[INTRO] Jeevun "Jag" Sidhu - Technical Game Designer, Live Gameplay and Champions

RiotJag··1 votes·38,631 views

WHO AM I?

Sup guys, I'm Jeevun Sidhu aka Riot Jag. I've been a competitive gamer my whole life, and before getting Diamond in League of Legends my video game mistress of choice was World of Warcraft, where I held onto a 9 consecutive season streak of getting Gladiator in Arena before I realized it may be time to do other things (will put away my horn now). I've also really enjoyed Starcraft, Super Smash Bros, the Batman: Arkham, XCom, and Metal Gear Solid series, and (might be dating myself a bit here) I have a soft spot for Goldeneye 007 and Mario Kart 64. I got into League through my WoW friends when the servers were down for maintenance. Someone in Vent said they just started playing LoL and it was really fun, and I replied that if I wanted to micro 1 unit for 45 minutes I'd just build a Ghost in SC2. I was a little ignorant at the time...

Aside from Video Games, I enjoy Sports Cars and Motorcycles. I'm currently running a Ducati Panigale 899 that I keep under armed guard, seeing as the last two bikes I got after moving to LA were both stolen in a matter of weeks. I've also always loved sports, particularly Football (Giants fan for life) and Basketball. I listen to a range of music, but am mostly into Hip-hop and House/Electro. My Spotify has been blasting a lot Run the Jewels and Disclosure lately, although my boy Kanye is never far off the playlist. Before I was a professional nerd for a living, I was something totally different - a software engineer at Microsoft.

WHAT AM I DOING AT RIOT?

Some of the fun stuff I've done at Riot include the Lucian mini-rework, Runeglaive and Zeke's Harbinger, and most recently I lead the charge on Rift Herald. I've spent the last 2 years on Live Gameplay (aka the Rito balance team) nerfing your favorite champ, but I am moving to new Champion team to find new ways to add more anti-fun into the game. Until that happens, I've had front row seats to every balance and game health struggle that we've had in League for the past two years, so feel free to hit me up with anything in that area.

WHAT AM I GOING TO TALK ABOUT?

I'd like to talk about interesting struggles with the live state of the game, ranging from the intricacies of preserving game health, to how to interpret win rate metrics, to how we handle eSports concerns. I might also get into what it's like for a novice champion designer to start taking on the task of building a brand new iconic experience in LoL. Finally, ADCs are my peoples, so if that's your passion, or if you just need help with that Vayne build, I'm down with the clickers.

97 Comments

Keevalroy7 votes

Look, I'm not going to sugar coat this so I'll just come out and ask it: why does the balance team insist on protecting problematic champions and toxic mechanics by shielding their favorites from harm while healthy champions are nerfed for absolutely no logical reason? It's been getting really bad over the last few months which is quite scary considering what's been done in the past two years.

Just how much thought goes into some of these decisions?

RiotJag5 votes

I really want to talk to you here but you have to give me something way better than "why do you love toxic stuff and hate good stuff". Maybe give me some specifics on what you felt was off.

MrWasjig7 votes

Yasuo.

And begin.

LongHair Fox4 votes

Disclaimer: I do not agree with keevalroy.

Anyway here is my take on what he meant: Why are champions like lee sin getting buffed or kept relatively untouched despite a lot of people thinking they should be nerfed, while anivia whom very few compained about is getting nerfed?

RiotJag7 votes

Lee Sin did get a small buff in 5.16. The previous five patches that he received a balance adjustment before that were nerfs. I am a little puzzled that the assessment is that he is getting unfairly privileged to be at a high power level that is inappropriate. However, I get that he has been at at stable level of power for a long time, and my answer to that is that I think he is a fairly healthy champion. He has a high level of execution required to succeed on the part of the Lee Sin player, he has some major weaknesses (particularly towards the late game), and he has always felt like a somewhat risky pick, even when strong.

I don't speak for Riot's future balancing strategy here, but for my 2 cents, Lee is a cool champion that still gives his opponent options when succeeds, which to me is something we can maintain as someone who appears in a lot of games.

In regards to Anivia, I'd ask you a question first - if very few people complained about her, but she was still incredibly powerful, almost unfairly so, should we leave her alone? Would we leave balance decisions up to capturing the tone of broad player perception?

Earl Eulrich2 votes

In regards to Anivia, I'd ask you a question first - if very few people complained about her, but she was still incredibly powerful, almost unfairly so, should we leave her alone? Would we leave balance decisions up to capturing the tone of broad player perception?

well, it´s sorta curios...as i i feel anivas powerlevel had been very similar throughout the last seasons (and yea, she has always been incredible strong, but also with the same weaknesses) - and the moment she see´s a little play at world she gets shot down...while someone with ~100%pick&ban like elise somehow flies under the radar.

RiotJag4 votes

For Anivia, the timelines are sorely mismatched here though. We're not responding to Worlds (that was 2 months ago), we're responding to preseason.

For Elise, I get that she's still strong, but by no means has she flown under the radar - she's been nerfed more than once in the past few months.

Earl Eulrich3 votes

Well, for me Anivia is a Champ i pick if i really want to win since more than 3 years, preseason surly didn´t make her much stronger than she already has been. So for me it looks like youre only nerfing her since she gained a little popularity, not because you have conistency within your balancing. I might be wrong, but that´s really the way it looks.

And I think the mistake you always will do is balancing Elise as a sort of tank...while right now i can just play her full ap in dominion and there´s not a single Champ in this game that i would not 100-0 if i land my stun on them (which isnßt that hard). She´s just fundamentally flawed since the first changes (when she was released she had been sort of a rbuiser, and that worked rather well), and anytime she´s played she´s broken.

Also to go back to Anivia...I don´t oppose the nerf itself, she had been strong - the timing is just suspicious. What´s even more suspicious though is the way those nerfs occure...Brand, the most popular of the dot-mages gets a slight nerf to his mana (but hey, spiritfire is fairly new)..while Swain get´s his CC cut in half - as an immobile old man. I mean Swain has lots of issues, but his w does have good counterplay available...if you want to nerf him, why wouldn´t you turn down his e dmg? it´s undodgeable harrass, and a bigger issue for squishies laning against him than them being stupid enough to get caught by his w.

I mean, it might all be in best intentions from your side, but the way it looks right now really doesn´t lead to much faith.

MrBuffington1 votes

I think it's relative. Take Caitlyn; she's consistently one of the most played ADCs, but I think most people would say she's pretty stable/balanced, at times even underpowered, but there's still a solid number of people playing her at basically all times I've seen. She's an inherently popular champion. Meanwhile, a champion like Warwick has historically had a pretty low play rate, but had a ridiculous spike in play during late season 4. Warwick wasn't exactly an inherently popular champion (he has a small core fanbase and a bunch of people, myself included, eagerly awaiting a rework), so when he has a massive spike in play rate, it's usually because he's horrifically broken.

