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Quick Gameplay Thoughts: June 1

RiotMeddler··1 votes·68,446 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

Thoughts on 8.11 shortly

At time of writing the 8.11 patch is getting deployed still so we haven't yet had a chance to see how it's landed. Thoughts on that to come shortly. Over the first couple of days we'll be looking in particular at champions and items that are so out of line (whether strong or weak) that we need to prioritize work on them for 8.12 or potentially just micropatch them before that.


Gold/XP Funneling

There's been some increase in gold/XP funneling recently, both in game usage and discussion around it. Thoughts on that below. It's an an ongoing thing we're keeping an eye on, so these are initial thoughts, not a strong statement of our position.

For anyone unfamiliar with it funneling here refers to when you try and give a champ much more XP/gold than they'd normally be able to get so they're really far ahead of everyone else. Right now that usually involves one champ taking most of the minions/monsters from two positions with things like Taric/Yi in Mid/Jungle, or Karthus/Nunu also in Mid/Jungle. We've also seen it in the recent past with cases like Kayle/Yi in Top/Jungle. It's a non standard strategy getting play on SR, which, all else being equal, we think is pretty cool. Would like to support different playstyles more than we have in the past.

Having said that, it's not clear yet whether there's sufficient counterplay to it or not. Not seeing people use it optimally or play against it optimally yet (does demand adaptation). We're also unsure how effective a strategy it really is. It's looking like one of the stronger ways to play as a smurfing duo, unclear how well it will perform once it's better known against equal skilled players.

We're certainly seeing some player frustration with it. Need to determine whether we’re seeing temporary pain around the state of the meta changing as something new but healthy is found, a flavor of the month strat that will vanish by itself or a strategy that even long term will lead to a less fun, deep game.

Funneling of resources also risks creating game states where one or more players gives up a lot of their agency and fun so someone else can be stronger. Some of that can be fine, possible this crosses the line though (not personally sure yet). If it starts to become the primary way to play, versus a niche option, that would be pretty concerning (Twisted Treeline suffers in that regard).


Early Game Snowball*

As mentioned previously we're going to be looking at early game snowball in the near future. We've seen snowball rates gradually increasing statistically over the last couple of months. We’ve got a number of ideas about what might contribute to that increase so will be validating things like:

  • Have gameplay changes like those to gold bounties, scuttle, mage mana, resolve health contributed significantly? We didn’t see similar snowball increases looking at last year’s data and 2017 also had meaningful gameplay changes.
  • Are there behavioral changes that are contributing? Things like an increase in ‘open mid’ as an attitude would also contribute to statistical measurements of snowball.
  • Are there any other factors we might be missing? Things like bugs in the data set (unlikely, but want to keep checking), matchmaking changes etc could also be really relevant here.

On the gameplay side changes like those above that might have contributed have been targeted at other things we also believe are important, like solo carry potential, broadening team comps, reducing early lane passivity etc. If looking to tone down snowball from a gameplay perspective we’ll be aiming for approaches that don't clash too hard with other goals as a result. Things like reducing team snowball more than solo, potentially reducing the cost of an early death, changing tower tankiness by game time (does it still make sense for them to gradually get tankier versus starting tanky?) etc.

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

236 Comments

VlRTUOSO15 votes

u just have a question about stormrazor item 3095 and jhinJhin interactions, i tried it a little bit on pratice tool and this is what i found :

  • It overrides 4th shot. and since stormrazor crit deals less damage before you have 60% crit chance you end up with a weaker 4th shot.

  • Jhin's passive (-25% on Crit) affects Stormrazors already modified crit. Drops it down to 120%.

  • Jhin's attack speed can only be increase through levels. Stormrazors passive cooldown scales with attack speed and not bonus attack speed. Since Jhin doesn't gain attack speed from bonuses, Stormrazor passive cooldown caps at 1.99 seconds at level 18. Which is good enough, but still.

is this how it's intended to work? because right now it feels like a pretty underwhelming item to rush on Jhin

DeathBurst2 votes

You should probably post a full thread for that issue in the Report a Bug sub-board.

Gear5Luffy2 votes

its the only one you can rush besides yoummu anything else is weak

RiotMeddler9 votes

A few things we're looking at 8.11 wise since this was written:

Potential micropatches (not guaranteed, but likely enough figured they're worth mentioning):

  • Yasuo's taken a solid hit from the item changes and, unlike others, doesn't have alternate builds he should be migrating to. Likely targets are Q crit penalty (to -10%, like his AAs) and base AD up a couple of points.
  • Taliyah's performance is also down quite a bit. We're looking at Q falloff on champs on repeated hits, base AD and E trigger damage.
  • Ezreal by contrast's doing very well given the reduction in early game power many marksmen have felt hasn't affected him at all. Potentially lowering his passive attack speed.
  • Kai'Sa's also overperforming. Looking at lowering her passive damage, both base and ratio.

