Skip to content

PBE Chat with the Playtest Team - 8.9

Novalas··1 votes·35,646 views

Hey guys!

I’m Riot Novalas & I’m a QA Analyst on Riot’s Playtest Team, a group of high elo players who work on Core Gameplay playing new and in dev content before they’re released. It’s our job to test the changes that our designers come up with to ensure that we’re introducing positive changes to League in terms of both balance and fun.

Rather than a Patch Chat, we’re opting for a new approach these next few patch cycles. Lots of changes are planned in the upcoming patches and a lot of content is or has been on PBE for awhile. We’d like you guys to talk to us about your questions or concerns with upcoming content - We’ve tested a lot of it and would be more than happy to give you guys insight on how the changes are panning out. If you’d like us to test something in particular out - let us know and we can try to get it into a playtest.

The biggest changes on PBE right now are the Ryze Reshape, Mana changes to Mages, and Unsealed Spellbook's changed effect.

We’d love for players to get in on this & help the Playtest team make Patch 8.9 launch as smoothly as possible!

Here’s a link to the content currently on the PBE. https://www.surrenderat20.net/p/current-pbe-balance-changes.html

Brandon "Roku" Davis Chris “Auberaun” Roberts Christy “Riot Ender L” Frierson Nick “Riot Endstep” Frijia Sigmundur “GangIeri” Helgason Arnor “Riot Hjarta” Halldorsson Rob “Riot King Cobra” Rosa Miktat “Riot Koyuncu” Koyuncu Brian “Riot Madness Heroo” Pressoir Nabi “Riot Novalas” Barak Dan “Riot penguin” Hardison Robert “ROBERTxLEE” Lee Louis "nubblez" Carpetto

339 Comments

11lbs17 votes

These poppy changes seem so out of the blue. She is already pretty weak but these changes are looking like straight nerfs for me

BlueHeart16 votes

can we please get context on the Poppy changes on the PBE? ill take anything but its just so random when shes in a good spot, albeit weak but, you gave reasons for changing Lux Kennen and Ryze wheres Poppy 's this is what we want to happen?

RiotRiot Endstep12 votes

I can give some context about Poppy. Over time as she's been nerfed/buffed since release, she's generally had her utility stripped in favor of straight numbers buffs in terms of durability, speed, and damage. This has led to her being a stat-checking tank that doesn't really have the tools to support the play pattern of a stat-checking toplaner - the best tank example of that is Ornn, who (like Poppy) has some windowed damage but has enough consistent threat/uptime to back up that pattern, whereas Poppy's damage is more contextual/unreliable and she's much more limited in her ability to win battles of attrition.

In an ideal world, Poppy would be more about chip trading/utility rather than raw durability/speed/stats in general, and this changelist is intended to shift her back more towards those strengths rather than the ones she has on live.

Specifically on the R change, that's a straight utility buff that's also intended to help make up for her lower overall numbers since it allows her to guarantee another Q hit while the target is airborne, plus potentially an extra autoattack (just from Poppy, and more from her teammates in many cases). It is often quite a lot of extra damage as compared to Live Poppy.

EDIT: I've also just realized that there's a line missing from the PBE data pull websites (it's on PBE, just doesn't seem to be listed correctly): Poppy's passive has +50 range on this changelist.

WhiteAcres3 votes

This makes a lot of sense to me. This essentially gives her a more potent burst and a more reliable engage for her team. Hitting the speed and tankiness on her W seems to be appropriate compensation for the R buff.

Pyrofiend18 votes

If you think this: https://streamable.com/xjky7

is any form of decent engage, you are mistaken. You can't even re position before the target hits the ground due to the ult animation.

Morkaskog7 votes

Are you trying to shift Poppy a bit more out of the top lane and maybe more into the jungle or bot lane? These changes imo really just makes her lane worse. Her W change i'd say is gonna hurt a lot when getting ganked, both the movement-speed and resistances, but even the ult i wouldn't say helps much in lane. I don't see the point in Qing while they're in ult as you'd save that for after the ultimate to slow them. If anything this just means i have less time to re-positioning for E after ulting because of the duration change.

I don't really see any positives to the changes outside of the range buff on E, which is nice, but the carry range isn't changed which is really why it felt unreliable in the first place. That and that it seemed to randomly not stun when it should. The E is also not really that much more reliable seeing how the movement speed on W is now lower so getting into E range is harder now in the first place. In general i feel like this favours jungle and support poppy a bit, but i feel like the movement speed change will also screw with those two lanes, and top lane poppy will suffer as well because of these changes.

