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Quick Gameplay Thoughts: March 7

RiotMeddler··1 votes·53,881 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

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


Early assessment of Elder Dragon and Baron changes from 8.4

We took a look last week at how the recent Elder Dragon and Baron changes impacted regular games. At that point at least (this was pre Banner of Command popularity) we were seeing:

  • Teams would take Baron a bit more often. There chance of winning the game after taking Baron didn't change meaningfully however, though when they did win they tended to do so a bit faster than previously.
  • First Elder Dragon was getting taken as often as previously and, when taken, had the same correlation with victory as previously.
  • Second+ Elder Dragon got taken significantly more often (50% more games with a team getting more than one Elder dragon). When that happened their win % did increase significantly (from 69% chance to win after taking Elder 2 in 8.3 to 78% chance in 8.4).

On the Elder dragon side of things that's what we were aiming for basically. Securing two Elder dragons is intended to give you a very large edge, even in a game that's close enough to go 45 minutes plus. The lack of Baron change is a bit surprising by contrast. The faster resolution to games that would have been won anyway's no bad thing (not drawing out games that are already over). The lack of any meaningfully increased chance to win off a Baron take's unexpected though, given the buff did get significantly stronger. We'll need to watch that for a bit longer, see how it affects pro play (where late game stall outs were more of an issue to begin with) and whether Banner of Command use does or doesn't influence things. Also possible that teams aren't taking full advantage of the extra power yet, so there could also be a bit of learning curve still to come too.

Lissandra

We've got some Lissandra changes in testing with the goals of giving her a more satisfying passive, a bit more power, more reason to play proactively in lane and a bit more to optimize around. Still very much work in progress, and no particular release date yet. Summary of what's in testing below and feedback on it much appreciated, bear in mind any of the details could still change though:

  • Passive - Old passive removed. New passive grants Lissandra bonus damage against targets she has previously impaired the movement of (slow, root, stun etc). Bonus damage scales with AP (0.2 at present), basic attacks get half the bonus damage spells do.
  • W - If it hits 3 or more targets its CD is significantly reduced and Lissandra's next spell cast costs no mana. Base CD increased somewhat, mana cost reduced.
  • Overall damage reduced somewhat on W, E and R to offset power in new passive (changes are intended to be power positive, but still need to take some damage from unempowered abilities to pay for extra damage on empowered ones).
  • Base mana regen, regen per level, starting mana increased somewhat.

Health Bar Positioning

We've got a change to how health bars get positioned for units near the edge of your screen that we've just started testing. We're looking to make it so that a unit's health bar does a better job of showing you exactly where their hit box (should be directly below the health bar). At present though parallax error means that's less accurate the further from the center of the screen a unit is, especially on taller units. It's a subtle effect, but one that contributes to reported hitbox oddities on various spells. More details on that to come as soon as its PBE ready. In addition to parallax adjustments we’ll also be lowering the heights on some health bars too, which also contributes to the problem.

Current healthbar positioning: https://imgur.com/DzsBMd1

More accurate to hit box positioning: https://imgur.com/awLOO5Y

287 Comments

ImaginesTigers27 votes

Thoughts on Syndra right now? You guys mentioned you were looking into changes to differentiate her play pattern from other burst mages, and she still seems to be struggling - even with the AP item pass. Any update? Syndra

Blossom Crown6 votes

I'd love it if Riot just reverted the Q passive back to % bonus damage to champions.

It would bring back actual micromanagement of spheres since getting 7 spheres once you reach level 9 is easy, you'd be rewarded for landing your skillshots and it wouldn't affect her waveclear.

RiotMeddler11 votes

Lemme talk to some folks and get some thoughts on Syndra for Friday.

Maxxston8 votes
  1. What's your take on the Talon changes on the PBE (+.1AD on return W)? It seems very underwhelming compared to the power that got taken out of Duskblade and the fact that Talon hasn't been doing particular well lately

  2. Any further thoughts on shielding adjustments being made in the next few patches? Is that still actively underway/what's the current thinking?

RiotMeddler2 votes

Still working on Duskblade compensation changes in general. More, including to some champs who already have changes, likely to hit PBE over the next week.

Shielding - nothing concrete yet, probably something post 8.6.

WarWork2 votes

Why is duskblade being needed again?

ARE YOU PC BRO7 votes

KARMAAAAAAAAAAAA Karma

any updates?