Back to your example; Anivia is a champion that comes and goes from the professional meta (I think she saw a fair amount of play in season 2); generally now-a-days she doesn't get played (she also tends to have a low play rate in general). A lot of times she just doesn't fit in how the professional scene works; pro teams are more coordinated and pull off a lot of early plays and rotations, where Anivia is a champion that notoriously takes a long time to scale up. Compare that to Elise, who also comes in and out of the professional meta, but the advantages she offers fits with how professional games tend to work; she has a lot of early game power and flexibility, etc. If Anivia starts to see a lot of play in the professional scene, it's probably because her designed weaknesses aren't as apparent as it was when she was in a balanced state, where if Elise is seeing a lot of professional play, it's probably because how she's designed as a champion inherently fits with how pro players want to play the game.

This could point to a larger problem where some champions don't really have a shot to see professional play, because the way they're designed doesn't fit with the professional scene. On one hand, the way the pros play the game is certainly not the only way to play the game, and certainly isn't the "correct" way to play the game (esp. when factoring different skill brackets; this is why when you see Uzi or Doublelift pick Vayne, you cheer, but when you're in Wood 3 and someone picks Vayne, you dodge. This is also why Katarina is the bane of my existence, but if you pick her in Challenger, people don't really care). On the other hand, and I think this is something that Riot is well aware of, it really sucks when you crush your way through lower elo playing Amumu, and then you hit a wall where you don't really have a path to succeed since people know how to counter hard engage (unless, of course, you're one of the very few mains who mastered the champion to such a degree that you crush everyone anyways, but again, that's the exception).

I think Riot is generally in favor of diversifying the game, and their work, especially recently, has done a lot in that direction (maybe too well, at least initially, with the Juggernaut update). Anivia seems a bit difficult, since I think a lot of people will point to her as a marvel in champion design, so I don't know that Riot will really look to change much about her. We'll see what happens with the immobile mage update coming up (which I'm really excited for).

RiotJag3 votes

Very well put.

MrBuffington1 votes

Thanks!

Earl Eulrich2 votes

I think Riot is generally in favor of diversifying the game, and their work, especially recently, has done a lot in that direction (maybe too well, at least initially, with the Juggernaut update). Anivia seems a bit difficult, since I think a lot of people will point to her as a marvel in champion design, so I don't know that Riot will really look to change much about her. We'll see what happens with the immobile mage update coming up (which I'm really excited for).

I think this is were i really have to disagree, as there´s really some causation/correlation issues here:

Juggernaut created diversity, because people tried playing the champs again - but in the end it had been a straight nerf to Darius and Garen on higher levels (yea, i know darius had been played much during week 1 in worlds, but quarterfinal+ teams already figured out he had been rather easy to handle), while making them even more unhealthy in lower elos. Skarner turned out rather broken to...which made him see at least a little play and morde - well we all know how that went down. So all in all none of this had been an improvment, and the meta went stall very fast again.

For marksmen it´s even worse, as most Champs that have been popular anyway are working better now, while anything else may be a little bit more diverse, but ultimatly you can´t beat rightclicking in a crit-item-meta, so it still leads to 2-3champs rightclicking better than others...before this Marksmen actually had been more diverse, as there had at least been trinity, botrk and IE-carries (and for the more sofisticated users even AD-Casters/Bruisers) - now we´re back to crit on everything. So all in all it´s a lot less diverse now than it had ever been.

MrBuffington1 votes

I'm not saying Riot got it perfectly right; I said they're in favor of creating diversity and are working to do so, and have made strides in that direction. Juggernauts had basically been forgotten by the vast majority of players; I think you have to appreciate the challenge it is to make them relevant in a game that's basically built to kite juggernauts. Yes, they need more work, but do you really expect them to get everything right on the first try? That's called getting lucky

There's also the misconception where people just throw around the buzzword "diversity" as if it's supposed to be a fix-all solution. I assume you're referring to the fact that Essence Reaver now has crit? (Otherwise I have no idea where you're coming from saying ADC itemization is less diverse; Corki's still a Triforce ADC, Caitlyn/Jinx/etc still build IE, Vayne still builds BotRK, Lucian made the switch to Essence Reaver. Miss Fortune is actually getting played, quite a lot, actually. Kog'Maw is building Guinsoo's Rageblade. You go back a few months and people forgot that item was still in the game. And did I mention Quinn?). The fact that Essence Reaver gives crit isn't a cut against diversity, it comes from a greater understanding of how the game works. The way the marksman class functions necessarily favors the maximum amount of damage possible; the multiplicative scaling of crit is just too good to pass up. Need I remind you that Triforce also has crit?

Sure, they could have pushed it further, done some crazy restructuring of the game to the point where ADCs are taking ignite/smite and building cinderhulk, and everyone's just running around S1 style without a clue what they're doing, but what does that really do for the game, besides getting you some boy-scout badge for "diversity"?

The game is iterative, where there's a patch every 2 weeks, for a reason. If this was like, WoW where you have a major expansion pack every few years (that you have to pay for, btw), yea, I would expect them to get things right, but even Blizzard (a company with a lot more experience and resources) gets it very wrong a lot of the time. CS:GO just got completely broken by a single weapon. Starcraft 2 still isn't balanced (Zerg is underpowered, from what I understand), where the game's been around longer and they only have 3 races (even if you count individual unique units in each of the races, I'm pretty sure it's still less than the number of unique champions in League at this point).

Earl Eulrich1 votes

There's also the misconception where people just throw around the buzzword "diversity" as if it's supposed to be a fix-all solution.[...]

and that missconception seems to be on your side. Diversity means that different decissions lead to different gameplay/patterns. Right now though it doesn´t matter much if i go Trinity, ER or IE...it´s all crit and in the end the most efficient crit-path will dominate. There are no real tradeoffs. Before the changes there had been real differences between trinity (short trades/poke, 1item powerspike, reliability, utility), ER (push, sustain, poke, reliability, midgame powerspike) and IE (fhishing for crits/prolonged trades, needs gear to really ramp up, more of a lategame spike) - no the differences are really slim and you donßt get a 1item spike out of any item anymore since everything relies heavily on crit. Also, the option to trade reliability for some dmg doesn´t really exist anymore. I like most of the Changes to Championgameplay (except MF and most of the specific "make everything scale with crit because we all hate the stat"), but the item-changes had been horrible almost throughout.

I'm not saying Riot got it perfectly right [..]but do you really expect them to get everything right on the first try? That's called getting lucky

well you know, it´s not exactly rocket science to know it´s a bad idea to force champs without mobility to stay on target for a long duration to finally have an impact. Before the rework Garen and Darius both had a good niche as a counterpick top and both had some instant effect upon (finally) reaching their target, also both had better ways to reach their targets. Now they both have more impact if they can stay longer, but way less on the short duration....meaning players that know how to kite/focus will make them useless 90%of the time (higher elos, ranged champs) while everyone else suffers more (lower elos, melees). It´s just really stupid design. For Skarner and morde they seem rather lost where to put the champ in general and they should just have thought about it more before pressing those reworks.

