Follow-up to early Midseason Durability feedback

RiotRiotRepertoir·4/7/2017, 7:25:55 PM·1 votes·67,849 views

Hi all,

Just wanted to toss up some thoughts about what I've been seeing from the community feedback-wise regarding the midseason durability stuff that went to PBE yesterday. This post will mostly be a collection of common concerns I've seen, and what I think the path forward is on them. That said, this is in no particular order, and by the time I've finished typing this up, I'll probably have left some things out, so do feel free to ask in the comments. Here we go:

Banshee's Veil harming mid lane Many players are expressing concern over the mechanical changes to Banshee's Veil, primarily worried it will become a must-buy in mid lane and ruin opportunities for lane aggression there. The cooldown of the spell shield on PBE is tuned pretty aggressively at the moment, so I definitely think this concern is valid. I'll be looking at making some small tweaks so that it is much more clearly not a frequent lane purchase, whether that means adjusting the cooldown model or the statline or the cost.

Why is Guardian Angel an AD only item? Simply put, we tested an AP version alongside the AD version, and the AP version just wasn't all that appealing since those characters can mostly just resort to building Zhonya's anyway. Consequently, giving many AP champions access to several moments of stasis didn't seem like the right call for the overall fun of the game. Shortly after the time we decided to remove the AP version from testing, we made the Abyssal/Banshee swap, with one of the intentions being to round out a feeling of fairness in defensive itemization options between AP and AD; AP should now have situational, visibly powerful defensive effects against both physical and magic damage, as should AD.

Why didn't we work on Thornmail/Ohmwrecker/Banner/Zz'Rot/etc.? While working on all these items, one of the top goals was to lay a good foundation for defensive itemization that could be built upon. There are definitely some items in the shop that are hardly earning their place, but we think those items can hopefully be tackled one at a time in individual patches down the road. For what it's worth, we even had some iterations of Ohmwrecker where it was positioned to have a statline more like Sunfire/DMP/Randuin's, but playtests showed that without significant work on the item active, it still would never be attractive unless just grossly overtuned. And thus we focused on getting the frameworks in a good spot, and coming back to individual items like these later.

Randuin's sucks This could very well be true. The idea behind Randuin's was to position it as both the most defensive and the cheapest option of the primary Health/Armor items, but it seems like players would prefer it had ~300g worth of power put into it so that the reason to pick it over Sunfire/DMP is much clearer and more satisfying

Why would we remove Randuin's Crit Damage Reduction? Champions investing in crit tend to have very delayed power curves, where they feel like they need a bunch of their items to come online before they can really impact the game. The number of ways specifically designed to reduce auto attack damage results in those attacks needing to be pretty absurd when defenders don't take every single measure available to mitigate them. Between generally high Armor/lvl, multi-Armor items being in end game builds, Ninja Tabi reduction, Warden's/Randuin's/FH AS reduction, and Randuin's Crit reduction, basic attacks just end up needing to be crazy in order to function in the late game, and you can observe this in the game today. Randuin's Crit reduction being removed is a step in the other direction, but we are also looking at reducing the total amount of Percent Pen on items like Last Whisper on the other end of the spectrum.

Banshee's/Abyssal swap is confusing Yes. Agree, and we'll be trying to come to the solution that makes the most sense.

Gargoyle Stoneplate looks pretty cool Seems like players are generally pretty excited about this item, with some concern about outlier abuse cases and the general efficiency of the item. Might see some light iteration over the course of the next few weeks.

Adaptive Helm is too good against X champion Adaptive Helm's purpose is to be the Health/MR item that feels especially good to pick up against powerful sustained magic damage threats, so in that way, we want to make sure it is effective at that. That said, it could probably use some small tweaks to make it not just the best pickup against all mages, which I think is a valid concern to have. Possibly reducing the duration of the effect to 4 or 3 seconds so that it's not picking up unintended spellcasts? Alternatively, reducing its MR by ~10 and increasing its DR to 20% so that it's less generally good and more targeted? We're aiming for this item to be somewhat akin to "Randuin's/FH, but for magic damage."

