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Quick Gameplay Thoughts: September 8

RiotMeddler··1 votes·70,560 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

Anti Shield Tools

We've mentioned this previously, but not particularly visibly. At some point post pre-season we'll likely get some anti shield items into the game, intended to be responses to enemy teams stacking shields really heavily. We're planning to use items, rather than things like Runes or Champion abilities that you have to commit to as part of the game, because such effects are intended to be more like safety valves you opt into when needed, rather than things to run purely based off the enemy comp at game start.

Not yet certain whether how many items we'll do, suspect a couple is likely, with the mechanic on them probably something along the lines of 'deals X damage when Y happens (AA? spell?). This damage is doubled against shields'. Something to bring shield heavy teams down a notch, not serve as a hard counter, hence not going with something like 'removes all shields'.


Possible Item changes in 7.19

In addition to the champ changes coming in 7.19 we're also going to be looking at some items for balance adjustments. Likely candidates there include:

  • Sterak's gage: Buff, potentially with a melee/ranged split if needed.
  • Zeke's: Buff, details TBD.
  • Edge of Night: Buff, details also TBD.
  • Stoneplate: Investigation, looking in particular at whether it's too attractive an item on fighters (is the trade off they're making for it meaningful enoguh?)
  • Righteous Glory: Investigation, looking at whether it's too strong when rushed especially
  • Ardent Censer: Nerf, potentially including removing one of the three benefits it gives (AS, heal on AA, damage on AA) with a portion of the removed power being then put into the remaining effects.

A few more champ changes likely in 7.19

In addition to the previously mentioned Azir and Xin Zhao updates, plus possible Janna changes being explored, we've got some other changes coming, many of which were previously also tested on the PBE in some form:

  • Malphite: Significantly increased armor while his passive's up, with some power pulled elsewhere. Likely hitting Q less than previous version tested.
  • Aatrox: Second half of Q being non uninterruptible, with a likely buff elsewhere as well (still determining what)
  • Vayne: Buffs and game health, with Q bonus damage no longer able to crit, Q AD ratio up, W minimum damage up, W starting % down (same at max) and R duration extending on takedown.

Notably missing there is Udyr, despite some changes being tested a while back that got put on hold for other work in 7.17 and 7.18. We need to take another look at those, assess if they're on track to do what's needed or if we should look for a different approach.

394 Comments

Over Innsmouth46 votes

The anti-shield implementation just sounds like round 2 of the Grievous Wounds issue.

Instead of just properly adjusting healing, Grievous Wounds was (re)implemented, so now healers get to feel like shit when GW is bought, and their enemies get to feel like shit when GW isnt bought, making it fairly one-sided either way.

Now, again, instead of taking the time to properly adjust shields, a band-aid fix is being applied while the wound can continue to fester beneath.

Can't say I'm a fan.

ModKnightsKemplar24 votes

I agree with this. I was optimistic awhile ago that we would someday get rid of GW, but that hasn't happened. It's especially annoying that the mage item with GW isn't an opt-in item; it's core on many mages.

I think it at least works better with Mortal Reminder, because that is an opt-in item that has a very close analogue that is clearly superior if the enemy team doesn't have much healing. If we're going to keep that tradition, I would love to see an analogue to Morellonomicon that makes that trade, so GW is opt-in.

I also hope Riot keeps this in mind when designing the new items. Having a third last whisper item that has this shield break mechanic makes a lot of sense to me at the outset by giving the adc a way to itemize against various kinds of defenses. If mages had those same three choices on their pen item, that would create a very easy system to optimize and balance.

The complexity of League is valuable, and I know we want to keep some of that. But when already complicated systems meet the item system, something's got to give. They're on the right track with the Last Whisper line. Let's see more of that.

Over Innsmouth8 votes

I agree with that wholeheartedly. Mage items are in need of diversifying as it is, but giving items trade-offs in that you lock yourself out of the other version is something I do think is good for the game.

LW items do this pretty well, placing the anti-shield on an LW item would continue this trend.

Morellos is too ubiquitous, the only real reason a mage wouldnt rush it is if they're manaless or are pigeonholed into a Catalyst item - or have to rush something defensive in a losing matchup. If I remember correctly, Last Whisper used to be bought on just about every AD Champion (around 3rd or 4th slot), until Riot split the item into two and gave differing bonuses for whichever you opted towards (as well as changing the ArPen from total % to bonus %). We need that to happen with Morellos.

Granted, the ideal solution for me is forgoing this mechanic and removing GW, and also fixing healing and shielding across the board (something I'd like to see a lot more of are Taric's %hp shields rather than the flat shields the likes of Janna can bestow), but that seems to be a forlorn hope at this point.

La Bello8 votes

gotta agree.