All in all their intentions might have been good, but their means of achieving some more Diversity just really had been off the mark, and their comunnication about it is just misserable. There´s no real discussion about marksmen-changes anywhwere, nothing on the value of champs feeling good to play as and against, it took months for them to maybe agree that they had been wrong with Morde, not much on games feeling a lot more snowbally...dunno, i didn´t buy RP last year (except for getting the OG and Flashwolves Icon to support them a little) and from the looks of it i cannot support them next year aswell. Right now their design seems to be a lot of shambles that doesn´t really fit together.

MrBuffington1 votes

and that missconception seems to be on your side. Diversity means that different decissions lead to different gameplay/patterns. Right now though it doesn´t matter much if i go Trinity, ER or IE...it´s all crit and in the end the most efficient crit-path will dominate. There are no real tradeoffs. Before the changes there had been real differences between trinity (short trades/poke, 1item powerspike, reliability, utility), ER (push, sustain, poke, reliability, midgame powerspike) and IE (fhishing for crits/prolonged trades, needs gear to really ramp up, more of a lategame spike) - no the differences are really slim and you donßt get a 1item spike out of any item anymore since everything relies heavily on crit. Also, the option to trade reliability for some dmg doesn´t really exist anymore. I like most of the Changes to Championgameplay (except MF and most of the specific "make everything scale with crit because we all hate the stat"), but the item-changes had been horrible almost throughout.

I feel like there's a lot more decision making in itemization now; like I said, it isn't as if you're choosing crit or no crit, crit is just a staple of most ADCs itemization because they're always trying to maximize damage output. Instead, what you're choosing is differences in gameplay, I think it becomes most pronounced in the 2nd or 3rd item, like I can see myself going SS/RFC/Runaan's in different situations, depending on what I need to do. Before, I'd always just take SS since that was the cheapest option for crit+AS, the passive was nice but not really the primary reason to buy the item for me.

I don't understand what you're saying about ER/IE/TF; the previous trade offs still exist in the same capacity that they used to; some champions naturally synergize with certain items better than others, especially for the first major item. It doesn't make much sense for Tristana to go ER since she doesn't use a ton of mana; she basically just auto attacks. On the other hand, Corki could go ER first item, but his powerspike with TF is just so much greater, so it's still a better first buy. Ezreal could probably go either item first, depending on playstyle.

I think your real position here is just that you don't like crit, which is fair, it isn't my favorite game mechanic either. My problem with how ADC was previously, though, was how for a lot of champions, I'd be stuck having to buy IE first or else risk being completely irrelevant damage wise; even if I wanted to opt for another first item because I was having issues with sustain or something. Now, IE isn't as critical (heh) a first item because there are other options that have crit innately, so you don't have to worry about losing the edge (heh) vs a champion with IE.

Earl Eulrich2 votes

I don't understand what you're saying about ER/IE/TF

that is pretty clear.

then let me do an example for Sivir:

early on i could go ~3paths, heavily affecting my playstyle:

IE->PD/SHIV->LW/BT->whatever + as-boots - meaning most of the dmg comes from rightclicking, ("proper" adc-build/play)

ER->Ghostblade->LW->depending on the game either defense or Trinity+maybe even IE + cdr-boots ->most of the dmg, especially midgame comes from spells, lategame can be allright but is more risky but early-mid-dmg is higher and more reliable (AD-Caster-playstyle)

BT->LW->SV/Randuins + boots(defensive or offensive, depending) -> consistent dmg+sustain, but not as high, best laning+ strong midgame, but not enough dmg to "carry" lategame (Bruiser-playstyle, go in hard, soak some cds, fall back to sustain and hopefully clean up)

you´ll probably argue that option 2+3 are artifical - but they really weren´t. Depending on the situation all of this had been absolutly viable (i´ve won a ton of games as bruiser-carry, having the opponent team focusing way to much on "the adc" while my midlane/top cleaned them - though my prefered option if i donßt have to solocarry is usually AD-Caster). Unfortunatelly this Community really doesn´t like to think about the options at hand but rather copy&paste efficient builds they have seen somewhere and that´s exactly what they got with the rework. There´s no choice anymore, its all just ADC-builds and play, even ER doesn´t make you anything AD-Caster-like unfortunatelly, the focus on crit for the item means that it´s just optimal for enhancing the rightclicking with spells, but it doesn´t put any less focus on rightclicking. And that´s a damn shame. Bruiser is still sorta doable, but got heavily nerfed with the really expensive BT+less efficient dmg-modifier of LW, making it even more niche.

MrBuffington1 votes

I don't think that's a problem with itemization, I think that's just how the game is designed. I'm not so sure any of the marksman champions are really built to be true AD casters that don't auto attack, if that's what you're really after. Urgot might be the closest thing. Ranged AD champions will always auto attack a lot; that's just how the game works; You scale with AD, so you build AD, so you have a ton of damage built into your auto attacks. Only if your auto attack really sucks (for one reason or another) and you have some spammable spell that you can use to trade/harass/last-hit will you actually get a ranged AD champion that fits the caster role that you seem to be after.

Either that or you're just frustrated with the meta-humping community, in which case I still say ADC itemization had less variation previously. Everyone built IE. Like, IE wasn't even that good on some ADCs like Draven and MF, but they had to go IE first anyways or else they simply couldn't keep up in damage.

Earl Eulrich2 votes

I don't think that's a problem with itemization, I think that's just how the game is designed.

it´s what the game is turning into, unfortunatelly. In the beginning there had been lots of champs that worked ad and ap and played rather differently with either choice, now they take that away on most rework (recently poppy...no ad anmore, no ap anymore...only tank). Same for the itemization changes, they just take away choices from the players. if i want a "casual" game i´d play Hots, but unfortunatelly that´s what riot is turning lol into right now.

Also...your concept of ad-casters is pretty far off, ad casters always autoattack, but their dmg is ~60spell:40AA, while for marksmen even with ER that dmg turns from ~50AA:50spell to 80AA:20Spell over the curse of a game. Urgot is more of an AD-Juggernaut actually than anything else.

ItemsGuy2 votes

[{quoted}](name=Riot Jag,realm=NA,application-id=A7LBtoKc,discussion-id=Nb4LwdZq,comment-id=0008000000010000,timestamp=2015-12-11T21:27:45.599+0000)

Lee Sin did get a small buff in 5.16. The previous five patches that he received a balance adjustment before that were nerfs. I am a little puzzled that the assessment is that he is getting unfairly privileged to be at a high power level that is inappropriate. However, I get that he has been at at stable level of power for a long time, and my answer to that is that I think he is a fairly healthy champion. He has a high level of execution required to succeed on the part of the Lee Sin player, he has some major weaknesses (particularly towards the late game), and he has always felt like a somewhat risky pick, even when strong.

I don't speak for Riot's future balancing strategy here, but for my 2 cents, Lee is a cool champion that still gives his opponent options when succeeds, which to me is something we can maintain as someone who appears in a lot of games.