Magic Damage dealers are getting the short end of the stick Between the new items, and some adjustments to existing ones, I see where this sentiment comes from, and I'll be giving some thought to whether a course of action is appropriate here or not. One thing that I do think goes unconsidered (or at least underconsidered?) is that champions looking to get tanky tend to buy a lot more Armor items than MR items (if only to deal with the large number of physical threats in the game), and the amount of HP on most of the popular tank Armor items is being reduced, which is a buff to mage early/mid games especially. That said, I understand that this is somewhat offset by the addition of things like small amounts of MR/lvl being added to the game, as well as targeted direct counters being introduced for tanks.

That wraps up my thoughts before I go grab lunch and sit through some afternoon meetings. Hope this helps to let everyone know where it seems we're at with these things, and like I said, I probably left some stuff out, but feel free to ask about any individual questions you have.

Thanks for all the thoughts thus far, Repertoir

220 Comments

Adalvar4/7/2017, 8:04:09 PM73 votes

The issue with regards to magic damage dealers is a compound one where these new items are the last straw that may simply phase them out of midlane.

Let's look at the list ever since season 5:

  • End game versions of item 1058 either lost AP (item 3285), got reworked out of the tree (item 3116item 3157) or had their build-paths and costs massively increased (item 3089).
  • Scaling items also lost a significant portion of their stats either directly (item 3027) or indirectly (item 3003), while retaining their slow power curves.
  • Most new/reworked items have low amounts of AP (item 3001 item 3152 item 3030) and outside of Protobelt, their utility effects aren't up to snuff to match the low end offensive statline.
  • item 3802 is a decent lane item, but it's lack of end-game options outside of item 3165 is as painful to deal with as the lack of endgame item 1058 is.
  • DPS/AP "marksmen" lack a proper item for their class, since item 3115 is only good on Azir and only at 70% due to the fact that his soldiers don't benefit from the Nashor's passive.
  • Then you had the rise of AD/MR items such as item 3139 item 3814 and the worst offender item 3156, which already takes a steaming dump on most AP champions.
  • Then there's issue that the AP armory is broken down, with items that have no identity item 3285, items that overlap in function item 3116 item 3030 , with the latter still getting the short end of the stick compared to either item 3027 or item 3116. And there is no item for DPS mages outside of item 3115.

And now we add the new issues to this:

  • All champions are getting a X amount of MR naturally, which is a natural kick in the pants and will enforce item 3135 rushing.
  • Adaptive Helm is another kick in nuts to the above mentioned "AP marksmen" aswell as most combo based magic damage dealers.
  • New item 3102 is pretty much old item 3001: the first who rushes it wins lane/gets a massive lead, then the other side gets it and the gameplay value becomes null and void. Not to mention this completely takes away the value of aggressive plays.
  • We also have Gargoyle Stoneplate, which granted is pretty telegraphed, but magic damage dealers struggle with high health targets and this doubles that struggle.
  • item 3026 is now an ADC item. So no more assassinations/all ins since the bloody ADC will have 2 lives.

So right now something has to give. Either tone down heavily on these new item effects, or infuse more AP into certain items (scaling ones in particular are in dire need of this), and/or create more distinction between their effects.

EDIT: Small formating issues.

Dessem4/7/2017, 7:42:27 PM31 votes

Repertoir, hi. You say you intend to create fairness for AP/AD defensive itemisation. ADs have Hexdrinker, Maw of Malmortius, Edge of Night, Quicksilver Sash and Mercurial Scimitar to counter AP: I'm aware two of them are components, but they are incredibly potent. They will also have GA against AD.

AP have Seeker's Armguard, Zhonya against AD. Banshee's against AP.

I think this doesn't address the sense of unfairness, and with making GA an AD-exclusive item you risk exacerbating the feeling that there aren't as many AP defensive options, generally considering Hexdrinker nullifies at least 160 damage on top of MR. Seeker's Armguard still doesn't nullify as much damage as Hexdrinker, and new Banshee is a weird buy against AD.

Especially considering Hexdrinker/Maw nullify mage burst without forcing a stasis on AD. Any consideration to providing mages an actual anti-AD focused item to reduce the feeling of unfairness would be cool.