Other

  • Banner of Command's potentially too strong on SR. We've disabled it as a (probably) temporary thing on ARAM, given it's clearly ruining games there when stacked. Looking at how it behaves on SR (could well be a problem too, context is different however).
DCYOUNG8881 votes

Was vayne heavily affected by the changes too? She did not build the same way as other marksman did usually.

RiotMeddler7 votes

A lot of marksmen whose items have changed are looking weaker at the moment. In most cases we're expecting that to change at least somewhat since people haven't consistently changed their build paths yet. Given Kai'Sa and Ezreal's popularity some of it's also that they're strong and therefore outclassing others a lot of the time too.

The Yetii Rider1 votes

What item are you intending for marksmen who don't use item 3095 well to rush? item 3031 is a terrible item to rush now.

RiotMeddler5 votes

We believe quite a few marksmen should be swapping to an early BotRK, in the same way many of them did after 7.5 last year. Assumption is that StormRazor, BotRK and Rageblade are likely to be the most common starts, with a few champs also going other options like Tear (Ez), Triforce (Corki), possibly Bloodthirster (Draven?) or Lethality (MF?) etc.

InTheory14 votes

Is Triforce the new champion?

dasMensh4 votes

Meddler fucked up he leaked the newest champion early

RiotMeddler7 votes

Sure, let's roll with that.

(my bad, put Corki in as intended)

KaiSá5 votes

Are you going post any thoughts about multiple adc having 44-46% win rate such and xayah and trist both hovering around a 44% win rate and twitch/cait hovering around 45% win rate or you just going to ignore crit adc are massively struggling? i mean most of them have a lower win rate than yasuo which your hotfixing

Chromatic Eagle1 votes

Is Essence Reaver not a good starting item now?

potchiker2 votes

It's more of a third or second item now

Chromatic Eagle1 votes

Even on Sivir?

potchiker2 votes

Sivir still builds it first item

5050BS3 votes

Im fine with not seeing Yasuo in EVERY FREAKING MATCH. Let him side on the bench for a season or two like so many others for crying out loud

KaiSá7 votes

{quoted}

A few things we're looking at 8.11 wise since this was written:

Potential micropatches (not guaranteed, but likely enough figured they're worth mentioning):

  • Yasuo's taken a solid hit from the item changes and, unlike others, doesn't have alternate builds he should be migrating to. Likely targets are Q crit penalty (to -10%, like his AAs) and base AD up a couple of points.

  • Taliyah's performance is also down quite a bit. We're looking at Q falloff on champs on repeated hits, base AD and E trigger damage.

  • Ezreal by contrast's doing very well given the reduction in early game power many marksmen have felt hasn't affected him at all. Potentially lowering his passive attack speed.

  • Kai'Sa's also overperforming. Looking at lowering her passive damage, both base and ratio.

Other

  • Banner of Command's potentially too strong on SR. We've disabled it as a (probably) temporary thing on ARAM, given it's clearly ruining games there when stacked. Looking at how it behaves on SR (could well be a problem too, context is different however).

So there is over 10 adc with a 47% or lower win rate (according to lolalytics) and multiple high elo streamers are complaining about how awful the build path for crit adc are and your conclusion isnt that crit adc are to weak and need help but rather just gut some of the few adc that arent underperforming? How does this make sense. it honestly just seems like you guys hate the adc role at this point.

FF12245 votes

No...riot wants to reduce the strength of adc itemization and delay their power spikes. Unfortunately they did not change the noncrit ADCs so ofc they are going to be out of line still despite their marksman goals.

D357R0Y3R6 votes

the goal of the patch WAS TO NERF ADCS , crit adcs being weaker is intended what isn't fine is having crit adcs weaker but non crit adcs being stronger

Quality Content6 votes

Why do you guys keep targeting Ezreal's attack speed? Last time you guys nerfed his attack speed it did nothing at all and he's continued to be a dominant pick. Why not target the actual parts of the champ that are too good?