In regards to Anivia, I'd ask you a question first - if very few people complained about her, but she was still incredibly powerful, almost unfairly so, should we leave her alone? Would we leave balance decisions up to capturing the tone of broad player perception?

I remember when "just wait until lategame" used to be an acceptable example of counterplay against early-game dominant champions (Pantheon is the first to come to mind), but if I recall, that ended up not being satisfactory internally). Especially with recent developments in Riot's champion design philosophy, do you think this sort of "weakness" as a sole, non-role-based weakness is acceptable? Or do you think it would be better for all players in a game where Lee Sin is present (which is a lot of 'em) if Lee Sin's power curve were more even, as compensation for appropriate strengths and weaknesses that can be accessed at all parts of the game?

Even Vayne tends to be cited as one of those "game phase-dependent" champions who pays for a strong lategame with an allegedly weak early game, but even then, her strength lategame is specific (single-target focus, target-agnostic, pursuit-based DPS) and can still be brought down when fed by keeping a tightly-grouped team and punishing her when she tries to commit to anyone.

TotalJerk1 votes

[{quoted}](name=Riot Jag,realm=NA,application-id=A7LBtoKc,discussion-id=Nb4LwdZq,comment-id=0008000000010000,timestamp=2015-12-11T21:27:45.599+0000)

Lee is a cool champion that still gives his opponent options when succeeds

Play Nasus top against Lee Sin top, then tell me if you still believe that.

Brownie Loco1 votes

did you notice that the masteries and itemization changes have permanently been buffing lee sin, while nerfin all other champs? or that taking away movespeed from triforce, and nerfing deadmans plate, are things that favours dashers, particularly extreme ones, like lee sin?

did you noticed that lee sin's mobility is in no way reducing his dueling power? much the opposite?

just from the tip of my tongue man, you clearly dont know what you are doing.

Earl Eulrich2 votes

Yasuo, GP as a self-fullfilling lategame prophecy (ult to stall, cask to burn them all), Ryze for skilled players (so much more problematic than Swain...winning worlds almost on his own, but hey...take half his cc from the old man), zed for quite the time, marksmen in general as the only mendatory class for 5 seasons straigth...

Keevalroy5 votes

Alright, how about Lee Sin being a dominant pick and THE jungler to be for multiple YEARS straight? You don't see anything wrong with him always being present no matter the circumstance? Wait, no, there was a time when he could be considered "absent" during the Cinderhulk meta, arguably the healthiest and most accepted meta we've had in years...then cinder was nerfed repeatedly, it's users were nerfed constantly, and then Lee got buffed...conveniently before Worlds.

Along with him, Zed and LB. Flashy playmakers that make flashy plays. You've probably heard every single tinfoil hat theory that we've thrown at you guys for being corrupt and esports focused, but you can't seriously argue with the history you've stretched out in front of us can you? You understand why a lot of us see you as a team that values flashy plays over healthy gameplay right?

Let's talk about Cinderhulk for a bit just in general. At launch, this item was overpowered in itself, and Gromp buff didn't help much either. Excluding the outliers of Gragas and Sej, the later patches allowed champions who otherwise had no business being meta were actually relevant. Yorick of all champions was picked in the LCS. We had the most viable champions and the healthiest gameplay in years at the time, but then something happened.

The spectator event was apparently "boring" with tanks running around ruining the flashy plays. Call tinfoil hat if you want, but think about it: when Riot is trying to push the esports scene down everyone's throats, they want to attract new audiences, and they do that with creations like Yasuo, Kalista, Thresh, Lee, Ekko, Leblanc - people that jump around all over the place and look cool doing it. Tanks don't do that which prompted even more nerfs.

Then juggernauts happened. Jesus why? Why was nothing done about them for so long? You believe you're doing us a favor by holding off on nerfs because it's not fair the the pros who have been practicing with them? We're the community, not the pros who have been presented as players who can quickly adapt, not Reddit which is filled with a mindless hive mind of esports drones, and not spectators in general whom you seem to want to focus on pleasing. WE are the community, and WE were suffering through all of this while you watched Worlds go on. Only AFTER it was over was the thought of "oh this might be a problem" expressed to us.

Let's fast forward to now, where we screamed bloody murder that the preseason patch would be a disaster up, down, sideways, and backwards, but nothing was done. Trynd, Yas, Graves, Jax, Soraka, the overpowered masteries, the broken items, the snowballing, the ever present Lee Sin (thank god he was fine with the preseason; how would we ever survive without him being in every other game?), Kench still needing a real nerf, Kalista still exists as is a kangaroo and had her damage nerfed to 90% to accommodate that disgusting hop, Morde doesn't belong in the bot lane...stop...just stop. Revert the rework and start over. I could go on for a while considering how much needs to be said but I think I should wrap this up.

You're not addressing toxic mechanics and blatantly play favorites when you balance all while nerfing champions that don't need it while items and masteries are the problem, or in Rageblade's case, not fully grasping that this item is a problem and needs looked at immediately. You guys finally fixed the Shiv Cannon, thank God, but did it really have to take that long?

I guess you needed to nerf Malz and Karthus first.

Best KhaZix Void5 votes

Allow me to cut in here for a second.

{quoted}

Alright, how about Lee Sin being a dominant pick and THE jungler to be for multiple YEARS straight? You don't see anything wrong with him always being present no matter the circumstance? Wait, no, there was a time when he could be considered "absent" during the Cinderhulk meta, arguably the healthiest and most accepted meta we've had in years...then cinder was nerfed repeatedly, it's users were nerfed constantly, and then Lee got buffed...conveniently before Worlds.

lee sin was weak for the majority of Season 5, he wasn't dominating anything, he was a go to for a few champs who knew how to play him and ofc he's influential in those games because his kit is very exploitable when you know what you're doing, that's been true since he's existed and it'll contiune being that way because that's how game design works.

Along with him, Zed and LB. Flashy playmakers that make flashy plays. You've probably heard every single tinfoil hat theory that we've thrown at you guys for being corrupt and esports focused, but you can't seriously argue with the history you've stretched out in front of us can you? You understand why a lot of us see you as a team that values flashy plays over healthy gameplay right?

What about Zed and Leblanc? both of those champions were ALSO in a rather bad spot in season 5, Zed is even worse right now and Leblanc is a bit better. I honestly can't understand the tinfoil hat theories you guys throw around because whenever it's brought up its way overburdened with confirmation bias.

Take, for example, Kha'Zix, a staple of Season 2, Alex ich and the like flying all over the map getting quadras and pentas and making a huge ruckus and, generally gigantic, flashy reset plays. If riot was SO focused on making those return, why would they nerf they aspect about him and force him into a jungle route for season 4 onward, and make him more tank/utility oriented from 4.3 to 4.9, (Though that was probably accidental.) He hasn't been popular for almost 2 seasons now, since 4.9. yet he classifies under an LCS big plays champion under your criteria.

Leblanc had a distortion speed reduction she got a few patches ago? the Zed Q-W bugfix that was almost universally agreed upon as a huge nerf to his spell rotation?