Vekkna4/7/2017, 10:01:54 PM30 votes

Can you stop feeding ADs idiot-proof reactive life-saving items and components?

item 3155 item 3156 item 3053 item 3026 item 3139 item 3140

While APs get item 3157 and item 3048 that are both proactive and have penalties attached.

Winterkill4/7/2017, 9:39:05 PM21 votes

I stated this in the last thread, but what are you going to do to compensate all of the AP champions that are going to be affected by the increase in MR, CC blocking and HP regen to tanks and items? You didn't address the problems with AP champions and their itemization like you did with AD and ADC champions. AD and ADC champions can abuse each other's items and you didn't make armor pen and lethality exclusive to specific roles. You can sit here and tell me it is going to be balanced, but I will tell you right now it will not.

item 3151 item 3135 item 3020 - AP champions only have 3 magic pen items.

item 3147 item 3814 item 3036 item 3071 item 3033 item 3142 - AD and ADC champions have almost 6 items to choose from that they can use against all of the armor you are giving tanks and items.

item 3151 item 3165 - The effects only apply and are useful when they are at a specific amount of health and when the AP champion does a specific amount of health to the enemy.

item 3033 - The effect applies to any enemy the AD or ADC attacks.

Are you not aware of how one-sided this game is going to be because of all these changes? Why did you not look into other options to address issues AP champions are going to have because of these changes you are making to items and champions? Why did you not introduce more diversity in the items for AP champions like you did with AD and ADC champions?

You essentially are going to be punishing any player that likes to play an AP champion. You took the time to introduce all these items that AD and ADC champions can abuse together to offer a wide variety of options and playstyles for them, but you ignored any feedback when players brought it up to you last year during the Mage Update.

Do you care? What are you going to do when you see almost every AP champion falling very behind and doing absolutely nothing? What are you going to do to address issues with two items that AP champions can use against tanks but won't be able to because of all the MR you are adding?

Spideraxe4/7/2017, 7:30:31 PM15 votes

Repertoir are you guys going to change around Titanic Hydra to compensate for the lowering of some HP on items

Sexy Jack Rabbit4/7/2017, 11:24:18 PM13 votes

This is hyper contradictory. You speak about the removal of Crit reduction, but then talk about changes to pen items. But you even said that those Pen changes MIGHT NOT go through.

This update is just going to end up being a GIANT buff to the fighter class. Gangplank Yasuo and Tryndamere specifically. Maybe instead of ignoring these outliers like you did with Armor Pen adcs (Because that worked out so well), maybe take them into consideration to begin with, and don't let them dominate the game for 4 patches straight while you say "We're still testing", because frankly people are sick of listening to that same excuse.

You know from EXPERIENCE that ignoring certain classes when updating item is a TERRIBLE idea. Don't make the same mistake twice.

Risk of Fate4/7/2017, 7:54:16 PM11 votes

With so many items being made towards MR, is there any possibility of changes to Rabadon's Deathcap? It's too expensive of an item for a single raw stat. I often think of it as the mage version of Infinity Edge. Maybe lower the AP and add a tiny bit of Magic Penetration? There's not really much in the way for mages to deal with tanks apart from Void Staff.

I remember getting cap as a second item way long ago. Now I hardly ever buy the thing because 1) I don't have enough slots to make the base components worth it or 2) if I build it early, I'm losing out on statistically better items including Morello's and Rylai's.

The Yetii Rider4/7/2017, 7:57:54 PM11 votes

I can understand why you removed Randuin's Crit reduction as a way to help marksmen.

I just don't think the compensation is enough. There's no reason to buy it now. It's not a unique item and it doesn't create any high impact moments. Putting too much power into the active when it generally doesn't matter to tanks anyway (since they have large amounts of AOE cc already) is counter-intuitive, unless you're planning on Randuin's Omen being purchased more by divers and juggernauts than by tanks, and if that's the case, why is it being messed with now?

