Patch Chat with Playtest Team - 6.13

RiotSkarnye West·6/28/2016, 7:16:23 PM·1 votes·114,000 views

Welcome back to Patch Chat!

I’m Gentleman Gustaf, and here with me is Riot’s Playtest Team, a group of high-ranking League players whose job it is to play the hell out of things and give actionable objective feedback to designers. Think of us as your high-Elo friends who happen to have played the new patch, rework, or champion long before it ever came out.

Every two weeks (concurrent with the release of patch notes), we’re going to be hosting a discussion here on Dev Corner. Take this opportunity to ask us any questions about the state of the game. Want to know what we think is OP? Curious what it’s like to work as a Riot playtester? Have any questions about how we feel about the most recent patch? We will be around for the next few hours and will try to answer as many questions as possible.

Patch 6.13 brings significant changes to support and top lane, so especially ask us any questions you have about our predictions or thoughts on the new support/top landscape!

Additionally, Nicholas “Nickwu” Smith and Trevor “ThEntropist” Thernes will be streaming Wednesday, 6/29 from 6PM to 8 PM PDT, so if you want to join them for custom games, or just continue the discussion there, tune in to the stream tomorrow!

Adam "Afic" Cohen Preston “Hinder” Bunker Ben “Cezium” Burkhardt Shawn “I Am The IRS” Currie Don “Aesah” Ding Nicolas “Gleeb” Haddad Dan “Penguin” Hardison Miles “Daydreamin” Hoard Bao “Bao/Siegil” Lam Robert “RobertxLee” Lee Nicholas “Nickwu” Smith Blake “S0be” Soberanis Trevor “ThEntropist” Thernes

295 Comments

Eph2896/28/2016, 8:52:36 PM6 votes

We see Vlad and Irelia changes in 6.13 to address dominating picks in competitive play, but what about Azir? The guy has been top-dog for over a year in mid, and if your champion can't lane against Azir, you probably have to ban it away in competitive. I know he was nerfed some recently, but that hasn't stopped him getting picked at all.

Hyper-scaling mobile bursty lane bully . . . feels like at least one of these has to give.

UsiTsukino6/28/2016, 8:38:56 PM5 votes

Thresh W - Dark Passage REMOVED AP RATIO 0.4 ability power ⇒ Removed NEW SOUL RATIO Now gains +1 shield per soul collected

http://i2.kym-cdn.com/entries/icons/original/000/018/259/55181940.jpg

How's Thresh doing? I'm scared... ;___;

PD: And why there's no MR included too?? xDD Looks at Sona and Karma Supports >__>

Thanks ;__;!!

IAmNeverViable6/28/2016, 7:59:10 PM5 votes

Here's a couple of question?

  1. Do you guys play-test off-meta picks? WHat's your favorite picks?
  2. Do you guys play-test the new ryze update? What's your thoughts?
  3. How's the experiences changes in patch 6.13? How much of improvement compare to patch 6.12?
Critkeeper6/28/2016, 8:40:30 PM4 votes

Different classes have different capabilities of really specializing into their core fantasy because the item system doesn't uniformly support the various classes.

A core item should ideally amplify, enable, or support the capabilities that identifies your champion from others. There can't and shouldn't be a unique item for every champion, so core items are consolidated across champions based on the similarity in their capabilities.

Not long ago you spent some time thinking about how champions in league can be classified based on differences and similarities in their capabilities.

Here is a list of the subclasses and the items that directly support their capabilites:

#Vanguards item 3800 #Wardens item 3110 item 3105 item 3401 #Juggernauts item 3748 item 3742 item 3053 item 3071 item 3068 #Divers item 3078 item 3022 #Assassins item 3156 item 3142 item 3147 #Skirmishers EMPTY #Burst Mages item 3285 #Battle Mages item 3157 item 3001 #Artillery Mages EMPTY #Enchanters item 3504 item 3050 item 3222 item 3069 #Disruptors item 3092 #Marksmen item 3031 item 3508

Notice the above items only cover those which directly support the common agenda of all champions belonging to the subclass. That doesn't mean all items must fit some sort of subclass agenda.

There are generalist items that work for multiple classes like: item 3089 item 3035 item 3135

There are situational items that do something more specific-- a role rather than a subclass, like splitpushing for example: item 3512

There are items that are even more specific than that, for example: item 3139

There is a swath of offensive items that offer situational power for marksmen and other primary damage dealers: item 3153 item 3046 item 3087 item 3085 item 3094 item 3072 item 3812

Some items are specific to a certain kind of damage dealer, one with on hits or mixed damage for example: item 3124 item 3146

Note that many of these groups are underrepresented and many of them are over represented. There isn't really any item that is dedicated to the agenda of all artillery mages for instance. I suppose disrupters scale so hard with cooldown reduction, any core item you provide would have to compete with that, and thats probably not possible unless it was a double cast or something.

Likewise, there isn't an item that is dedicated to the agenda of a skirmisher, which according to the subclass dev blog is to "shred through any nearby enemy that approaches, but lack in high end burst or reliable ways to close on high priority targets". The closest item that supports that agenda is last whisper, but it a generalist item not an item specifically tailored to the needs of skirmishers.

So here is my question:

Can we get a core item for artillery mages and a core item for skirmishers please?

In case you are wondering what I am thinking by "core" item for skirmisher and artillery mage, I mean something that really orients or even commits your champion towards the skirmisher/artillery agenda:

Salamander Saber (melee only) 20% attack speed 20 attack damage 20% crit chance unique passive: "Converts some of any physical damage dealt into a damage over time effect. 20% as true damage over 4 seconds."

Magic railgun 300 mana 80 ap passive: "hitting any enemy champion with an ability builds 1 charge. Max 10 charges. Receiving damage removes a charge." active: "consumes all charges to launch a magic projectile that bounces. Deals 100 + 10% ability power damage. Gains 1 bounce and 100 range per charge."

LolShrimpDaddy6/28/2016, 9:01:28 PM3 votes

I understand what they are doing with the support items but i still feel that they are underpowerd and just utility for your team late game i just feel like some champs that are played as support drop off hard mid to late game and are only used to clear wards or reposition people such as Blitzcrank

Cosmochris6/28/2016, 9:41:18 PM1 votes

I'm not sure if anyones asked this yet and this is prob a dumb question but would the healing and shield increase from ardent censer and mikes be able to stack with each other?

mattkx96/28/2016, 8:40:28 PM1 votes

After all the changes, what do you think will be the most powerful support item line and why? Do you believe that the changes to the items will allow for lesser played supports to shine? I'm just saying that personally, I've not seen many coin supports recently, but because of this I feel as though coin might become a viable option once again.

And ruby crystal. How do you think those buffs will affect a support's build path? Do you foresee Ruby Crystal being a mid-game buy instead of a late-game purchase?

Thanks <3

Bladerunner77776/28/2016, 7:53:28 PM1 votes

That change to Mikael's sounds like it's gonna be really strong on Nami (I primarily play Nami)

I already rush it every game after Eye of the Watchers