HalcyonDweller6 votes

Hi Meddler,

I know this has been said before, but we really appreciate the effort you put into maintaining a line of communication with us here on the boards. These couple-of-times-a-week updates on what you're thinking about helps to alleviate a lot of pent up concern or frustration among us.

Question:

Would Riot be willing to do more small-scale surveys related to champion thematics, kits, or lore? I hear about surveys going out all the time for various topics, and I've even received one survey that involved ranking issues I care about compared to one another, but I've never received any for specific champions.

I believe that getting feedback from players on how they feel after playing as or against champions could be very useful for identifying what is core to the champion, what upsets opponents the most, and what sorts of changes players would respond well or poorly to.

EDIT: This would have other benefits beyond simply gauging possible player reactions, it could be used to close the loop on feedback after changes are made, and it could be used to help alleviate player unrest from feeling unheard after changes upset them.

RiotMeddler4 votes

Oh, good question on the surveys side of things. We do a lot of stuff in that line already, though it doesn't get talked about publicly that much. I'll talk with some of our data folks and get some notes on what we currently do in for Friday's post or sometime next week. Can then discuss further once you folks have some more context on our current approach and thinking.

World Ender5 votes

Can we get some context on the Rageblade changes on PBE currently?

I like the direction a lot, since many champions that currently would love Rageblade's passive and the stats do not benefit in any real way from AP (thinking along the lines of Irelia, Aatrox, etc) and thus the item is too gold inefficient and delays other core items too hard for them, so they don't buy it.

Shifitng it from a hybrid paradigm to a simple AD+AS scaling works better for a lot of potential Rageblade users and opens up more interesting build paths for some champions. On the flip side, ADC's like Vayne who would never have thought about Rageblade before may likely build it now. Is that something you're concerned with? Even with the slower stack rate for ranged, I feel like this could be abused in some cases.

Lastly, it does hurt some champs that relied on Rageblade heavily like Varus, Kayle, and Kog'Maw. I expect they'd get some sort of compensation buff if these changes go through, right? Granted these champs are pretty strong right now but only because Rageblade is a crutch for them.

Any thoughts on this would be awesome to hear, thanks.

RiotMeddler3 votes

We're experimenting with some different directions, including melee/ranged splits, whether it should be a hybrid item or not, whether it should be a rush item or something that you pair with previously built on hit stuff, whether it should have a stat line that forces Adaptive stats to AP etc. One of our goals is to try and open it up to more users, without just buffing it even more for those it's already strong on. Not sure what the team's thoughts are on the current version on the PBE, it only went into testing a day or two ago (had different changes again before that). Will pick their brains and get some more thoughts in for Friday.

RiotRiotRepertoir4 votes

There's already a different version set to hit the PBE today. Still pretty changed from Live, but back to being a bit more traditionally hybrid.

F3EDfromDesIr31 votes

{quoted}

There's already a different version set to hit the PBE today. Still pretty changed from Live, but back to being a bit more traditionally hybrid.

Did you Guys think about reverting the Rework from patch 6.9?

RiotRiotRepertoir4 votes

It has crossed my mind, but I can also understand the reasons it was changed away from that. I'd be open to it potentially.

Carnicore4 votes

Do you mean the rework that added the phantom hit? I wouldn't like that. The phantom hit is the only interesting feature of the item, otherwise it's just a wad of non-synergizing stats.

The Other Keller3 votes

Has there been thoughts of making two iterations of the item?
Making it kind of like the Hydra items only one version for AD and another for AP? That could be fun and allow for multiple champs to use it?

FlufyBunnyRengar5 votes

Have you decided how you will buff Rumble?

RiotMeddler8 votes

Some ult buffs are being tested internally at the moment, they're pretty tentative/debated at this point though still.

FervorRumble1 votes

personally, i would go for extra slow on the ult, should be at least 50-60% at rank 3 like anivias. and us rumble mains would love to see the return of his old Q and heat mechanics.

FervorRumble5 votes

quite frankly it's disgusting that nasus can beat rumble at level 2 if he chooses to

Erdamon14 votes

If I can throw my own two cents in here, for the love of God, don't buff his ultimate, or at least don't buff only his ultimate. He's already way too ult dependant and forcing him into the ult-bot role even more is just uncalled for, and quite frankly, I'm getting sick of it after 6 years of this being Rumble's main balance philosophy.