Keeper of Trees4/7/2017, 10:02:37 PM8 votes

My major issue with the removal of crit reduction from Randuins is the loss of an item to counter non-marksmen crit users, such as Trynd and Yasuo who usually have a much shorter ramp period for an equal or greater gain. Without Randuins to slightly counter them (right now it still feels pretty useless anyways) how much harder will playing against them be?

Deep Terror Nami4/7/2017, 7:27:32 PM6 votes

I hope the lack of Ohmwrecker attention now means it will be looked at for the Support update instead of removed.

mailbox head4/7/2017, 9:24:51 PM6 votes

{quoted}

Why would we remove Randuins Crit Damage Reduction? Champions investing in crit tend to have very delayed power curves, where they feel like they need a bunch of their items to come online before they can really impact the game.

Yasuo says "hi" once again. Can we just get rid of his 2x crit passive cancer already?

edit: formatting.

ƒrostγ4/7/2017, 9:46:10 PM6 votes

The changes to the tank items and the Abyssal is going to kill Lissandra for good. First you nerfed her damage, her base stats, her core items and now even the Abyssal got hit. She was in a bad spot ever since last year, but now she will be Azir tier.

Abyssphere4/7/2017, 7:49:46 PM5 votes

Would it be possible to take a look at Liandry's in response to these changes? I'm not so much talking about its power level here (though there's clearly nerfs coming with tank item changes) but its actual purpose in the game. Liandry's was added to dissuade health stacking and give mages another tool to help kill tanks, but with health stacking basically being made impossible, the MR tanks have access to being increased and an MR item being added that is specifically effective against damage over time effects, it feels like the item no longer exists as a "safety valve" against high HP/low MR tank builds emerging. It's also arguably no longer actually a desirable pickup against a tank that needs killing because anti-magic damage tools now focus specifically on reducing sustained damage, meaning "just get as much burst as possible" feels like it might be the best response to tanks now.

This basically means that the item is pushed even further into basically just being a poke amplifier/raw AP + MPen stat stick and I feel like that's a really poor space for the item to exist in, particularly as alongside Void Staff it was the only thing really pretending that mages had access to any kind of effective anti-tank tools in the shop. Are you guys considering/would you guys consider any changes to the item to help it make more sense in this new high MR, low HP environment, whether that be outright stating that it's not supposed to be a tank melter anymore (perhaps shifting it away from a %HP paradigm?) or making changes to it to allow it to fill that niche more effectively? Ever since I've played this game Liandry's has been an item with a confused identity but I feel this rework finally pushes it to the point of just making no sense altogether. This feels like a good opportunity to put some work into improving that situation.

Skyroar4/8/2017, 1:55:11 AM5 votes

Won't the MR/lvl champion buff screw with flat magic penetration items? (Sorceror shoes, Hauting Guise). Those two will be a lot less appealing now. Maybe you should consider adding a third flat MP option? Perhaps on an item like Luden's Echo, or something? Or, alternatively, a stackable (flat or scaling) MP passive, kind of like a magic version of Black Cleaver? (I always found it weird how Void Staff is mandatory to all mages, burst, poke and battle mages, while physical users can choose between Black Cleaver and Last Whisper).

AirKingNeo4/8/2017, 5:03:06 AM4 votes

If Adaptive Helm works against Kayle's E then the item will be insanely too effective against her. She'd need a massive passive MR shred buff (to like 25%) or the item shouldn't effect magic damage autos (like lich bane, Morde's Q, kayle's E, teemo's E, ect).

ƒrostγ4/8/2017, 1:51:07 PM4 votes

I agree with you guys. Ap champs lost a lot from their power since season 5. This is especially true in Lissandra's case for example. All of her core items got nerfed and she got no buffs to her damage in return. Now even a support Zyra/Brand with full support items can outdamage her.

Chønklord4/9/2017, 11:54:29 PM4 votes

@Meddler;

I'm really happy that you / Riot are paying attention to the feedback from players on the boards here and in comments; it really shows you care what the community thinks. I also think that what you've said so far in this post 'update' on the durability patch feedback from us is pretty on point and seems to be looking better (more balanced) than before.