I hate how Grievous wound gets used as an excuse to not properly balance healing. Makes healing feel overpowered or utterly useless and hardly ever inbetween (love it when Im playing Soraka and I use W+R and Summoner Heal on my carry and they only gets back 300 HP because the Tank they hit had a Thornmail or Syndra hit her with a Q 7 days ago)

Malicious Metal17 votes

So, in other words:

"Fuck Mordekaiser"?

I better hope there's going to be a bug that doesn't count his passive as a shield because otherwise Mordekaiser is going to get boned super hard when these items are introduced.

RiotMeddler63 votes

Our design approach doesn't go '1. Think about how something might impact Morde, 2. Then consider how it might impact the game as a whole'. If anti shield items are right for the game we'll get them in and then, if individual champs like Morde or Tahm Kench get hit too hard by it we'll make adjustments to them.

R0XTAR9 votes

{quoted}

Our design approach doesn't go '1. Think about how something might impact Morde, 2. Then consider how it might impact the game as a whole'. If anti shield items are right for the game we'll get them in and then, if individual champs like Morde or Tahm Kench get hit too hard by it we'll make adjustments to them.

What exactly made you think that anti shields were good for the game instead of just buffing or nerfing shields? Isn't true damage an anti-shield? I'm a little confused on the thinking.

RiotMeddler11 votes

Comment above:

https://boards.na.leagueoflegends.com/en/c/developer-corner/I5AEKAI3-quick-gameplay-thoughts-september-8?comment=00050001

TLDR: Individual shields are generally fine, stacking or snowballing shields lack counters.

XIII Vanitas20 votes

Why can't you just reduce the value of subsequent shields on a champion that is already shielded or has been recently shielded, kinda like how summoner 7 works?

Glory to God30 votes

Clarity-lacking and bad idea. I don't want my Ekko W shield to be halved just because Thresh mini-shielded me before.

RiotMeddler19 votes

[{quoted}](name=I am Oto,realm=EUNE,application-id=A7LBtoKc,discussion-id=I5AEKAI3,comment-id=000e00020000000100000000,timestamp=2017-09-08T18:13:40.585+0000)

Clarity-lacking and bad idea. I don't want my Ekko W shield to be halved just because Thresh mini-shielded me before.

^^

Very Cash Money10 votes

You were able to do it with slows back in the day though.

If multiple slows applied the strongest had max value and then the weaker would apply like 60% or smth.

Why isn't this model working for shields? Also how is extra damage against shields helping against overflowing shields vs shields in general. It seems like an equal nerf to all types of shields.

Finally, what are your thoughts on generally obnoxious qualities of shields that last for ages? For me it seems that shields are intended as a low duration reactionary defense mechanism that helps against burst. Higher values than heals vs the tradeoff of not sticking. Now champs like Lulu and Janna can almost have a permanent shield uptime which completely removes this feature of the shield in many ways. Isnt the problem with shields simply lasting too long when overflowing?

I wouldn't have a problem with a 10000 overflowed stack shield if it expired after 1-2 seconds instead of 6 and if it didn't just get reapplied after 2 seconds again.

Malicious Metal6 votes

Again, excuse my overraction but the main thing that really tipped me over the edge here is the "Double damage against Shields", which I read as 200% damage against Mordekaiser due to Iron Man having a 100% uptime. How would this interaction play out, is only the shield taking the double damage or is Morde himself going to suffer even if he only has a measly 40 shield?

Glory ln Death4 votes

The way it was worded, it looks like it will be a windowed effect - an active that lets your next ability or next few attacks deal bonus damage to shields, or a passive with a cooldown (like Duskblade's Blackout) that immediately triggers when you damage a shield. So, I don't think it's going to be just a permanent "always do double damage to shields" passive.

Pyronorm6 votes

But '200% damage to shields' isn't 200% damage to shielded targets, just to the shield. If Morde has 1000 hp and 100 shield, and gets hit for 500 that does 'double damage to shields' he isn't taking 1000 damage, he's taking 100 to the shield and 450 to his health, because only the shield takes double damage.

RiotMeddler10 votes

Something like that would be the intent yeah. Could also be something like 'Unique Passive: Your basic attacks deal 42 bonus magic damage, increased to 84 against shields' rather than a single burst of damage or a modifier to all your damage.

Queš5 votes

Wits end confirmed PogChamp

Arthastheiceking4 votes

lol exactly what i thought, is it wits end's time to shine?

Ralanr11 votes

Do you plan on doing buffs for champions with self applied shields that use them as a primary tanking ability?

Sion's shield for example is his only reliable tanking tool through the game despite his health stacking. Anti shield items would be a horrific nerf to his durability.