Please focus more on improving his base kit, as currently this is the main problem that Rumble has, W and E feel really underwhelming at early levels, while Q doesn't compensate for that because it's either really easy to avoid, or ignore its damage with how strong hp regen is nowadays. Have you maybe thought of significantly reducing his safety (reducing ability ranges, decreasing the effectiveness of Rumble's passive playstyle) in favour of him actually being able to fight people at melee range? As mentioned before, his base kit isn't encouraging Rumble enough to actually get up-close and personal (which is what he's meant to do), his low base stats prevent him even further from approaching enemies at close ranges while his ranges are long enough to let him poke/farm from range, but again, his effectiveness in fighting champions is very low, therefore Rumble's overall laning phase came down to being as uninteractive as possible, it's not even about not attracting minion aggro or anything like that, it's about fighting your opponent not being worth it anyway, so why bother playing agressive.

BratwurstZ2 votes

Rumble needs a little buff to his ult. It used to be one of the strongest ults in the game, now it's rather mediocre due to mobility creep and shields. In addition to other changes, his ult should definitely be adressed.

Erdamon3 votes

Sure his ult could use some tuning but how much use are you gonna get out of it if the rest of the kit is worthless?

LitoJ2 votes

Thank you for voicing my primary concerns in this post, Erda.

ArašmaS8 votes

Meddler, It would really means a lot to me and to us Rumble mains and enthusiasts around the world if you would actually read this. Thanks in advance if you do so!

As a Rumble main (over 2000 Rankeds with him, peaked Diamond IV) that fell in love with the little Yordle four years ago, I have to add my self to the choir saying that right now he is disgustingly weak.

In the last four/five months, I tested him in like 100 games on another account of mine (Siddharta) and I have to say that his lane phase is non existent, you can be bullied from everyone. Runes reforged completely destroyed him after he was already struck by the nerfs of patch 7.12 If you also add the mobility of the champions, shields, lockets and redemptions available, he is amongst the worst champions in the game at the moment.

Let me be clear, the only way to play him right now is to play passive pre-level six and all you can do is to hope that in the mid-game range, let's say 15-25 minutes, you can actually end the game. And all of these premises, are based on the fact that you can place a GREAT ultimate during that time.

That's it, and it's really sad. I believe in you guys, I love the game, I appreciate your efforts and I would like that the blue yordle can receive some love in terms of buffs so that he could be viable again. (And maybe, since Jarvan, Swain and Urgot (rework) got their new skins, we can hope to get one for him too in the future. Release date was April 2014! ^^)

His kit right now is carrying the weight of time, he needs to be properly buffed or reworked .(I hope not honestly, would take too much time and we Rumble players would become mad at you :P J/K We love you)

I perfectly understand why you nerfed/changed him in patch 7.12, don't get me wrong, competitive play is really important but, if you nerf his early phase that much, kinda taking his bully nature away, you should then compensate him with either a hard scaling capability or a skill rewarding damage. I think that this third option should be pursued, since you don't have to actually put too much time on it (second choice) nor you are risking that he becomes overtuned (first scenario stated above).

Some brainstormed ideas: First part are quotes from lol wikia abilities. Q- Reduce his cooldown. Like seriously, you can' t anyway anymore bully with it level 1 or 2 because you can't be in the heat zone. At least give it a bit of respectable power pre- level 9. You really changed Rumble by changing his Q, that was a very impactful thing. W- This spell appears to be weak but not that much important, nothing to really change there. Acceptable. E-Hitting the same target with another harpoon enhances the Slow icon slow (stacks additively) ==> Add also a % dmg after the first harpoon on the same target( Skill rewarding) R- Rumble deploys a barrage of rockets 1000 units down the target path, landing in a line over 1 second and lasting for 5 seconds. Enemies within the line of rockets take magic damage every second and are Slow icon slowed by 35%. 130 / 185 / 240 (+ 30% AP) Magic Damage per Second *==> Make his ult enhanced. Like, seriously. Look at the stats, they are a joke once you pass the 25 minutes mark. Either buff his %AP or make it that it can slow like 55% or simply make it a nuke bomb as it was before (Reverted)

These, are just some of the ideas that crossed my mind or that I took from the Reddit's Rumble main section. Of course, there is no need to buff all of his abilities OWO.

TL DR; There is no TL DR, read it W

The Iceborn4 votes

{quoted}

Some ult buffs are being tested internally at the moment, they're pretty tentative/debated at this point though still.