Spideraxe5 votes

Hey Meddler Maple mentioned you guys planned on flattening all gifted shield durations to 2.5 can I ask if that'll apply to non support shields like Stand United or Safeguard and if there'll be any compensation as well what about Black Shield since it's only magic damage shielding

RiotMeddler11 votes

We're looking at reducing some shields to 2.5, not all. Janna, Karma, Lulu and Ori are the main cases we're considering. No immediate plans at least for others like Shen, Morg etc though that could change.

Emo Twink7 votes

{quoted}

We're looking at reducing some shields to 2.5, not all. Janna, Karma, Lulu and Ori are the main cases we're considering. No immediate plans at least for others like Shen, Morg etc though that could change.

By reducing Ori's shield a little bit, is it possible to buff her slightly elsewhere? She lost some early damage with magic pen runes being removed.

Hadriel7 votes

Why would you do this in conjunction with the Heal + Shield % nerfs on PBE? Outside of player frustration, those champions are not out of line in casual or competitive play. Were you to go through with this, do you have compensation planned? Finally, what about persistent buffs like Janna's AD on E? A nerf to shield duration would be double-dip.

Shadow Hazard8 votes

Are these basically going to be flat nerfs for these champs or are power shifts planned?

square seven15 votes

Would Karma be compensated in some way for such a heavy nerf? All websites indicate that her winrate is relatively low (and has been since shield nerfs last year), so I feel like removing 1.5 sec from her E would make her a bottom-tier support. (Super excited for changes to her later this year btw!)

dunkmaster putin5 votes

it's not about her winrate being too high, it's about long duration shields being really frustrating to play against.

BTW pretty sure meddler mentioned that they would reduce duration and increase shield size

The Last Ballad2 votes

I wish, but currently there is none.

I would love a boosted strength, reduced duration on Janna(it wouldn't bother me, sometimes when I use the shield it doesn't even look like the shield was applied, if not for the fact that the health barely moved), with a changed secondary effect too so it isn't unless on a good 60-70% of champs,

Wizard Hat4 votes

{quoted}

We're looking at reducing some shields to 2.5, not all. Janna, Karma, Lulu and Ori are the main cases we're considering. No immediate plans at least for others like Shen, Morg etc though that could change.

Could you consider only nerfing ally shield duration, not self shield? I agree it's quite oppresive when an entire team can vomit their shields on their adc, but in the solo lane karma/ori/lulu rely on getting their full shield value off, especially Karma because she often uses e for the movement speed a second before even taking damage.

ShadowtehGreat5 votes

Ori has seemed just a tad weak lately so should her sheild duration be reduced compensation might be in order.

AcroFlipper2 votes

How are you going to compensate basically gutting our champion? Lulu had a perfectly fine winrate as it is, are we getting compensated for anything?

jocomotion2 votes

{quoted}

How are you going to compensate basically gutting our champion? Lulu had a perfectly fine winrate as it is, are we getting compensated for anything?

Karma has stayed at a steady 47% this entire season, I’m expecting her to drop to a steady 46%-45% for the rest of it after this.

Spideraxe5 votes

Also any thoughts on how Swain and Irelia settled being our most recent VGUs

RiotMeddler7 votes

Pretty happy with both. Swain, as you'd expect from the one who's been out longer, seems in the more stable spot. Irelia I expect we'll need to do some work on, personal suspicion being that the Q reset mechanics may not be quite right. Fundamentals of both kits seem solid though and I think they both deliver well thematically too.

Shadow Hazard2 votes

Has there been a thought about completely removing the ult damage and letting it be a Q reset/ slow/ disable/ passive stacking tool and shift up the damages as well as add/increase AP ratio's in the rest of the base kit. If it was and decided against I am curious of the reasonings why if you dont mind.

Kadexe3 votes

Completely removing the ultimate damage would be going too far, that's like 300-500 magic damage that you would have to somehow compensate for in the basic abilities.

Metal Janna5 votes

Has anyone really been complaining about the duration of Orianna's shield? Janna and Lulu for sure, but Karma and Ori's shields both last 4 seconds and their winrates have been under 50% for some time now. Bringing their shields down to 2.5, or even 3 would be a fairly heavy nerf for champions that are already undertuned. You can do it, but they'll definitely need compensation buffs.

Besides, the goal is to add more skill expression to those braindead "point and click" shields right? Fair enough, but first consider that Orianna's shield has two extra forms of skill expression that the others mostly* lack. These are:

Travel time: Ori's ball must first reach the target to shield them. This creates an opportunity for counterplay by the opponent in the form of hitting whichever champion the ball is not currently on before it can reach them. No other shield support has to worry about if their shield will land before the attack it's supposed to block. *Except for Lux, and sort of Rakan.