RiotRiot Endstep6 votes

These changes aren't targeted at a specific lane but just at the pattern of the champion as a whole. Buffing utility in favor of raw stats is generally going to favor lower-income roles like support or jungle, but I don't think the current list is enough to make her stronger in those roles than in toplane.

The R change is particularly strong in toplane as it allows Poppy to have substantially more kill threat 1v1. Being able to guarantee both hits of a Q and an extra auto by casting R means that your opponents have to respect Poppy's burst thresholds a lot more than on Live (or they'll die during the knockup if they don't flash the R in many cases, whereas with the untargetability in they have a window to use Flash/other defensive tools after being hit by R).

I've also just realized that there's a line missing from the PBE data pull websites (it's on PBE, just doesn't seem to be listed correctly): Poppy's passive has +50 range on this changelist.

Morkaskog5 votes

Well, after testing on PBE a bit i'd say i have to disagree with it being good in toplane. The ultimate is now too short to really get any time to re-position for E, which is what it was used for 90% of the time, and you can't even get a basic attack in unless you're already standing on top of them. Sure you can now get both Q procks if you for some reason use it while they're in ult, but normally you'd wait so you can get all the stun you can out of it.

The E also isn't really that much more reliable since the reason it felt clunky was the random terrain sliding and sometimes not stunning when you're clearly touching the wall. The movement speed being less now also makes it harder to get into E range from the get go.

Something i'd also like to add is that with the W changes, Poppy now looses a lot of power in a certain place, getting dived. Poppy is renowned for being hard to dive, and now with the W nerf i feel like that will be lessened. I can't count the games i've gotten out of a bad start because i successfully turned a dive around on my enemy. But that needed me to be tanky enough to withstand their damage until i could align E, which again will be harder since ult is shorter and movement speed got hit.

The passive increase is nice though, never considered that the E and passive had interlocked ranges. [poppy-wink]

BlueHeart6 votes

The R change is particularly strong in toplane as it allows Poppy to have substantially more kill threat 1v1. Being able to guarantee both hits of a Q and an extra auto by casting R means that your opponents have to respect Poppy's burst thresholds a lot more than on Live (or they'll die during the knockup if they don't flash the R in many cases, whereas with the untargetability in they have a window to use Flash/other defensive tools after being hit by R).

This statement couldnt be more blatantly wrong and just shows that there is a huge misunderstanding between how the playtest team thinks people use her R vs how people actually use her ult to pressure for kills, if anything as shown but the video pyro posted later down, this in fact RUINS her kill pressure in lane since she can no longer reposition for an E properly.

Pyrofiend12 votes

Considering Poppy needs speed to position for wall stuns and pick up bucklers, does speed not fall into utility rather than just a raw stat?

Why not try to make her kit more reliable instead?

BlueHeart16 votes

yet these changes make Poppy less effective, the R is the WORST knockup in the game with a long cooldown. its not even a long knockup for the CD and the half damage from the snapcast is what had killed her ability to chip trade and finish anyhow. The huge cut to her MS irrelevates the E change anyhow and since the change {from my experience} doesnt change the carry range this is all irrelevant anyhow since it will still be unreliable. I can say for certain most of the mains ive personally talked to on the discord HATE the MS lose as it pretty much ruins her in the jungle and support to an extent. And it all ends up with her losing out in her teamfights where shes already struggled against other tanks like Chogath who can 1 shot people Ornn who can get 5 man knockups Malphite who has better engage Rammus whos tankier Maokai who has better sustain and thats not even touching the support who do her job as a peeler better. Even with the E buff this is overall a nerf since youre killing the 1 thing that let her have a snowballs chance in hell of surviving a teamfight. not to mention the lose of the MS on her W and base makes dodging skillshots harder. If you want to promote a chip trade around her focus on the passive. It got gut when Courage was introduced and now thats gone yet we got no compensation buffs, but look out if you nerf item 3147 better buff MonkeyKing Zed Talon. you also nerfed her R snapcast damage so it wouldnt be used as an execute. now youre buffing it in the weirdest way possible to help when she all ins? How about you give her passive some scaling with her HP on the magic damage. She cant hold it forever without sacrificing farm there are about 5 better ways to promote a chip trade/ utility playstyle without gutting the things that make her fun and reducing her even more to a less effective Braum Thresh. These changes dont help her in ANY WAY. shes fine where she is at, if you want to buff her look at her numbers. Were fine with that and we like her as she is without all this. Most GOOD poppy players can already time the R untargetable with the second Q proc anyhow so this just lowers her skill level anyway. How about DONT CHANGE HER and just buff her if you feel she needs it, this is NOT healthy for her or her trade pattern.