Let's talk about Cinderhulk for a bit just in general. At launch, this item was overpowered in itself, and Gromp buff didn't help much either. Excluding the outliers of Gragas and Sej, the later patches allowed champions who otherwise had no business being meta were actually relevant. Yorick of all champions was picked in the LCS. We had the most viable champions and the healthiest gameplay in years at the time, but then something happened.

you're conflating "healthy" with "champs that weren't picked are now being picked" you think just because it's unpopular you think it's somehow better for the game that they're being played, a lot of people fukcing HATED the tank meta, because it was just meatheads beating you over the head with nothing you can do about it, because tank kits are notorious for walking all over you.

The spectator event was apparently "boring" with tanks running around ruining the flashy plays. Call tinfoil hat if you want, but think about it: when Riot is trying to push the esports scene down everyone's throats, they want to attract new audiences, and they do that with creations like Yasuo, Kalista, Thresh, Lee, Ekko, Leblanc - people that jump around all over the place and look cool doing it. Tanks don't do that which prompted even more nerfs.

I will call it tinfoil hat, because that's what this is, you've got blinders on and you're ignoring the plethora of changes that both directly and indirectly changed the state of the game.

Then juggernauts happened. Jesus why? Why was nothing done about them for so long? You believe you're doing us a favor by holding off on nerfs because it's not fair the the pros who have been practicing with them? We're the community, not the pros who have been presented as players who can quickly adapt, not Reddit which is filled with a mindless hive mind of esports drones, and not spectators in general whom you seem to want to focus on pleasing. WE are the community, and WE were suffering through all of this while you watched Worlds go on. Only AFTER it was over was the thought of "oh this might be a problem" expressed to us.

Let's fast forward to now, where we screamed bloody murder that the preseason patch would be a disaster up, down, sideways, and backwards, but nothing was done. Trynd, Yas, Graves, Jax, Soraka, the overpowered masteries, the broken items, the snowballing, the ever present Lee Sin (thank god he was fine with the preseason; how would we ever survive without him being in every other game?), Kench still needing a real nerf, Kalista still exists as is a kangaroo and had her damage nerfed to 90% to accommodate that disgusting hop, Morde doesn't belong in the bot lane...stop...just stop. Revert the rework and start over. I could go on for a while considering how much needs to be said but I think I should wrap this up.

You're not addressing toxic mechanics and blatantly play favorites when you balance all while nerfing champions that don't need it while items and masteries are the problem, or in Rageblade's case, not fully grasping that this item is a problem and needs looked at immediately. You guys finally fixed the Shiv Cannon, thank God, but did it really have to take that long?

I guess you needed to nerf Malz and Karthus first.

You said there's a lot that needs to be said, but you've managed to say nothing, you never explained what you thought was "unhealthy" about the champions you listed, most of them widely different from each other. instead of saying things that could be argued with you instead chose to just post mindless emotional filler in hopes of wearing people down instead of trying to create a dialogue, I wouldn't doubt this is one of the reasons why riot doesn't like talking to the community, because they have nothing more to add than confirmation bias and salt.

RiotJag6 votes

Ok, cool. Let's get into it!

{quoted}

Alright, how about Lee Sin being a dominant pick and THE jungler to be for multiple YEARS straight? You don't see anything wrong with him always being present no matter the circumstance? Wait, no, there was a time when he could be considered "absent" during the Cinderhulk meta, arguably the healthiest and most accepted meta we've had in years...then cinder was nerfed repeatedly, it's users were nerfed constantly, and then Lee got buffed...conveniently before Worlds.

I did address the Lee Sin example a bit earlier, but he has seen pretty major periods where he was not dominant (now, for instance) that we've been okay with. One problem with Lee Sin is that even when he shows up very heavily in the competitive/pro scene, he doesn't even get close to that power level for the vast majority of our players, since he has such a high degree of execution required to optimize him. When we did those buffs, he had been out of the pro meta for a good period of time, which meant that he was really suffering for most of our players (he was one of the lowest win rate junglers in the game, even when he had one of the highest average games played).

Again, I'll make the statement here. Lee Sin is for the most part a healthy jungler, even though there's been many times in history that he's been too strong. And he's an entertaining character that in my opinion makes our game more interesting and enjoyable. That does not mean we keep him viable because he's interesting.

Along with him, Zed and LB. Flashy playmakers that make flashy plays. You've probably heard every single tinfoil hat theory that we've thrown at you guys for being corrupt and esports focused, but you can't seriously argue with the history you've stretched out in front of us can you? You understand why a lot of us see you as a team that values flashy plays over healthy gameplay right?

This one I don't get at all. I think if you searched through most of the pro games this year, you would find Leblanc and Zed to not be nearly as dominant as say Viktor or Azir in terms of pick rate. That aside, it seems like you're creating a false dichotomy here between choosing between "flashy plays" and "healthy gameplay". I don't think we'd say someone like Zed has an inherently unhealthy pattern (I'd say he's fairly healthy for an assassin), but there's no reason why something can't be fair and flashy.

Let's talk about Cinderhulk for a bit just in general. At launch, this item was overpowered in itself, and Gromp buff didn't help much either. Excluding the outliers of Gragas and Sej, the later patches allowed champions who otherwise had no business being meta were actually relevant. Yorick of all champions was picked in the LCS. We had the most viable champions and the healthiest gameplay in years at the time, but then something happened.

The spectator event was apparently "boring" with tanks running around ruining the flashy plays. Call tinfoil hat if you want, but think about it: when Riot is trying to push the esports scene down everyone's throats, they want to attract new audiences, and they do that with creations like Yasuo, Kalista, Thresh, Lee, Ekko, Leblanc - people that jump around all over the place and look cool doing it. Tanks don't do that which prompted even more nerfs.

Again, it's really an issue of balance here. You can't argue with the level of power that Cinderhulk was giving to characters at the time. There are many reasons to like the teamfight-pacing presence that tanks give, but these champions had no tradeoffs at the time - they were becoming damage dealers with extreme durability and CC.

On that topic though, no one was happier about the success of Cinderhulk than me - that project was the combined efforts of Fearless and I (mostly him!), and I was overjoyed at the spike in competitive diversity that the Cinderhulk patch brought to the game. But the theory that we chased away diversity by nerfing Cinderhulk is false. The diversity spike partially arose due to the uncertainty of solving the game at a pro level since we upended the meta (tanks in Jungle instead of top lane, so now carries in top lane, so now different types of supports/ADCs that have to deal with top lane carries, etc.). The pro diversity levels were already falling quickly in the weeks after Cinderhulk came out due to them solving the meta rapidly, before we even managed to get the nerfs out to the servers that pros played on. So while Cinderhulk as a disrupting force was positive in driving diversity, it couldn't ever hold that permanently - we have to keep making changes to the game to do that.