Exclusivity: The ball cannot be used for both attacking and shielding at the same time (exception: when the opponent is on top of the shieldee). This creates windows of opportunity for the opponent to poke, as well as upping the skill level required to get the most out of her shield during a given engagement. Do you throw out your Q first, then shield your ally? Or shield first and hold your Q until the very last second to secure the kill? The correct answer depends on many factors.

Speaking of exclusivity: Lux and Karma's shields can be applied to more than one champion, under the right circumstances. Janna, Lulu, Ori, and Morg's can only be used on one champion, making all of them weak to counterplay by AOE and multi-target spells or "fake outs" (pretending to target one champion, then switching targets the moment the support's shield is baited out). As an Orianna support main, Sona's Q is the bane of my existence. But I digress. The point I was getting to is that there's a dearth of support champions who can shield both themselves and their ally. Maybe that's a direction you could take Karma in, since she's got an identity crisis and the niche is mostly unfilled.

Just my thoughts. If you'd like any clarification don't hesitate to ask, and thanks for the time you spent reading this.

TheOnlyBruce4 votes

Hey meddler,

What are your thoughts on vision right now, with changes over several patches (support item changes, trackers knife removal and most recently increase in warding trinket cooldown)?

Also, I would really like to see a dev talk about what happened to clash this weekend, and how Riot responded to it, similar to the one yall made awhile back about the tiamat/Riven bug that shut down ranked for awhile several seasons ago. It's really cool to see the thoughts of those dealig with the problem and the process of how yall do it.

HappyLilAccident4 votes

Hey Riot, you want to know why you're seeing increases in snowbally games? Consider taking a look at the general trend of increasing mobility and increasingly overloaded kits. Mobility creep speaks for itself: the more champions that can jump in and out quickly, the more valuable upfront burst damage and super aggressive builds become. When you have 2 seconds to react to a threat you can prepare a counter much more efficiently than when you have 0.5 seconds to react. Look at all the meta champions that build pure offense and have 1 or more dashes/blinks/leaps ect. to get onto their targets.

New Xin is a prime example that weaves into my second point of overloaded kits. You wanted to keep Xin as a champion that had to commit to a fight, yet gave him an overloaded ultimate that allows him to dash in, burst a squishy, and literally walk out while his target's teammates can't damage him because they're outside his circle. That removes Xin's core weakness while simultaneously encouraging him to go max damage snowbally builds, because he no longer needs the 1 defensive item to survive his retreat, or live long enough to allow his team to support him.

When you force players, particularly carries to react within the 0.5-1.0s counterplay windows or get gooched, you create interesting outplay potentials in 1v1 fights. But in skrimishes or teamfights things get too difficult. With all this mobility and jack-of-all-trades updates/new kits the burden of the outplay is almost always disproportionately in favor of the aggressor. That means its better to go full offense and have 3-4 snowball champions independently trying to carry rather than try to build a creative team composition where everyone has a vital role (think back to Season 3-5). Seige comps, splitpush comps, poke comps, etc. are much MUCH less of a thing now than just 5v5 smorc-fests.

You want to reduce snowballing, stop letting all champions do everything. Cut down the game's mobility and bring back defined weaknesses.

HavingAGoodChime2 votes

Wow this is the earliest I've ever been to one of these...

Which runes are in the best state and are there any trees you still want to work on by adding keystones etc. - if this applies to all which wild be highest priority :) thinking bard should go for inspiration first but not really as much scope for him there as I would like..

RiotMeddler7 votes

For keystones I think there's a clear need for work on Sorcery. Would like at some point (not sure what timeframe is realistic) to both do some work on Comet and get a fourth keystone in there.

For non keystones Precision and Domination I think are the two trees most in need of work. Domination's vision related slot especially needs some work, while Precision's too lacking in meaningful choices (pretty solved on many of its users).

In terms of what time I post these, I normally try to be consistent. Sometimes though if I've got a meeting or whatever so I need to get to work earlier than usual I'll put one up earlier.

TomiMan72 votes

Its nice to hear that you are looking into sorcery keystones :) About time!

Vayatir4 votes

Is this new Sorcery keystone going to be something to better compliment DoT playstyles/replace Deathfire Touch? That seems to be the area that is most lacking post-rune update.