BlueHeart13 votes

Even with +50 range on her passive it isnt helping her. I BEG you come to the poppy mains discord and have a talk with pyro and mark, they are the best high elo poppy players. this Change to her R guts her cuz you cant reposition and the animation for the recovery is about 1/2 the knockup.

Pøppy Bot14 votes

In my opinion the Poppy changes are completely unwarranted and should be reverted, as she is decently balanced right now. Didn't Meddler say that Poppy was in a good spot just last month? I would like to know the thought process behind these changes and if the full consequences of these changes were considered.

The ultimate change is not a "straight utility buff" as Riot Endstep has put it. The people defending the change as a pure buff to Poppy's kit have either not played her enough to be very familiar with the intricacies of her kit or playing unconventional full damage/burst builds. The decrease in the knockup duration makes the uncharged ult less effective in certain situations. For instance, an uncharged ult can be used to reposition for a stun during the 1 second knockup duration, stall for cooldowns, and delay their escape so your team can catch up during a pick, among other things. All of these use cases have been hurt by the knockup duration decrease. Furthermore, the base movespeed nerf as well as the scaling movespeed nerf on the W exacerbates the problem by making it even harder to reposition for a stun while they are knocked up. This pigeonholes the ult into just another way to deal damage during a duel, making the spell one-dimensional and discouraging creative uses for the ult beyond a way to lay down more damage onto the opponent. You might mention that knocked up enemies no longer are untargetable, but while this indeed does make the ult less prone to causing your team to miss all their skillshots during a teamfight, the knockup duration is a measly 0.75 seconds which is not impactful enough as an engage or disrupt tool (especially with the long cooldown, Note: Alistar Q has a 13 second cooldown with a 1 second knockup and Malphite R has a 80 second cooldown with a 1.5 second knockup at max ranks, while Poppy R has a 100 second cooldown with a proposed 0.75 second knockup at max rank). Albeit Poppy's R has an uncharged and charged version with different uses, the 0.75 second knockup from the uncharged version seems underwhelming. In response to Riot Endstep's comment about using the ult to guarantee both procs of Q and an auto attack, given that the recovery frames of the ult on PBE (~16 frames), the startup frames of Poppy's Q (~13 frames), and the time to proc Poppy's second Q (~31 frames), enemy recovery frames (i.e. time spent in the AIRBORNE state: ~23 frames), there is no guarantee that the enemy will be hit with both procs of the Q if they flash out (as shown in Pyrofiend's recording in this thread). Using Q before R would guarantee it, but that combo would not be optimal in most situations.

The movespeed nerf in general is something that will hurt Poppy's greatly as utility as well. Movespeed has always been a stat that Poppy has relied on heavily since the rework (moreso than most champions) due to the nature of her abilities. Even if the E range increase is considered, I feel that there is a net loss as far as the reliability of successfully landing an E due to this movespeed nerf. The change that very few people seem to be concerned with but should be is the nerf to the base movement speed. A decrease of 5 in the base movement speed of a champion might seem like a small inconvenience, but I am of the opinion that it is a huge nerf, especially in Poppy's case without a reliable dash/gapcloser (E requires a target). In isolation, analyzing the movespeed stat of a single champion is useless. The only statistic that matters in regards to how fast a champion is is the movespeed in relation to other champions. The average movespeed of all champions as of today is 337. Poppy's movespeed is being changed from 345 to 340. This movespeed delta of 5 can be seen in Janna's most recent nerf, one of the most consistent champions with one of the highest winrates in her role across multiple years. Why are we seeing a nerf of the same magnitude on a champion with abysmal pick/ban rates, both in solo queue and competitive, outside of as a Camille counterpick (because let's face it, she is only picked right now as a counterpick and because of one trick ponies like myself). Poppy's kit relies heavily on the fact that she can catch up to her targets given the lack of a reliable dash/gapcloser; increasing the range of Poppy's E while nerfing her movespeed heavily does not circumvent this problem and instead arguably lowers the overall skill ceiling and skill floor simultaneously.

