less ulility now cause nonthere isn’t much cdr items for adcs since the essence reaver changes or just tune their cdr and damage because if you’re playing an immobile adc the 1-3 zed is still going to kill you

To top it buffing the wrong thing could lead to adcs being played in jungle and solo lanes and every time that happens they get nerfed look at you mid Lucian jungle kaisa and ezreal

MrFawknSunshine11/30/2018, 4:53:35 PM16 votes

so with conqueror and dark harvest being so front loaded in damage and with ignite more common it puts most damage dealers at a great advantage in lanes vs tank type champs who dont have damage output allowing these fighters/bruiser etc to win lane and punish tanks easier.

with the nerfs to TP now its like you are punishing any one for playing tanks. we dont have the defensive options to lane with, due to dark harvest/conqueror + ignite.

the best option we have is to be completely passive and hope the enemy who is set up this way with a fighter/bruiser badly misplays other wise just shit out of luck.

i had a game where i flat out beat and out played a fiora with conqueror + ignite as maokai but end up auto losing cuz she gets to have gap closer, true damage/crit, healing, cc dodge and just "outscales" me. i would out play her in trades and die do to her damage + conqueror + ignite no matter how much armor/hp i built.

i feel most of crit adcs are bad, and tanks as a whole are under preforming and the game has shifted to a burst meta with all the execute damage and true damage in the game.

John Wíck11/30/2018, 4:57:22 PM11 votes

Itemization leaves ADCs without any bonus health or any feasible defense against damage like every other role. Mages have access to HP from Oblivion Orb/Haunting Guise/Rylai's, and they have Zhonya's to avoid upfront damage. Bruisers get HP from items like Black Cleaver/Sterak's/Titanic or the mitigation of Death's Dance. Tanks.... are tanks.

Part of why Lucian is so dominant is his ability to build Black Cleaver for the additional 400 HP burst cushion at no damage tradeoff.

What are your thoughts on a HP/lvl buff instead of (or in addition to) the MR buff to help markspeople keep up a little bit with everyone else's sturdiness gain at 2 items?

DreadLordZach12/1/2018, 1:18:56 AM11 votes

I've been playing league since season 2, plat since season 4 or 5. Played a lot of roles but adc has always been my main role. Been talking with some buddies about the state of adc items and thought I'd take this opportunity to share some thoughts.

  1. Crit chance is an inherently broken stat because it's based off random chance. Kind of like the old dodge mechanic if anyone remembers those days. I would argue that to truly balance crit it either needs to be balanced on hitting 100% crit chance reasonably early in a build (3 items max) or be removed from the game entirely.
  2. To remove crit would mean a rework of Tryndamere and Yasuo since they both use crit in their abilities. And then larger would mean ADCs would need some replacement mechanic and item rework to give them the punch without the crit. A potential would be ramp up damage, like turrets, when attacking the same target. Could be a lot of things, you guys are a creative bunch and I'm sure with community input a good alternative could be found and balanced, no more random chance.
  3. Or you make clear diverse build paths that gives 100% crit on 3 items (two for Yas since he get to cheat). I think IE could be left alone, it would be the 3rd item in this build path. Probably needs to be nerfed for balance since 100% crit chance earlier. 2nd item is going to be one of the 4 zeal items, good diversity and options there no changes really needed. But for the pesky first item, right now the only choice is stromrazor, which actually doesn't give the stats you really want but you have to take it to be relevant. ADCs need some choices here, I think the easiest for 1 choice would be to revert ER. Make it the crit cd item again. Right now it really is only used a couple champions mostly to smash through low elo games by abusing strong ult powerspikes. For a second option maybe bring back Sword of the Divine but changed up. Builds from BF and zeal? double brawlers gloves? (honestly should be agility clock but...) primarily give AD and Crit Chance add some cool little passive, good starting item for your standard auto attack crit adc. Stormrazor could be left as a Jihn, draven, caitlyn item, possible situational item for the unique powerspike it gives. Final starting build path for a crit adc would look like Sword of the Divine(for pure auto attacks) or ER(for ability users, ashe, lucian, crit mf), a zeal item(as an adc player I love the different options the different zeal items give), and then an IE. Balance crit for the curve of crit chance, most major fights will then be fought at 100% crit and you, in a roundabout manner, have removed randomness from crit.

Hope this gives some ideas or helpful insights, looking forward to changes being made to adc items. DreadLordZach

Yordle Xayah11/30/2018, 10:55:49 PM10 votes

Bear with me on this one (Or don't... I'm just a random person on The Boards)

I've been trying to play Zoe recently, so I keep queueing up for Mid as my first role and Bot as my secondary, and I just keep getting Bot over and over, which tells me that people just don't wanna play the role.

I've been an ADC main since early 2014, and as I keep getting the role while trying to play Zoe, I find that I just hate playing what I normally would enjoy, namely Trist and Xayah, but it applies to every ADC. I've always enjoyed Ashe for her simplicity and great balance. I just don't care for her right now. Talon jumps over a wall and I'm dead instantly. Sivir and Jinx have a similar problem to Ashe, and turns out the only good ADCs right now are those that can Two-Shot you with Lethality or that don't rely on Crit Items.

And if I try be creative and play On-Hit Trist with Rageblade and BorK, it just feels atrocious. There's literally no options for me other than go Stromrazor first EVERY-SINGLE-GAME into RFC/IE and hope their Irelia (or whatever) isn't too fed by 10 mins and then I become entirely irrelevant. You give me zero build flexibility as a Tristana player.

In the end, I find myself playing Karthus Bot simply because it just feels better, and I'm going to comment on this "diversity" in a moment too.