Then juggernauts happened. Jesus why? Why was nothing done about them for so long? You believe you're doing us a favor by holding off on nerfs because it's not fair the the pros who have been practicing with them? We're the community, not the pros who have been presented as players who can quickly adapt, not Reddit which is filled with a mindless hive mind of esports drones, and not spectators in general whom you seem to want to focus on pleasing. WE are the community, and WE were suffering through all of this while you watched Worlds go on. Only AFTER it was over was the thought of "oh this might be a problem" expressed to us.

So let me say that I'm with you here. Our overall strategy with Juggernaut balance was not the correct one for LoL. There was a lot of stuff going on here between Champion Update and Live Gameplay trying to figure out how to keep these guys maintainable, and we've learned a lot since hten.

Let's fast forward to now, where we screamed bloody murder that the preseason patch would be a disaster up, down, sideways, and backwards, but nothing was done. Trynd, Yas, Graves, Jax, Soraka, the overpowered masteries, the broken items, the snowballing, the ever present Lee Sin (thank god he was fine with the preseason; how would we ever survive without him being in every other game?), Kench still needing a real nerf, Kalista still exists as is a kangaroo and had her damage nerfed to 90% to accommodate that disgusting hop, Morde doesn't belong in the bot lane...stop...just stop. Revert the rework and start over. I could go on for a while considering how much needs to be said but I think I should wrap this up.

You're not addressing toxic mechanics and blatantly play favorites when you balance all while nerfing champions that don't need it while items and masteries are the problem, or in Rageblade's case, not fully grasping that this item is a problem and needs looked at immediately. You guys finally fixed the Shiv Cannon, thank God, but did it really have to take that long?

I guess you needed to nerf Malz and Karthus first.

I get that you're not happy with what's going on here, I really do, but let's examine what you're saying here. You really disapprove of our balancing strategy here in that we didn't nerf X very quickly. You also heavily disapprove of our balancing strategy here that we are nerfing Y very quickly. Isn't it possible that the reasons why we'd do both are similar? I really do believe your viewpoint is valid here, but I have heard the same exact feedback from different players, but they've switched "Karthus" for "Soraka". It's very hard to establish to everyone why something merits being nerfed to their full satisfaction - it will always feel really bad.

Keevalroy2 votes

Again, I'll make the statement here. Lee Sin is for the most part a healthy jungler, even though there's been many times in history that he's been too strong. And he's an entertaining character that in my opinion makes our game more interesting and enjoyable. That does not mean we keep him viable because he's interesting.

Healthy in terms of what? Survivability? Damage? What about my main point of his kit - how is the level of frustration he causes for players healthy and justifiable? Again, I disagree with the last point.

This one I don't get at all. I think if you searched through most of the pro games this year, you would find Leblanc and Zed to not be nearly as dominant as say Viktor or Azir in terms of pick rate.

Of course not, why would you pick them into juggernaut comps? Azir and Viktor can CC them and poke them at range without having to get close to them.

But the theory that we chased away diversity by nerfing Cinderhulk is false.

Yet it happened anyway as if it was on purpose.

So while Cinderhulk as a disrupting force was positive in driving diversity, it couldn't ever hold that permanently - we have to keep making changes to the game to do that.

Sure, but with all of these newly viable champions appearing on the Rift, not much further needed to be done. Instead, drastic changes and unwarranted buffs and nerfs went out to champions who didn't need them while Cinderhulk was nerfed again. And again, and let me stress the point this time: conveniently before Worlds.

So let me say that I'm with you here. Our overall strategy with Juggernaut balance was not the correct one for LoL. There was a lot of stuff going on here between Champion Update and Live Gameplay trying to figure out how to keep these guys maintainable, and we've learned a lot since hten.

Then without me being colder than I mean to be, can I ask who the target is for the Riot devs? Is the playerbase the actual focal point in terms of design and balance? Will design devs engage more with the community who can actually prove they've played a single game of League in their lives whereas other third party sites can puke out an account for you in literally 10 seconds without any League experience required? (Cough Reddit)

I get that you're not happy with what's going on here, I really do, but let's examine what you're saying here. You really disapprove of our balancing strategy here in that we didn't nerf X very quickly. You also heavily disapprove of our balancing strategy here that we are nerfing Y very quickly. Isn't it possible that the reasons why we'd do both are similar? I really do believe your viewpoint is valid here, but I have heard the same exact feedback from different players, but they've switched "Karthus" for "Soraka". It's very hard to establish to everyone why something merits being nerfed to their full satisfaction - it will always feel really bad.

Nah-no-no-no, this isn't concrete black and white. When you see something the community is reacting so negatively to that you can't scroll 3 posts down without seeing a mention of it, it should prompt an investigation. In fact, this would be a great idea to build off of the last paragraph; how about having one of these types of discussions we're having now with problematic champions and items or nerfs/buffs that go out to champions that we feel don't need them? You're now going to get a feel for how the community perceives these supposed problems and would bridge the at moment hopefully slowly-shrinking gap chasm between player and dev.

Edit: And one final though since I'm running on 3 hours of sleep and trying to form coherent thoughts, regardless of what Riot wants the believe, there are too many unhealthy/overpowered/broken/anti-fun champions in the game right now that people are either sick of dealing with or don't want to see at all.

We. Need. More. Bans.

If every person receives one ban, that's not even a twelfth of the roster, closer to a thirteenth of the roster in fact. Would that bar the entry for newer players having to buy the new minimum champs? Yes, and that's a good thing. It forces you to play longer before you start up. You're being forced to learn more about champions, builds, and picks while you're getting enough IP to buy enough champions.

Hellioning2 votes

So I agree with most of your points, but I just want to ask you something about Lee Sin.

What is he bad at? What are his designed weaknesses? If I'm playing against Lee Sin, what are the counterplay options besides 'dodge skillshot' or 'use CC'? Those are counterplay options for most champions; what are Lee Sin unique counterplay options?

ItemsGuy2 votes

In regards to Lee Sin, I think the questions that should be asked before you come to the conclusion of "he's fine" are the following;

1- What is the unique reason to bring Lee Sin onto your team? (ie. What strategic niche does he fill?)

2- What are the strengths and weaknesses that allow him to excel in certain scenarios while allowing enemies to circumvent these strengths/punish these weaknesses with skillful play? (This goes beyond "just dodge his Q"--for example, Illaoi is much easier to take down if you keep the fight moving and destroy her tentacles, but consequently she is allowed to be stronger if she can set up in an area and fight you in it)

To me, it seems like players--particularly those in the professional scene--greatly prefer champions that can do anything beyond a certain skill threshold, even if that means sacrificing having no true accessible weakness for also not having any exceptional strength. While I won't argue that Lee Sin is fun to play, I think it's important to make sure he's fun to play for all the right reasons. But with all the mobility, damage, durability, and utility that he has, the "fun" aspect here seems to be "I can do whatever I want without consequence if I'm good enough"--and I'm not sure if that's the sort of fun a champion should be aiming for.

aperson13 votes

You've got a pretty good track record. I don't want to knock on your teammates, but of all the Rioters I've seen on the Patch Rundown you're the one who most seems like they know what they're talking about. I think the changes you've done are pretty good and I hope you go on there to speak again soon.