I understand that statistics such as win-rate, pick-rate, and ban-rate are not good indicators of how well-balanced a champion is, but looking at the numbers, it cannot be denied that Poppy's 48.28% win rate, 2.83% pick rate, and 0.31% ban rate (lolalytics.com) points to her not exactly being a must pick/ban in the current meta of the game. In my experience, she is only used either as a counterpick or because a player mains/one tricks her. Meddler has stated that "one of our goals with champion balance is to ensure they're good choices in a wide range of contexts" (leagueoflegends.com). If Poppy is currently seen as a counterpick-only champion in both solo queue and the competitive scene, I feel that nerfing her further would only serve to lower the rate at which she is played, even though her pick/ban rate is already abysmal with the baffling amount of people I've seen say they have only seen Poppy being played once in a blue moon (does that not go against the ultimate goal of balancing a game? seeing the same 20 champions over and over again is tiring). I am of the opinion that one of the major problems of Poppy right now is that she does not excel at anything at the moment, and these changes are not sufficient to resolve this problem. She has the ability to take multiple roles and adapt to different situations, but in the end, whichever role she takes, other champions can do it better. Right now, I feel that she is in a good spot, but a weak one.

WhiteAcres13 votes

One of the more common builds on Sona (at least from what I've seen) has been startingitem 3303 and then getting item 3070 on the first or second back, since it helps her very mana-hungry play style, but seeing as both of these items are receiving mana sustain nerfs, I feel like she might end up being in sort of a weak state. Are there any plans to compensate Sona with some additional base mana regen similar to the other mages?

RiotRiotMadnessHeroo10 votes

I agree she is likely to be in a weak state after these changes as one of the more mana hungry champions not getting direct changes. Can't guarantee she'll receive compensation buffs in 8.9, but I'll make sure the designers are aware and we are keeping an eye on her. Thanks for the comment!

RiotRokudan10 votes

These types of comments are useful for us. We try and cover a wide variety of cases as we test upcoming changes, but I don't think we've got a read on this specific case in one of our games yet. We're not the only ones playtesting upcoming changes, but we'll see if we can fit it in one of our games.

Thanks, WhiteAcres!

Nefas12 votes

Why are mages - the class that is already the most dependent on skill shots - held to a different standard than others - especially adc’s and ad casters (meaning champs like zed and Yasuo) - when it comes to resources?

Vekkna3 votes

And healing from items, which every class except mages has access to.

RiotRiotMadnessHeroo5 votes

There's a lot to discuss about the different ways class/resource systems are balanced in the game. To be succinct here: Mages are generally compensated for having skill shots by those abilites dealing AoE damage, and as a result they have on average the strongest wave clear of any class in the game by a pretty substantial margin. This isn't a bad thing in and of itself, but we've seen for a while now that allowing them this strength while not restricting their resources leads to uninteractive PvE play at high levels via shoving the wave. There are a lot of tradeoffs when it comes to the different resource systems, but the past couple years for mages mana hasn't felt like a real enough resource, and as a result they are not expressing one of their intended weaknesses (limited map uptime via mana pool).

Radiant Seraph8 votes

Instant waveclear via Statikk Shiv is ok for you then?

Riotplaytestpenguin9 votes
Radiant Seraph21 votes

Yeah, and what. It's still an issue. I don't see how pointing out a recent change dismisses the fact that Shiv is still problematic.

Vekkna7 votes

And still crits a wave for what...400?

Dark Nephthys11 votes

First of all...sorry if this comes out as a big rant, but this entire change on mana makes me really annoyed and would like a chance to talk to some one from Riot about it.

So mages are supposed to be all about the resource of mana, which ADCs and other classes aren't gated around, how exactly is that fair? Especially when AP items used to have a high AP value (with low mana, and CDR) and over the past few seasons, we kept losing a lot of AP on our items but was compensated for Mana and CDR. So we lose a lot of AP to add CDR to our items, and then ADCs gets easy access to 40% CDR AND ways to refill mana with item 3508 without sacrificing anything for it, and now Mages are losing a large portion of mana and gets nothing for it?

I know that ADCs changes are coming soon...but why is this massive nerf to base mana of mages coming before the ADC changes? If this all happened on the same patch as ADC changes then it might be a bit more acceptable, but mages are getting a massive role nerf in 8.9 so we become weaker, while ADCs continue to stomp for another patch or 2...and that's assuming ADCs changes even make them weaker at all.

Also these changes are going to force most mages into item 3003 because the amount of mana from item 3285 isn't going to be enough for them...and this is 1 patch after you harshly nerfed Archangel Staff to be a poor item to rush and require stacking.

You make it sound like Mages still have all these options like Building item 3003 item 3027 on every mage isn't a way to "fix" this as not every mage can really build that, and even if they do...they would be extremely useless until like 30 minutes into the game, which games don't even last that long anymore and even stalling with mages wave clear is going to be even harder because of this...which in the end makes it more snowbally.