First: It's very frustrating that you come here and tell us "Marksmen were dominant in Pro Play a few weeks ago" and I'm just thinking... Meddler: Pro-Play isn't our game, and it's not relevant to our gameplay experience. Sej, Ryze and Azir were still played at Worlds and that doesn't mean they're good for the vast majority of us. Someone seeing Rookie go to town on Azir isn't gonna be able to just replicate that in Solo Queue. Also, what weeks are you talking about exactly? Because Top and Mid (and Jungle to a lesser extent) were the Order of the Day for Worlds. Did you not see what happened to RNG when they tried to play around Uzi? Did you not see what TheShy and Rookie were doing to their opponents? Did you not noticed how much more important Solo Lanes were in pro play? What exactly are you talking about when you say "Marksmen were dominant in Pro Play a few weeks ago"?

Second: Someone commented this elsewhere already, but instead of buffing Crit Users, you should be toning down everything else around them. It's again, very frustrating that you keep doubling down on this idea of cranking everyone's damage to 11. Tanks, Assassins, Fighters, etc. Everyone is just dealing so much up front damage, and everyone's just so sick about it.

Third: The diversity you're trying to sell in the Bot lane is very unilateral. You're all for Xerath, Karthus, Yasuo and Darius Bot, but I've never seen you support my Jungle Tristana or Mid Xayah. How come you speak so much about diversity but only support it one way? I personally hate Mages Bot, and yes: I know I'm very bias there, but all I want is real diversity, not just for a few select in the Bot Lane.

Fourth: Crit keeps being a problem, and at this point it feels like trying to treat a bullet wound with a band-aid. You know what will happen if you buff Crit Users again? They're gonna become the only good characters Bot. Do you really wanna go back to that YET again?? Insanity is often defined as doing the same thing over and over while expecting different results. It's time that you do a proper rework to Critical Strike. It's been years...

Fifth: Are you seriously saying you'll look into how powerful Xayah and Rakkan are together? They've been out for long enough for anyone to tell you that yes: Their power is heavily amplified when they're together. It's frustrating that you care more about making them feel "Special" than realizing you can't do that without a compromise that hurts them when alone. The fantasy of "They're stronger together" is way too vague and it requires their abilities to be weaker alone to then become strong/competitive when they're together. Because of this, you end up ruining both characters alone for the sake of making them "Feel special together" and that's just so frustrating as a Xayah player. Their voice lines make a good job of making the experience of playing them together feel unique. I sometimes joke and say "Alistar is a fat Rakkan" because he can do very similar things with Xayah. He can set her up for a stun and a good multi-man knock up can lead into a multi-man snare with the Ult, and that feels good. Rakkan's kit is good with many more ADC than just Xayah, and I personally think this is an instance where trying to forcefully make them stronger together is hurting them more than helping them.

Anyway... I can't speak for every ADC, but for Tristana (and Xayah to a lesser extent) I've spent way too much time playing the character to not feel that something is just off, and reading your post doesn't make think you know how to help them without breaking the game (yet again) for Crit users like has happened more than once in the past.

This comes from someone who doesn't hate Pre-Season outright. I won't quit the game or proclaim that it's dying or whatever, but posts like these aren't very reassuring, specially when you try to make a point based on ADCs being strong a couple weeks ago in competitive or something... seriously what was that about?

Have a nice day and take care Meddler.

Tristana

Cupcake Delivery11/30/2018, 4:58:16 PM9 votes

Any thoughts on Caitlyn you can share? I understand that she's hard to balance as she's a lane bully and a late game monster; but it feels like she's been left in a gutter after getting nerfed heavily despite the semi-recent headshot buffs she got.

AIQ11/30/2018, 6:19:25 PM8 votes

Is a team ever going to reassess the values or changes to Shyvanas passive?

RekSai CoffeeCo12/1/2018, 2:01:50 AM8 votes

Gold Funneling existed before season 8 as we know but did you ever ask why it started to become mainstream after 8.10/8.11 patches??

What is in those patches in common that would cause it ??

The answer is the scuttle change/Jungle nerfs, so when scuttle is reverted and jungler isn''t 1-3 levels under solo laners for 5-8(used to be 4-6 before latest jungle changes) minutes at a time then this will go away.

Speak or Die11/30/2018, 4:48:05 PM6 votes

Have you considered tweaking marksmen to suit different roles better instead of just bot lane? (Kai'Sa jungle, Vayne top, Varus mid) Just some ideas.

Also, are you guys happy with Evelynn? I'm holding out for some tweaks to her to give her some competitive viability because I would love to see her on the big stage, so I was wondering if you have plans for her or are you happy with where she is.

Queš11/30/2018, 5:20:07 PM5 votes

Any context on Jax nerf ? I mean nerfing his R on later ranks wont impact his jungle performance and overall toplane performance,but will leave him weaker lategame(Correct me if im wrong,but Jax has always been iconic lategame bruiser).Wouldnt it be better to nerf his early game,where he is currently strong(for example - early E damage 50 + 50% bAD scale,100 + 100%bAD when charged,how about nerfing it ? or maybe his base ad,which is super high level 1 - 70AD.Maybe reducing it early with larger growth per level will be good idea since it will influence decently his laning and jungle even more)

StarGuardianNekø11/30/2018, 5:07:03 PM2 votes

An idea to Nerf gold funneling heavily is reducing the xp gained from lane minions when having any jungle item.

DJMateos12/1/2018, 7:36:49 PM2 votes

Hey Meddler

1)Have you ever thought about giving Stormrazor scaling from 140% to 250% (0-100%CSchance)? That would solve the issue of the item being useless after 4 items and it would give a proper satisfaction of crit in late-game.

  1. What about giving ER same passive as IE? Let the missing mana on-hit but instead of Essence flare you would use passive of doubling the crit chance. That would solve the issue on utility ADs not having CDR and damage at the same time.