Anyways questions:

  1. We all know the various statistics you guys commonly cite for your balance decisions: playrate, winrate by elo, winrate by games played, etc. What are some less commonly cited statistics you guys use, that we might not think about on first thunk?

  2. A lot of balance outliers on the upper end feel like they have been hit pretty soft this preseason. I know Riot has committed to no longer "Olaf'ing"/"Eve'ing" champs but where do you draw the line between that and patches changing nothing about how the game plays?

  3. I was surprised to see nerfs to high-winrate low-playrate champs a.k.a "hidden op" champs like Malzahar this patch notes. How do you choose which champions will receive changes? Has this changed recently?

  4. You're probably not allowed to answer this but I've always wanted to know: which patch drove the most players away from LoL, temporarily or permanently?

Thanks for reading.

RiotJag3 votes

Thanks man, I appreciate that.

  1. A few metrics here that I really like are "win rate by game time" and "average experience level". The game time graphs will occasionally give us a very sharp idea of where to address a part of the character that is really out of control. For example, pre-5.18 Veigar tended to win a fairly small portion of games that ended at 20 minutes, and a fairly large portion of games that ended at 45+ minutes. After the buffs to his W cast time, we saw a fairly small change at the 45+ minute win rate, but a huge one at 20+ minutes, which was a large indicator to us that we had changed Veigar's power curve in a way that we were not comfortable maintaining. That directed us to looking at base damages instead of hitting the cool thing about Veigar that players really loved (the infinite scaling fantasy), and gave us a pretty solid foundation for doing so. The "average experience level" one is one that's really hard to convey to most players, but it basically indicates that if the vast majority of players on a champion have a huge amount of games under their belt, then we shouldn't look at a champion's win rate and be surprised if it's high. For example (these numbers aren't accurate, just using them to illustrate), if the average Riven player in your game has 70 games played on the champion, while the average Brand player has 15 games, it wouldn't be a unfair statement to say that Riven could have a higher average win rate than Brand and still be equally powerful.

  2. That's a tough one. I think for preseason in particular we're aware that the game is very volatile and unsolved. Optimal item builds can shift (or be nerfed...), certain exploitative strategies may be removed, and most of all, preseason is a time to just have fun and play - so I think we're reluctant to instantly smack a champion in the face unless they're fairly far out of line. Which leads me into...

  3. A lot of the decisions to nerf the "hidden OP" champs came from being fairly confident that these guys were WAY far out of line. We have a fairly significant amount of data demonstrating that these guys had pretty obscenely high levels of power in this patch.

  4. I don't know the answer to that question. I can tell you that I felt a lot of the same way as players did in 5.16, that the game felt pretty far off in terms of balance compared to what we've done historically. Everyone has taken a hard long at what went right and what went wrong there so we can improve on that in the future, which to me is something that's cool about how Riot - we definitely have failures, but we do our best to make them mean something positive.

Retillin2 votes

[{quoted}](name=Riot Jag,realm=NA,application-id=A7LBtoKc,discussion-id=Nb4LwdZq,comment-id=000c0000,timestamp=2015-12-11T21:41:35.070+0000)

  1. A lot of the decisions to nerf the "hidden OP" champs came from being fairly confident that these guys were WAY far out of line. We have a fairly significant amount of data demonstrating that these guys had pretty obscenely high levels of power in this patch.

I think the problem is, Jax is a beast right now with Rageblade. Yet just minor love taps. Swain/Malz/Karthus have a LOT of weaknesses and yet were nerfed. Some really hard (Swain). Why is there such major disconnect between these nerfs/non-nerfs?

Earl Eulrich3 votes

Well...then talk marksmen:

  • are you happy with everything going crit? before this preseason i could play most of the marksmen as AD-Casters sucessfully, some of them even as AD-Bruisers. Now there´s no variety anymore for me, the Champ always plays the same way. Which is rather boring/frustrating...as i really like having more options available (i´m mostly an RPG/turn-based-strategy guy) to react to the game unfolding.

  • i can not say how much i dislike what happened to MF...she had been in a great spot and there had been no need for change, she walked to people and she shot them...now she´s a gimmicky Champ that does only work if you don´t have to focus, rather encouraging bad gameplay and lack of decisions than anything that remotly reminds on fun for me. I know it´s not a question, but as she had been one of my favourites and now it just pains me to play her...i just had to vent that somewhere.

  • maybe take a look at http://boards.na.leagueoflegends.com/en/c/gameplay-balance/j1dEhWyL-detailed-preseason-feedback-part-2-marksmen? that´s really detailed feedback on the current issues with marksmen (and itemization)...i think there´s a lot to think about during the holidays to fix next season before it´s too late to do so.

RiotPWYFF2 votes

Just seeing how the past few threads have gone, these are pretty Q&A-y which is cool. I'd also remind everyone, this is a cool opportunity to make requests about what sorts of topics you'd like to hear from Jag.

Things like "can you talk about the process of designing a champion and update us as you go?" etc. Any cool ideas you want to hear about, it'll give us ideas as to how to pursue them.

Adalvar2 votes

What are your thoughts on the current triple crit item builds? Given the nature of crit it seems awkward to stack that many items, especially since crit needs AD to back it up.

Also what are your thoughts on the how the pre-season changes gimped AP itemization. The large gold increases, coupled with the accelerated game pace makes it hard for some AP mages to have time to scale into relevancy, before the ADC/AD counterpart outscales them.

Best KhaZix Void2 votes

Whats your opinion on Khazix's evolution path diversity?

meddler said it was notoriously difficult to balance out meaningful choices for his evolutions, and making sure he isn't oppressive and always viable into everything you could pick him into

have you thought about maybe trimming power from his evolved E, and shifting it into his base E so his evolutions open up and E isn't such a must have by level 11, and gives room to change around his other evolutions, notably R and W? he's never really been diverse in his evolution choices, it's just that the best path has shifted as he's been changed over the years.

RiotJag2 votes

Agree that he's never really been diverse. There's almost always one correct path and then a few wrong ones.

We have played with that idea for E before, but it largely resulted in the same thing (one optimal path, this time never with E). I think for Kha'zix's evolution pathing to be in a state that isn't solved before game start requires each evolution to power him up along 4 distinct axes/contexts, each of which are likely to change in relative importance within the game. That's very very hard. Maybe not impossible though.

Decrit1 votes

Have you ever thought about "Viktor-ize" it and make it so Kha can get in the end all 4 transformations, maybe with some conditions behind? besides rengar of course.

I am not a Kha player so i am not sure how much a main is attached to that, even thought it did not look like that.

SpecterVonBaren1 votes

I think they need to make it so he has more evolutions and still can't get them all, make it so the choices are more diverse and it becomes harder to reduce everything down to simply what is best.

Decrit1 votes

Well, that is basically adding water to a fuel fire :P it does not solve the problem itself, rather makes the whole scenario bigger without solving anything.