Don't even bring up Ocean Dragon or Blue buff as viable ways to counteract it...Ocean dragon isn't super strong until you get 2 of them which is basing solely on RNG to even be lucky enough to get 2 of them AND that's only if your team is even in position to attempt to take it. And Blue buff? Sure in LC$ you would have no problem getting those blue buffs as a mid laner, but most of the time in Solo Que you don't even get blue buff as a Mid Laner. Only time you really see jungler give it is usually if the mid laner is super carrying/insanely ahead, OR your jungler is a resourceless champion or some one who barely uses mana. Most games, the jungler take the blue buff for themselves.

And what are we supposed to do against Baron minions? Mages won't have the mana to waveclear through that all that well anymore...and even if you do manage to do so, would be OOM and useless for when the enemy team jumps on you. Do you basically want it to be, whoever gets Baron first can just push for game?

This whole change is terrible...especially for the main reason you guys give for the "Mages shouldn't be able to waveclear without worry" or something. Mages use their CDs to waveclear and uses mana to do so...You may think it's infinite mana but have you actually played as a mage when your team is losing and trying to defend? What about all the Non-mage waveclear in the game? item 3085 item 3087 item 3074 item 3068 item 3748 item 3077 even item 3025 can be used to help.

What about all the Mages who already struggle to actually wave clear? Do you just want them to never be played because they can't waveclear with what little mana they have? Guess that's why we never saw Kennen played mid anymore with his extremely low wave clear and why you are kind of heavily pushing him for bot now.

Vekkna10 votes

On a scale from 1-HELL, how are you mage mains feeling about the CS changes? Specifically:

  • Income and CS appear to be down in 8.8 for mages without reliable spell CS (eg Cass, Annie, etc). Does this need to be addressed?

  • Do you feel it's a problem that there is virtually no perceptible visual difference in a cannon minion's hp bar between last hitting and missing.

  • Based on the metrics, has there been a significant transfer of income away from APs in favor of ADs during laning phase?

  • Does +5 minion damage on PBE Doran's Ring actually fix a single one of the issues listed above?

Iron Ambassador10 votes

So. Those Poppy changes. Why exactly?

ModWulf Helhammer8 votes

Alright, I'll just kick start this whole thing:

What are y'all's opinions of the mana changes? How much do they effect mages vs the way they currently play? And do you believe those changes to be for the better?

RiotRiotMadnessHeroo11 votes

I'm personally very in favor of the mana changes. Mages have been dominant Mid lane in competitive for multiple seasons now, and their ability to successfully farm out the wave via PvE wave clearing has been a huge component. I think this is a necessary step if we are going to get other classes back into Mid in competitive, which is clearly a win to me (no single class should dominate a position for multiple years).

We have been testing some slightly different numbers than what's on PBE now, so I'm not yet confident that the current changes are quite hitting the mark in terms of tuning. Hopefully we can get them into a good spot for 8.9 though and if it turns out Mages are still circumventing resource management afterwards we can do followup further nerfs to the culprit (I'd suspect it'd be Tear in this scenario).

Dope Solo25 votes

Have you noticed that most mages aren't really viable anywhere else but mid? I think you've missed the obvious here in that you don't see them played anywhere else. Gee, I wonder why???? I would posit its because mages are already constrained by resources, are very squishy, often immobile, and don't have dps on right click. I don' think you people have thought this through very far at all, and you're removing mages to a point that you would have to redesign every kit to make them viable somewhere.

RiotRiotMadnessHeroo9 votes

Swain, Ryze, Cassiopeia, and Vlad have all seen pro play Top this season, so I don't really agree. I do agree that Mages are on the weaker side Support and Jungle currently, but those champions are far more likely to go non-mana builds than Mid laners and as such should be nerfed relatively less by these changes (in the case of Junglers they are buffed from the base stat changes).

Nefas32 votes

Vlad (who doesn’t even use mana anyway) being viable top in pro is wonderful consolation or the many many more mages who are only viable mid. Stop referencing pro play for everything

Hópe7 votes

{quoted}

Have you noticed that most mages aren't really viable anywhere else but mid? I think you've missed the obvious here in that you don't see them played anywhere else. Gee, I wonder why???? I would posit its because mages are already constrained by resources, are very squishy, often immobile, and don't have dps on right click. I don' think you people have thought this through very far at all, and you're removing mages to a point that you would have to redesign every kit to make them viable somewhere.

And to say something you might find contentious, Marksmen dont have other places to go either.

You see Caitlyn Xayah Sivir Ashe MF Varus in other lanes? Nope

You see Quinn top? yeah but not bot lane, You see graves Jungle? Yeah but not bot lane.