Off ßrand10 votes

Any word on the Brand changes you mentioned so long ago? Haven't heard anything new in a while, us Brand mains have been on the edge of our seats ever since you said you want to make him more viable mid instead of being skewed to support

TomiMan74 votes

Yeah would be nice if any of these Brand comments would get a reply...im trying to get in contact with Meddler but no success so far :(

Fishmaster90008 votes

Why are you making an anti shield item instead of nerfing shields?

waiting for WoW6 votes

[{quoted}](name=El Barto II,realm=NA,application-id=A7LBtoKc,discussion-id=I5AEKAI3,comment-id=0005,timestamp=2017-09-08T16:33:42.511+0000)

Why are you making an anti shield item instead of nerfing shields?

It's not about shields being too strong, it's about teams stacking shielders. Like when a team runs karma mid, janna support, and lulu jungle(lol).

Like how tanks are not too strong, but when there are many on one team we have item 3036.

RiotMeddler11 votes

Because the individual shields in question are generally quite appropriate. Anti shield items, that aren't just a default part of your build, then serve as soft counters against teams stacking a lot of shields or particular shield users doing extremely well, in the same way that MR for example can serve as a soft counter to a team stacking magic damage or a runaway mage.

Tormentula15 votes

I just don't think this approach is really going to do anything.

Shield uptime is pretty small, the issue is how many shields are stacking in the combination of healing and other resources.

For instance, item 3107 item 3190 item 3072 item 3812item 3046 item 3139 item 3401 summoner 7 stacked on Draven is overkill, this doesn't scream skill expression when every single tool here answers any problem.

This is why players are feeling ADCs are way too strong because they have so many resources and survivability options that, half the time, they don't need. Back in the old days, marksmen relied on their own positioning, now its like riot acknowledged ADC is a tricky role and they need to be easier by making them less punishable with bad plays or positioning through items.

back to this new item:

All they need is that major shield team fight mid-late game, and an "anti shield" item would only be useful if built in advance since you'd probably go with a more generic core build first, and then they become a problem.

Additionally the "more damage" debuff would have to be consistently applyed. item 3123 can easily apply to counter healing with ranged autos or item 3085 item 3094 and abilities. Is this debuff on a short duration issue going to easily kill shields, or it is only going to be useful for the alistar you shouldn't be focusing keeping you off their shield fiesta twitch your mage can't burst down, and by the time you get back there the shield duration wore off and half the team is dead? If you make it a mage item, how will all mages like DPS and burst use it and will it appeal in stats to make them build over powerspike items? If assassins get it, will it really matter since simply a bigger health pool from the shield it enough to deny the one shot? If tanks get it, will they be useful and tank enough peeling that guy off while killing the shield they're CC locked with?

You guys need to stop adding and start removing because the reason for the powerspike is how much shit can be stacked.

You should consider maybe making shields or heals have a reduced affect when stacked on each other, like "a champ can't heal if they have a shield" or "when a champ is healing it consumes their current shield if they're not full base health"

Fütanari5 votes

Don't do those vayne "buffs" they are nerfs.

Shuyin17818 votes

I agree, don't change Vayne, she needs to stay garbage because when she's strong she feels unstoppable.

Kata Ga Kill1 votes

Right, Nerf hard her W so then she can be little buffed, otherwise she will be OP.

Shuyin1782 votes

Her W being nerfed is fine, but the Q gets higher damage due to it not being able to crit (which you won't be critting early game anyways, so this is a direct early game buff) and her ult acts like Yi's cancer ult allowing her to stay tumble-stealthed the entire fight. The Q and R buffs are what tell me 100% that she will end up beyond broken.

Riot has a really bad habit of buffing multiple things on a champion through mechanic changes that ends up far over-buffing them. Just look at the tank update. They changed Zac's Q and R and ended up perma-banned every game because of it when he was good enough before the update. Don't even get me started on what they did to Graves in the Marksman update.

Glory ln Death4 votes

When the changes were on PBE a patch or two ago, they were very clearly power neutral. The Q changes made her generally weaker against other squishy champions and completely shut down her ability to delete them with her AA-Q crit-AA. The W changes focused her power more into her intended tank shredding role.

zippyHD5 votes

Hello Meddler.

How can you convince people that your going to update Leblanc in season 8, when your going to use alot of your time on the new runes system, when it is out? Since people think, that you will just forget about her and do nothing to her like Azir.

RiotMeddler8 votes

I expect the best way to convince people we'll update LB is by updating LB. Runes will certainly take a lot of time, as will pre-season follow up in general, we're not going to stop all other work though. Will mention LB updates whenever there's something concrete enough to share.

Azir wise his changes come in 7.19. They've taken a while but, fingers crossed, should leave him in a much better place for the long term.

Adalvar5 votes

You mentioned a few threads back that the LB rework was being delayed because the idea for the rework had fallen apart.