Hey Meddler 77. Liss world here !

  1. Passive: Its nice that youve granted her more power after impairing an enemy champion and thats a perfect passive now!
  2. Im generally skeptical about her mana use... I know that mana regen has been increased but her old passive helped her a lot with free mana! And you cant always land w on 3 targets AND that costs mana aswell... So i need to spend mana that i dont have in order to get it?
  3. She is weak in lanes so reducing her damage is harsh as she does need to engage in fights and she literally needs to be next to the target(W) in order to snare them....INCREASED HP WOULD BE GREAT
  4. Manaflow band nerfs affect lissandra greatly so nerfing that and removing her passive causes her to have mana problems! THE SAME THING THAT YOU WERE TRYING TO PREVENT!

Overall give her more HP and make it easier for her to get a free spell! Take some of her power away in return....

Taoon2 votes

Rewarding Rumble for hitting both of his harpoons on an enemy gives a well articulated trade pattern for both players. Something like a debuff that increases flamespitter and ultimate damage for X seconds scaling with E skill points or simply level progression.

Rumble Kid4 votes

Honestly, have you guys thought of reverting Q changes you did in 7.12? That patch killed Rumble Jungle and most of all forced Rumble to start E, forced Rumble to wait level 3 to being able to manage heat, removed Rumble possibility to enter Danger Zone lvl 1 which basically means he can't trade with ANYONE before that and he can't setup cheesy early ganks level 1 or 2. I can understand Rumble old Q was oppressive for melee champs who needed to give up lot of cs, but Bone Plating and Resolve Tree in general didn't exist back then. Now it's quite common to see people farming while Rumble Danger Zone Q is up after they get their Spectre Cowl, because their Resolve tree + Doran Shield allows them to do so. I do hope Rumble buffs won't be anything Ult related because that's the only thing that is fine with his kit atm.

Sir Rouge4 votes

Hi Meddler!

Could you please tell us what are the plans regarding Syndra?

In the Quick Gameplay Thoughts of January 5, you said ''We talked about Syndra as well as a possible buff candidate for 8.2, she's got a lot of bug fixes in 8.1 though, some of which are likely to add some power to her, so we'll see where she's at after those.''

We're now almost in March, planning patch 8.5. She still has nothing on the PBE and there was nothing mentionned about her since then (even though the bug fixes did not add power to her) apart from Riot Penguin, who said: ''Yeah, Syndra's in a pretty sad spot right now unfortunately. I know she's on the radar of some balance team dudes.''

Syndra has been weak since preseason. Patch 8.4 was another blow to her. Zoe is the only midlaner that is weaker than Syndra, and she's getting buffed. She is also not a good pick in the LCS, so it's not the case of her being strong in competetive and not in solo q.

I'm hopping it's because they're using the opportunity of Syndra being weak to make changes to her ult or her passive Q and put power elsewhere (and that would be why it's taking a long time), but nothing was communicated. Could you please tell us if you know anything?

(Side note, the 8.3 bugfix ''Fixed a bug where Syndra's W - Force of Will failed to make grabbed targets invulnerable to minion attacks'' seems to have partially worked. She doesn't drop the minion from it dying while holding it, but sometimes, when you throw a minion, you get no gold, as if the minion was killed by something else (prob another minion who auto-attacked while she was grabbing it)).

Spiderling3 votes

With the Lissandra passive, will the extra damage from impaired movement come from her abilities only or will runes & items also benefit her from this? Glacial Augment for example or GLP?

RiotMeddler5 votes

Any movement impairing effects Lissandra herself applies. So Rylai's, Red Buff, Glacial Augment, Frozen Mallet, Randuin's active, Nami E on Lissandra AAs etc would all work (though many probably aren't good choices).

Saran Hasnor3 votes

Now that Zoe's damage output has been nerfed, is there any chance the usability and reliability of her W could be looked at? The randomness of balloon spawns (long streaks of waves without balloons, influence of balloons being on melee or caster minions when laning against high pressure opponents...) as well as the requirement for Zoe to last hit them (causing frustration with careless/unaware allies, as well as conflicting with relic shield users) often makes the ability feel more difficult to use than it should be, especially considering some of her Q's power was moved there

HackandWhackTime3 votes

Thanks for doing these posts Meddler.