Demonblade Talon2 votes

I think the dom tree could use more assassin oriented runes. This new rune is pretty much trying to turn it into an adc tree. Here are some ideas(some ideas will be similar to other trees since you guys do this already)

  1. dangerous game (just like triumph but in the dom tree without the gold)
  2. eyeball box sucks ass but it's the only good rune in 2nd row. I think this should give lethality/magic pen or be reworked into something else. Also, ghost poro should be made into a ward and removed for something else since literally no one uses the adorable little bastard.
  3. cheap shot and taste of blood definitely need reworks since NO ONE uses anything other than sudden impact.
Grandpa Zil2 votes

Meddler, I main toplane and it's my experience that certain tanks, specifically Ornn and Cho'gath have far too strong of a laning phase for how well they scale. (I am fine with them scaling well for the record). Ornn and Cho each do far too much damage and have too low mana costs on their abilities and it seems that its just an auto loss if you play a bruiser against them. Almost every toplaner I know is in agreement that if these champs are going to outscale you, they need to have a weakness at some point in the game which should be in the laning phase. Please nerf these champs, at least during the laning phase. Thank you.

braveheart3162 votes

I know that a bunch of other comments have already addressed this, but Karma and Orianna both rely pretty significantly on their shields and both have had sub-50% win rates at pretty much ever elo multiple patches in a row. I understand the need to nerf the shield of a champion like Janna who has had a ~53% win rate for who knows how many patches, but nerfing already weak champions doesn't seem to be the answer to balancing the shielding champions, even though I understand trying to balance evenly. Can you explain the thought process behind this and when/if/how you plan to compensate for these changes for the weaker champions in other ways?

Deathfall1 votes

A pass needs to be done on all Enchanter shields in general. I would like to see every champion that has a shield use it in a unique way. Right now we have a bunch of champions with shields that all do practically the same thing or exists in the game already.

Karma item 2065 + item 3190 Item actives = Karma's shields.

Lulu item 3504 = Lulu's shields.

Other champion shields that are not that unique.

Sona Only viable when an ally is in her field and Aura's in general were removed from items years ago. Why is her kit not being looked at?

Janna It's just a shield with an attack steroid attached to it. Is it unique?


When you compare shields like Lux, Ivern, Taric, and Rakhan to the above, they all offer unique ways to use shields. Are we really going to sit here and say the only interesting gameplay Karma, Lulu, Sona, and Janna can have with their shields is something that increases attack speed, attack damage and movement speed? Sona's shields are not even that interesting. The mechanics attached to their shields already exist on items and offer it to someone through an item. It's not very exciting. I understand you need to do actual work on how strong shields are in game, but you are not actually looking at the champions that it is going to effect. You nerf their shields, they are going to be left with low play/win rates and offer nothing unique to the game or the class.

It's about time you start addressing problems with champions instead of working around the problems with champions. Great, you are addressing problems with shields. Are you really though?

La Bello3 votes

{quoted}

A pass needs to be done on all Enchanter shields in general. I would like to see every champion that has a shield use it in a unique way. Right now we have a bunch of champions with shields that all do practically the same thing or exists in the game already.

Karma item 2065 + item 3190 Item actives = Karma's shields.

Lulu item 3504 = Lulu's shields.

Other champion shields that are not that unique.

Sona Only viable when an ally is in her field and Aura's in general were removed from items years ago. Why is her kit not being looked at?

Janna It's just a shield with an attack steroid attached to it. Is it unique?


When you compare shields like Lux, Ivern, Taric, and Rakhan to the above, they all offer unique ways to use shields. Are we really going to sit here and say the only interesting gameplay Karma, Lulu, Sona, and Janna can have with their shields is something that increases attack speed, attack damage and movement speed? Sona's shields are not even that interesting. The mechanics attached to their shields already exist on items and offer it to someone through an item. It's not very exciting. I understand you need to do actual work on how strong shields are in game, but you are not actually looking at the champions that it is going to effect. You nerf their shields, they are going to be left with low play/win rates and offer nothing unique to the game or the class.

It's about time you start addressing problems with champions instead of working around the problems with champions. Great, you are addressing problems with shields. Are you really though?

agreed. the current plan of just "lets reduce shield duration by 1-2 seconds" is absolute crap and the most short sighted band-aid fix ever. Riot needs to just dig in and start adjusting these champions on a fundamental level instead of just continuously pushing back and disguising problems

dunkmaster putin4 votes

indeed but fixing them takes time and to be honest it's a pretty good looking band-aid, As skill expression will be way higher when you can't nearly perma shield a single target(i,e janna, lulu)

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