You see Talon and Zed top support jungle or bot? Nope, only mid.

Mages arent that special. Stop treating them as if you were getting beat up while other roles are fine dining with steak.

Dope Solo10 votes

That might be a fair point, worth considering. If ADs didn't already have great waveclear on their own, I would say mages are picked because that is their role. Second, a team comp based entirely on AD is just unwise. So why not put your mage in bot lane? Because mages aren't viable. The reason? ADs are tons more competitive in mid by comparison because most ADs have better range and damage, and don't need a resource to outpoke. That alone makes AD waveclear good enough in the early game to set a mage behind.

As a mage, the mid/late game waveclear **IS **the incentive, when set behind you can eventually catch up, **if **other lanes aren't hopelessly collapsed and the game is headed to fatality. The wave clear function is a temporary backstop that allows a losing lane a chance at redemption, leading to less snowball games and increased macro play.

Hópe4 votes

{quoted}

That might be a fair point, worth considering. If ADs didn't already have great waveclear on their own,

They dont have good wave clear on their own. They have to buy items ( Stattik Shiv ). Same as Mages have good wave clear on their own but need mana to sustain it. )

I would say mages are picked because that is their role. Second, a team comp based entirely on AD is just unwise.

A team comp based entirely on AP is just unwise too.

So why not put your mage in bot lane? Because mages aren't viable. The reason? ADs are tons more competitive in mid

If by competitive you mean pro play, there hasent been a single AD champ mid for the whole year. I dont even recall a mid AD champ being picked last year either.

by comparison because most ADs have better range and damage,

Most ADs dont have better range. You're just talking. Show me what you mean who are you comparing. When you say better damage, Mages have better utility and items fall back easily giving you 2.3k health +++. Thats the trade off. ADCs dont ever get 2k health late game you'll see them at like 1.6-1.7. Let alone items like Zhonyas and Seraph giving you great survivability.

and don't need a resource to outpoke. That alone makes AD waveclear good enough in the early game to set a mage behind.

By ''outpoke'' if you mean autos they actually do, its called rapid and stattik ( which i think is unhealthy ) but thats not an ADC problem thats just what the item is made to do, out poke you for one auto.

Im not sure why you keep saying ADs have good wave clear when they need to buy items to have wave clear while mages inherently have wave clear in their kit.

I get what you're saying. But a lot of it is bullshit. You're saying stuff that is opposite like ''adcs have wave clear'' No, they dont. Stattik shiv GIVES them wave clear. Mages actually have inherent waveclear.

Dope Solo7 votes

You say that as if mages don't need items, which is completely ridiculous btw. Try playing a mage in bot lane as an experiment. Watch what happens, just in terms of winning lane. The odds are stacked against you.

Dark Nephthys3 votes

Some ADCs have great wave clear, especially Sivir...where I'd argue that she potentially has the best wave clear in the entire game (Yes...I'd almost say even more than Anivia). Then there are other decent wave clear champions like Jinx once she gets a bit of AD with those rockets. But even though most ADCs wave clear isn't that strong by itself...they still can increase it with the help of items like Stattik and Hurricane, where as Mages don't have any strong items that helps boost wave clear so for poor wave clear mages, they're screwed. You seem to just assume all mages have good wave clear but there are actually a decent amount of mages who have poor wave clear.

Also about your other post of ADCs being outside of bot lane? First of all we have Quinn/Corki/Graves who were ADCs but then was basically accepted and then later balanced on being in other lanes...Then there is Kindred who is an ADC jungler. Even outside of that, this split also had Lucian Mid and Top a few times, and I rem seeing Yasuo and Riven being played...and even saw Sion Mid in one of the games to. Also Corki mid has been pretty popular this past year, maybe not as pick/ban as he used to be but still a strong pick.

The way you try to make it sound like only AP mids are played would be like me saying "Only ADC's are played in the marksmen role".

Riotplaytestpenguin14 votes

I was surprised by the amount of negative discussion around the mana changes personally, as the manaflow band changes we shipped recently had a much more noticeable effect on how the laning phase played out IMO. I haven't experienced any feelings that the class feels dramatically weaker in our playtests.

I believe that players learning to opt OUT of interaction with their opponents has made the game a lot less fun, and every time I see an Inspiration/Resolve TF with Minion Dematerializer, I get a little sad. I do think there will be followup balance necessary, however, as opting out of interaction is how you survive the laning phase against a lot of assassins (Fizz/Zed/LeBlanc) and believe that trying to get towards a state where it is a fallback strategy as opposed to the optimized strategy in most matchups is desirable for making mid lane more fun over the long term.