Does this mean that you guys will have upgrade the scale of her rework, given the issues her current kit has and the how the original rework intent didn't make the cut? This does seem to imply that LB's kit and balance issues are more deep-rooted than what a Rek'Sai/Alistar mini-rework can alleviate.

I'd like to hear your thoughts on the matter.

RiotMeddler4 votes

Having to increase scope's possible, though for now we're having another go at something smaller.

Would agree her issues are larger than those of someone like Rek'Sai.

The Pale Woman3 votes

(Sorry for the double post) But...

In terms of LeBlanc updating, is it possible if her rework turns into a higher scale rework that we will see Model updates for her Base, Wicked, Prestegious and Mistletoe skins? They look rather dated, and myself as well as many other people worry her visuals will be forgotten about when they are almost as problematic as her gameplay.

"I don't know" is also an acceptable answer, I'd just like to see if she is updated again that she receive the whole package - that way you don't have to touch her in any aspect other then balance anymore.

Regardless, Splash updates for Wicked and Mistletoe LeBlanc would be nice since those are the only two outdated. <3

MagnumDongChapon2 votes

For Aatrox, the buffs will not be necessarily on the AA range on R ? other choice open ?

RiotMeddler6 votes

We're testing buffing AA range bonus during R, it's not guaranteed that'll be one of the changes yet though.

Quepha1 votes

{quoted}

  • Malphite: Significantly increased armor while his passive&#039;s up

that's kind of a weird effect since the armor doesn't really apply to his regular health making it functionally very similar to just giving him a bigger shield, albeit one that only works against physical damage.

RiotMeddler8 votes

Yeah, that'll be it's most common impact. Also worth looking at some of the other ways increased armor affects Malph though too (e.g. damage on his W/E, scaling on Thornmail or Iceborn).

C9 Squeeky 3 votes

Malphite needs a rework, at least for satisfaction purposes. To me he's just an ult-bot, and Alistar Rakan and even Ornn arguably do as good if not better job than Malphite when it comes to teamfight initiation and utility with their knock-ups on much shorter cooldowns and more useful basic abilities. He needs a Sejuani-like update where there is less power in ult so his basic abilities feel good to use.

Also, how come Malphite doesn't have any % current/max HP abilities? Most if not all tanks do % dmg or shred resistances. The only tank I can think of that doesn't have that is Nautilus and that's because he has a CC-heavy kit and a shield he can activate at will that scales up with level. Do you think adding % dmg to his abilities or a bonus HP ratio besides his passive would help him at all?

Don't forget about Volibear

DeathBurst2 votes

Just a quick note: Tanks usually have % current HP damage, so that they can deal significant damage in other Tanks in Tank vs Tanks match-up, but they don't really have kill pressure.

They are currently considering switching Ornn %currentHP to %maxHP, and I think this is a mistake.

Glory ln Death4 votes

Almost no tanks deal % current health - it's almost entirely % max.

iahim988 votes

Are you guys going to make malph W an AA reseter? As a common way to give some small skill expression?

DeathBurst1 votes

As far as I know, Tanks usually have % current HP damage, so that they can deal significant damage to other Tanks in Tank vs Tank match-ups, but they don't really have kill pressure.

You are currently considering switching Ornn %currentHP to %maxHP, and I fear this is a mistake. What's the intent behind this change?

TomiMan73 votes

they dont have CURRENT hp ....they all have MAX hp..thats why a full tank champ can easily kill you. High base dmg and some max hp dmg. Stupid. Tanks are not for killing, they should NOT do more dmg than a carry

Talonmies7 votes

Maxhp% aren't a problem, high base values are.

Ahris1 votes

Hi Meddler, lately Ahri feels very not satisfying to play. No matter how fed Ahri be, she will always not be as much of a threat to the enemy team because of her horrible scaling. Are you looking into this soon? Will it be possible that there will be another rework for Ahri?

Would you look into the W skill range for Ahri? It is less than her auto attack range(making it hard for lichbane to be an effective item to build) when it is supposed to be the same range. Thanks!

ModAcademy Kayn1 votes

I feel that if you do add in anti-shielding items, they should probably be on the lower end of stat efficiency, so you don't get to run around getting the best of two worlds.

RiotMeddler6 votes

Agreed. These should be items that are poor choices if the enemy doesn't have a significant amount of shielding power. Buying one just because there's an enemy Sion or whatever should probably be a pretty bad choice.

Oblirit3 votes

Hey Meddler, quick question: Considering your opinion that this new anti-shield mechanic should not be universally good, what is your opinion in Morello and grievous wounds right now, taking in mind that nearly every mid laner takes it as their first item, which hurts pretty bad champions like Mundo?

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