Has your team been doing any work on Nautilus? Nautilus

He has been underwhelming at a time when champions like Maokai have been successful in the Top lane summoner 12 and Jungle summoner 11 , where Nautilus should shine. Changes to his E - Riptide last summer have posed long-lasting limits to the viability of my favourite tank jungler: the Titan of the Depths.

The buff to R - Depth Charge had the intended effect of giving power back to him, but this has mostly seen benefit only in the support role.

Heavenly Yasha3 votes

Finally some love for Lissandra. This champ has been forgotten and nerfed into the ground cause of his power in pro play, but she really needs something to make her viable again. She is one of the most squishy mages in the game at lv 1 (the second after anivia if i'm not wrong, but anivia has her passive to make her hard to kill) and one with the lower range too. She actually has no passive, and now it seems usefull just because her mana costs are really high. She used to be one of the best mages for waveclearing, but now almost any midlaner has a lot of waveclear and push potential in lane, even more than lissandra, and her waveclear has become almost useless since baron buff gave minions magic damage resistance.

She has problems trading in lane with most of the midlaners and her roaming potential has been outclassed by other champions reworked or released in the last couple of years. She has a lot of aoe damage, that's true, but 1. she needs to go melee range to deal it, which forces her into building Zhonyas (it used to give 100 ap when lissandra got nerfed, now it gives 70 and doesn't give lissandra enough damage to be a good buy); 2. She is a single target burst mage too basically, and she is having problems bursting people since supports have so much tools to keep their carries alive nowdays.

Ofc I know lissandra might me not fun to play against if she is too strong, due to her single target lockdown, but honestly she has been outclassed hard by other champions and I really hope the changes can make her viable again.

Penta Ace2 votes

For this new Liss passive, is the idea for her to cc a target and then use and empowered spell on them right after? Does this mean she has a certain amount of time to hit an empowered ability or how exactly would it work?

RiotMeddler5 votes

Current version is 'if your CC is still on them when you hit them with a spell or attack'. Duration to get the empowered attack is the duration of the CC as a result.

Chembaron Yamada1 votes

Why is it so time restricted? Other empowered effects usually last a few seconds.

Or doesn't the passive have any CD?

RiotMeddler5 votes

No CD.

Electro5224 votes

Can I just say that I LOVE this direction your taking? It plays SO well into her E-W-R combo!

Spideraxe1 votes

Hey Meddler do you think this new passive for Liss fills the niche you originally intended for her since you were her designer

RiotMeddler6 votes

It's somewhat similar to something I tried back in the day (pre-ship) that didn't work out. I was trying to find some form of stacking bonus on targets that empowered subsequent spell casts, play up the combo caster thing. The versions I tried then were too hard to appreciate though and didn't change her play really, beyond making her burst poor, so I ended up cutting them. Would have liked to explore further, but that was during a period where we had a comparatively rushed champion development phase, so just didn't have enough weeks between Elise followup and needing to move on to other work post Lissandra.

This approach I'm hopeful about because 'You've CC'd or you haven't' is a much clearer state to track/play around, has a few fun interactions with other things (e.g. Rylai's or Red Buff) and concentrates the damage a more than gradual stacking does.

Slamdunkgator911 votes

Hi Meddler, I was wondering if there are any updates on how the Irelia VGU is progressing? Keep up the great work as always.

RiotMeddler7 votes

No details to share, it's getting fairly close though (Irelia's the next VGU and she will be out before the next new champion).

T8 Speedwagon3 votes

{quoted}

fairly close

*fairly soon

RiotMeddler22 votes

Oh no, 'fairly soon' is a different time frame to 'fairly close'. This is definitely 'fairly close', not 'fairly soon'.

Valor Bot22 votes

I’m fairly confused.

Shahamut1 votes

Clariry: both Italia AND the next vgu out before next new champ? Or just Irelia?

RiotMeddler8 votes

Kaisa -> Irelia VGU -> New champ

Monkeytender1 votes

Hey Meddler! I recall you mentioning that, after the Cho’gath Effects update, you’d like to give updating the VO of an older champion. Is that still something you guys are chipping away at, or was it shelved due to resource strain/not hitting the mark/innumerable other reasons? Also, any word on how the Cho visual updates landed?

RiotMeddler5 votes

VO update ended up getting delayed unfortunately. We got the new recording into testing, both with Rioters and some mains who came in to test it out, and got a fair bit of 'this is a different champion/personality' which was not our goal. Will take another go at it later though.

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