Dark Nephthys12 votes

{quoted}

I was surprised by the amount of negative discussion around the mana changes personally, as the manaflow band changes we shipped recently had a much more noticeable effect on how the laning phase played out IMO. I haven't experienced any feelings that the class feels dramatically weaker in our playtests.

I believe that players learning to opt OUT of interaction with their opponents has made the game a lot less fun, and every time I see an Inspiration/Resolve TF with Minion Dematerializer, I get a little sad. I do think there will be followup balance necessary, however, as opting out of interaction is how you survive the laning phase against a lot of assassins (Fizz/Zed/LeBlanc) and believe that trying to get towards a state where it is a fallback strategy as opposed to the optimized strategy in most matchups is desirable for making mid lane more fun over the long term.

These mana changes won't feel super massive in the early parts of the lane phase but it's going to be a massive hit for mages when mid game comes around and they no longer have the mana to really defend or team fight with. It's going to force Archangel on a lot of mages who normally wouldn't need or want it. Also there is a lot of negative feedback about it, because of the reason why you guys are doing this. The fact this is happening because mages need a limited resource, where is ADCs limit resource? If all the ADCs have an ammo system for their auto attacks like Graves/Jhin then I'll be completely fine with the mana gutting.

Its not like mages are the only wave clear in the game...some ADCs are very close to some of the best mages in there. And this is after we had to deal with Baron minions being stronger (and after all these annoying Banner of Commands) Baron Minions and Super Minions which now mages won't even have the mana to kill anymore.

The way it would feel for mages...it'll be like if you super buffed the attack speed of item 3087 by a lot like say 30-40%, but then nerfed every ADCs base attack speed per level by a half. If that happened, every ADC would kind of feel like they're forced into building Stattik, even if they normally don't. It's kind of what feels like for mages and Archangel.

Xyltin1 votes

Just a question. Do you know how much mana you are going to lose at lvl 10? I give you a hint, less than 100 max mana out of more than 1k max mana on most champs.

The nerf will not be really felt before lvl 10 anyways and if we consider that mages were fine with even less mana before morellos became standard I doubt that they really have a huge problem.

Dark Nephthys3 votes

{quoted}

Just a question. Do you know how much mana you are going to lose at lvl 10? I give you a hint, less than 100 max mana out of more than 1k max mana on most champs.

The nerf will not be really felt before lvl 10 anyways and if we consider that mages were fine with even less mana before morellos became standard I doubt that they really have a huge problem.

Most mages lost 25-30 mana per level, so for the mages who lost only 25 mana per level, they would be down 125 max mana at level 10. That is of course counting the ~100 max mana they were given at level 1. Sure it won't be felt to much in the early stages of the game, but once you start approaching late game you will notice that missing 300+ mana.

Mages who build 2 mana items, won't really feel it that much at all. Mages who build Seraph's will feel it a little but should still be fine with some management. Mages who build Luden's, will now either have to build a 2nd Mana item OR drop it for Seraphs. Mages who don't build any mana (assuming they were a mage effected) will now HAVE to build some form of mana because now they will have even less mana than Tanks and ADCs.

This change isn't going to do anything but hurt the struggling wave clear mages and screw over a lot of builds just because "Mages need to have a limited resource"** while no other classes does.**

Nausicäa 19 votes

{quoted}

I was surprised by the amount of negative discussion around the mana changes personally, as the manaflow band changes we shipped recently had a much more noticeable effect on how the laning phase played out IMO. I haven't experienced any feelings that the class feels dramatically weaker in our playtests.

How is it surprising to you that an awful change receives negative feedback? If wave clear is such a problem then actually nerf the biggest offenders? How fucking hard is it to make X champions ability only do X% damage to minions?

Why the fuck should mages should mages go oom in teamfights when ADCs have higher damage and burst that they can do infinitely independent of mana constraints?

Why when you have some tanks and fighters that literally have fucking assassin levels of burst of squishy champions with a single rotation? So now i have to stay a mile away from teamfights, manage my positioning, manage my mana, while someone on an Irelia or Camille with 2 fucking damage items can just run up to me at any time, mash his face and kill me in 1 second.

Why the fuck should mages be forced to "fight over blue buffs and Ocean Drakes" in order to simply do their job when no other fucking class of champions in the game rely on global objectives to do theirs?