SpecterVonBaren1 votes

If there's more choice's to make, like let's say he can now get six of eight evolutions then it becomes much less of a "Take this or fail" kind of thing because they can make the evolutions more niche and suited to making a more unique predator.

FlashnFuse2 votes

My suggestions for Kha'zix would be to make his W apply a nearsight/smokescreen style blind to enemy champions similar to Quinn/Graves. Then, when champions are "blinded" by Kha'zix, Graves, or Quinn that they are considered isolated if they can't see any friendly champions. The blind should last a super short amount of time (like .75 seconds) when its not evolved, but the evolved version should last longer (1.5 seconds) and hit 3 people (with the 3 missiles). With that I would also recommend removing the slow on W but making his passive slow stronger, with a possibility that his passive slow becomes even stronger when he's "fully evolved" or when he evolves his ultimate.

Son Jarvan2 votes

In 5.24, both Brand and Rammus was nerfed. Brand was given a very minor lovetap of a small scaling mana cost increase on one ability, citing considerations for the underlying system that made him strong being nerfed (Deathfire Touch). Why, then, was this consideration not made for Rammus? Rammus got a much larger direct nerf, on top of four underlying systems nerfs - three of his masteries and one of his core items. Rammus lost 200-300 HP in mid-late game from Veteran's Scars+Dead Man's Plate nerfs, lost 2% damage reduction from his keystone, and lost a marginal amount of armor/MR from a low tier mastery. And yet his signature ability still lost 33% of the CC duration and the catch range. Not even scaling back in lategame, it's just permanently gone now.

I know that Rammus needed a nerf. But what gets me is the completely unfair treatment, people who play Brand get to continue enjoying their strong champion who is now only slightly weaker whereas Rammus is so much weaker now.

DreamCrushed1 votes

Any thoughts on the type of champions that are known for their early power and then fall off? (Shyvana Pantheon etc.) They are certainly strong early, but the new flow of gold in the game makes their power window smaller, so I was wondering if any balance adjustments were planned.

Thanks in advance :D

RiotJag2 votes

Hmm, that's interesting. I understand that their maximum window of being ahead may be smaller (because gold eventually catches up), but we have put a lot of changes in place in preseason to push forward rewards for early aggression (towers falling faster, Rift Herald, vision changes etc). I think most of our evaluations say that a lot of early-game champions got a big boost since preseason (Shyvana went up in win rate, didn't she?).

I think there are specific champions like Pantheon that may have some itemization problems. The crew on the Systems team is hard at work on that one.

Gixia3 votes

Shyvana? Early power? What? Shyvana is an absolute monster in the late game, she always has been. Late game she can 1v1 ALMOST anybody (ridiculously busted duellists like Jax excluded). Hell, it's not unusual for her to go 1v3 towards the end of a game and come out of it ahead. She scales very hard with items. In contrast, her early-game has always been sub-par due to a combination of no sustain in lane and weak ganks in the jungle.

SpecterVonBaren1 votes

As an ADC kinda guy, what are your thoughts on the current Support/ADC relationship? I don't just mean this in a "Should the Support always go bot with a Marksman" but what do you see as the more interesting elements of the relationship when a support and ADC work together? What new things would you like to see introduced through items and champ kits to create new interactions between the two roles?

RiotJag3 votes

This is a really interesting one. I think the solo Q Support/ADC relationship and the organized 5v5 Support/ADC relationship are so incredibly far apart they may as well be different games.

What's really cool about a good duo is that they both have to constantly take "trust falls" in lane to be effective - you have to make a move KNOWING that if you eat a CC your partner will use a summoner at the right time to make sure the play works. The problem is that in solo q the communication is so sparse that this goes wrong fairly often, unless you're just on the same page because your game knowledge is deep enough (this is one major reason why playing ADC is so painful at lower MMR ranges). There's nothing worse than having a trust fall where your partner doesn't catch you, and it can reshape your approach to laning in a very negative way. On the other hand, when two of you are on comms together and perfectly on point, it's incredibly rewarding and one of the best experiences in League of Legends.

So, to bring it back to the designer's perspective, where do we want to strengthen the experience? Do we want to create solutions that make a better play experience for the low communication solo queue game? That would lead us to creating mechanics and items that have low coordination requirements, low failure rates, and correspondingly low rewards for success. Do we want to reward the mastery of a competent duo playing properly? Well, then this is a mechanic that has a very limited reach, as the vast majority of players will not be able to enjoy it as consistently. When CertainlyT had to figure out how to balance Kalista's W passive, or I had to figure out how to reward Zeke's Harbinger properly, these are some of the things we had to struggle with.

Personally, I'd really love if we made another Conduit-style item like Zeke's, but opened the space up a bit for different types of duos (maybe a double melee dive buddy item, for instance).

ShadowParker1 votes
  1. State on Bard? Also gave you noticed all the players picking up Bard?
  2. Why do you guys support zyra bot lane over midlane when she's intended to go mid. (Recommended items are for support)

What are your thoughts on how the mandrake ward(It was released) would effect champions like Evelynn and twitch? (Your opinion)

RiotJag2 votes

{quoted}

  1. State on Bard? Also gave you noticed all the players picking up Bard?
  2. Why do you guys support zyra bot lane over midlane when she's intended to go mid. (Recommended items are for support)

What are your thoughts on how the mandrake ward(It was released) would effect champions like Evelynn and twitch? (Your opinion)

  1. Oh man, Bard. Rarely do I see data tell me one thing that so heavily disagrees from my personal experience. I honestly feel like a Bard main is absolutely terrifying, but he can so easily cause catastrophic failures for his own team that his effectiveness can vary incredibly hard.

  2. I'm not sure if she's intended to go mid. I know we've tried to give both Mid and Support Zyra paths to success, but most people play her in a support role so that's where we recommend items for her.

  3. I think it would be a fairly good thing for Eve to be honest. I'm not so sure her current form of favored counterplay (Pink ward + ward her jungle camps) is sufficient that we can leave in her tuning in a satisfying place. That's heavily speculative though.

ScottyRawr1 votes

[{quoted}](name=Riot Jag,realm=NA,application-id=A7LBtoKc,discussion-id=Nb4LwdZq,comment-id=00140000,timestamp=2015-12-11T22:52:06.929+0000)

  1. Oh man, Bard. Rarely do I see data tell me one thing that so heavily disagrees from my personal experience. I honestly feel like a Bard main is absolutely terrifying, but he can so easily cause catastrophic failures for his own team that his effectiveness can vary incredibly hard.

  2. I'm not sure if she's intended to go mid. I know we've tried to give both Mid and Support Zyra paths to success, but most people play her in a support role so that's where we recommend items for her.

  3. I think it would be a fairly good thing for Eve to be honest. I'm not so sure her current form of favored counterplay (Pink ward + ward her jungle camps) is sufficient that we can leave in her tuning in a satisfying place. That's heavily speculative though.

Well, Zyra's champion spotlight pretty much showed her/was presented to us that she would be a mid laner...:/.

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