With that being said, I personally still have some reservations/questions/concerns -- which I believe some others out there will agree with me as well:

  1. Mages being too 'weak' with the durability items/changes patch As someone who regularly plays mages a lot and most of my champion pool are AP champs, I'm really glad you're at the very least, taking the "hidden nerf" with the MR changes into consideration when it comes to Mage damage output as a whole. While the decrease in overall health / item stats may help with that, I still feel with the introduction of EoN and now another active cast spellshield plus the addition of MR/level, etc, will significantly impact specific AP champions which already are doing poorly. For example: Karthus Azir Fiddlesticks Nidalee Singed Malzahar. Has there been any consideration given into giving some slight tweaks to these champions to compensate for the upcoming patch(es) -- particularly Karthus, who relies heavily on his ultimate to get ahead in games?

  2. Health stats being nerfed Now I know you mentioned you're going to try to take into consideration the changes to health / health stat on items for other champions/classes, but is there anything you can give the community insofar as to what particular consideration(s) you're giving to Juggernauts/Fighter class? I.e. champions like: Aatrox Darius Trundle Alistar Garen RekSai Sejuani Sion Shen TahmKench whom depend a lot on health stats to be their best.

ChaddyFantome4/8/2017, 12:34:46 AM4 votes

Banshee's/Abyssal swap is confusing Yes. Agree, and we'll be trying to come to the solution that makes the most sense.

I'd suggest calling the Items Banshee's Scepter and Abyssal Veil respectively. I think that would get the message across fairly well.

Vekkna4/7/2017, 10:42:50 PM4 votes

Banshee's Veil harming mid lane Many players are expressing concern over the mechanical changes to Banshee's Veil, primarily worried it will become a must-buy in mid lane and ruin opportunities for lane aggression there. The cooldown of the spell shield on PBE is tuned pretty aggressively at the moment, so I definitely think this concern is valid. I'll be looking at making some small tweaks so that it is much more clearly not a frequent lane purchase, whether that means adjusting the cooldown model or the statline or the cost.

Add a shield that procs passively at 25% hp.

Why is Guardian Angel an AD only item? Simply put, we tested an AP version alongside the AD version, and the AP version just wasn't all that appealing since those characters can mostly just resort to building Zhonya's anyway. Consequently, giving many AP champions access to several moments of stasis didn't seem like the right call for the overall fun of the game.

The AD trend is that the items save the player. The AP trend is that the player proactively uses the items. That skill gap needs to be addressed. Well, it needs to be acknowledged then addressed.

Why would we remove Randuin's Crit Damage Reduction? Champions investing in crit tend to have very delayed power curves, where they feel like they need a bunch of their items to come online before they can really impact the game.

Yasuo item 3046

Delayed power curve?

Adaptive Helm is too good against X champion Adaptive Helm's purpose is to be the Health/MR item that feels especially good to pick up against powerful sustained magic damage threats, so in that way, we want to make sure it is effective at that.

Morgana sustained magic damage? Taliyah sustained magic damage? Velkoz sustained magic damage? Katarina sustained magic damage? Diana sustained magic damage? Akali sustained magic damage?

Magic Damage dealers are getting the short end of the stick

Yes.

...champions looking to get tanky tend to buy a lot more Armor items than MR items...

Because they need a lot fewer MR items to deal with mages. Because there is less mpen available. Because hp on armor items is still effective vs mages because they lack dps. Because scaling MR gets to really high values.

They buy more armor because AP isn't typically threatening enough to warrant multiple MR items.

Lil Soybean4/9/2017, 8:40:20 PM3 votes

So, to be clear, 9 extra MR is like removing 9 Magic Pen from Karthus' late-game every single game when he tries to kill squishies. And as for tanks, they're now immortal to his sustained damage regardless because of Adaptive Helm.

Why are you doing this

do you have any idea what it's like playing mages vs tanks with just one magic resist item (spirit visage)? They often tank every single ability you fire at them, without trying to dodge at all, ignore it, sustain it back up, and then casually burst you for ~80% max hp if they ever feel like turning and fighting back.

I don't know what gave you the idea that it's a problem for there to be a type of mage (sustained magic damage dealers) that can actually almost deal with tanks