I believe that players learning to opt OUT of interaction with their opponents has made the game a lot less fun, and every time I see an Inspiration/Resolve TF with Minion Dematerializer, I get a little sad. I

Then remove Minion Dematerializer??? If wave clear is such a problem then why the fuck is this rune even in the game at this point?? Do you see anyone other than mages actually take it? NOPE. Do you see anyone other than champions who already have great wave clear take it??? NOPE. So literally wtf are you guys doing?? Seems like a pretty simple way to help reduce wave clear.

I do think there will be followup balance necessary, however, as opting out of interaction is how you survive the laning phase against a lot of assassins (Fizz/Zed/LeBlanc) and believe that trying to get towards a state where it is a fallback strategy as opposed to the optimized strategy in most matchups is desirable for making mid lane more fun over the long term.

Oh so you mean literally everyone who is remotely mana hungry will just go Archangels Staff? So much for item diversity, that rework was all but pointless now. If you think that those pitiful nerfs to Tear will dissuade anyone from building this item in a mana starved environment you're kidding yourselves.

Dope Solo8 votes

The sad part is that Riot decides these things in advance of asking for feedback.

Landorin8 votes

How do the mana changes on the PBE affect mages, in your opinion? I understand the problem they're trying to solve (mindless, cheap waveclear), but it seems like as a whole it will just be a blanket nerf to mages without any real compensation in a meta where I don't feel they particularly shine (to me they feel fairly average). Do you have any concerns that they will be locked into Archangel's/Presence of Mind to function?

RiotRiotMadnessHeroo7 votes

While I do expect this to be an overall nerf to mages, it's not necessarily a blanket nerf. Champions who start Dark Seal or Corrupting Potion are strictly buffed before first base, and it's possible some previous D-Ring users migrate to these items as well and are stronger early. After first base I agree it's definitely a nerf, but in my opinion this is necessary for competitive play, and Mages have some room (though not a ton) for nerfs in Solo Q.

I do share your concern that mages may just default to Tear builds to continue having effectively infinite mana (Presence of Mind turns on too late and is too conditional to be a big concern here for me). Hopefully the tear nerfs are enough that most champions are significantly punished for doing so, but it's definitely something to keep an eye on.

Vekkna29 votes

So the mana changes benefit people who watch the game, not those who play the game. Makes sense.

SonicÐeHedgedawg8 votes

@Riot Novalas Since you're here, I've got a rune clarity request that it would be wonderful if you could forward up the pipeline:

For the "hunter" line, it would be really nice to have some sort of metric by which to measure how effective they are over the course of the game. Because it's nice to know when you got full stacks, and such, and, honestly, for relentless hunter, that might be all you would need, but for ravenous Hunter it would be nice to know how much HP we healed over the course of the game and for ingenious hunter, how much active item CD (in seconds) we managed to reduce over the course of the game, because I really want to be able to decide if certain runes are "worth it"

Novalas9 votes

I'll fwd your request to Game Systems!

Voidhammer7 votes

Why the Poppy changes? She's been pretty weak for a while now, and I seriously doubt she needed nerfs, especially on her movement speed.

BitterBlossom2 votes

There is something that kinda bothers me

There is one champion that has been seeing litle to none play for 4 seaons now, has a really low playrate in high elo, currently has trash winrate, and the few times he was picked, its picked in a role he was not designed for, and serves for supportive purposes he wasn't supposed to fulfill.

Its been like this for many years now, and i'd like some context of why this champ hasn't been buffed, considering its considered by many ust a trollpick in any comp in any situation.

im talking about Ziggs Ziggs.

Ziggs has a win rate 46.88% for Diamond+ players whilst the very best Ziggs's are earning a win rate of 49.46% with the average rank of these top players being in Diamond IV.

  • Lolalitycs

Win Rate 49.33%. Play Rate 1.16%.

  • Champion.gg

47.85% winrate, 35th /47 1.35% pickrate.

-Op.gg

So, these stats looks fine, but Ziggs has been hovering on a 53% winrate for a long time, while striking a close to 0% pickrate on higher elo (Diamond+) And from personal experience, i can safely say that his agency is close to unexisting due to some match ups beeing straight up impossible.

I'd liek to know Riot's opinion on the champion, since he hasn't been touched ever since the +0.2 AP ratio on his ult, and even after that, his pickrate didn't change one bit, doy ou think he is fine the way he is right now? You think its ok for the champion to only be picked ADC in competitive, and never midlane?

Riotplaytestpenguin7 votes

I like to play Ziggs, and personally do feel that he's a bit sad right now. I don't agree that it's a bad thing that he's shown up bot lane in the past before however. I wish the champion in general felt more reliable against good players. I'll bring him up with some live gameplay dudes and see what they think.

More from Dev Corner

More by Novalas