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Mid Season Tanks Update - Sejuani

RiotSolcrushed··1 votes·130,819 views

Hello everyone, I’m here to talk about the upcoming Tank update. The first one in line for the update is the one and only…. Sejuani! But before we get into the specifics, let me lay out some general goals for the Tank update as a whole. Please note that not all Tanks have the same current problems and thus do not have the exact same project goals.

  • We’re adding more skill expression to Tank combat patterns, for themselves as well as their opponents. We’re looking to offer more points of play and counterplay and reward players for mastering them.

  • We’re reducing the amount of reliable damage that Tanks bring to the game and instead amplifying their defensive and crowd control capabilities. We want to ensure that the tanks are correctly valued for the right reasons and definitively set them apart from their offensive counterparts.

  • We’re making each Tank more unique. Vanguards in particular fall short in this regard, so we’re looking to add more uniqueness outside of their ability to effectively initiate teamfights.


Now, enough about general Tank topics, let’s talk our favorite boar rider, Sejuani! First let’s go over our current assessment of Sejuani as she exists on Live:

  • **Cool but unrealized thematic fantasy ** Sejuani is a barbarian warleader riding a boar (super cool!). However in game, she lacks the cavalry fantasy outside of her Q, and does not have anything that alludes to her as the leader of her tribe.

  • Overreliance on ultimate Sejuani’s ultimate is probably in contention for the strongest ability in the game. Unfortunately, it is so strong that it consumes the majority of her power budget, forcing her base kit’s output to be very underwhelming.

  • Lack of interesting / interactive combat pattern Sunfire Cape has never won awards for creating deep combat patterns, so it should come as no surprise that Sejuani’s current kit is lacking in this department.

  • Lacks a unique identity Her biggest claim to uniqueness is: "Has a ranged Amumu Ultimate". This falls far short of how unique we want our champions to be.

So with that in mind, this is where we are trying to take Sejuani

  • Tap more into the cavalier / warleader fantasy We would like to have moments where it feels like Sejuani is actively leading and inspiring her allies. We would also like to add more elements to her kit that alludes to the cavalier fantasy who is always on the move ready to rush in on her opposition.

  • Create a more engaging base combat pattern We want to make her base pattern more engaging and worth mastering for Sejuani players, and also give enemies something to play around. We will be reworking her base spells so the majority of her damage no longer comes from just standing near her opponents. This will mean that we will need to take some of the power away from her currently overwhelmingly powerful ultimate so we can give all of her base spells real impact

  • Create a clear and unique defensive profile We want tanks to be defined more by their defensive mechanics and Sejuani is no exception. As we reduce the amount of reliable damage she can put out, we want to change her passive so it is both more character defining and appreciable.

  • Allow her to directly synergize with specific allies We’re looking to give Sejuani ways to directly augment the effectiveness of her allies. Instead of just augmenting all her allies, we want Sejuani to benefit specific allies in ways that will make her feel like a true barbarian warleader.

436 Comments

Merxamers50 votes

So, it sounds like:

  1. Keep Q
  2. Nerf R
  3. Change everything else

I honestly like playing Sejuani a lot, and a large part of it is her impactful ultimate. I'd say it's one of the few "ULTIMATE" ultimates in League, so i'm sad to hear it's going to be made weaker (that's kinda the pattern for stuff in LoL; if it's strong, nerf it and keep everything weak).

I do agree that her W and E are pretty underwhelming; it's kinda like old Alistar, where you use your big abilities and then just autoattack (and hope they stay close). It sounds like she'll basically be a brand new champion (with whatever these cavalry changes will be), and i'm not sure she needs such a drastic rework.

Some things i'd like to see in a new Sej Kit:

  1. Her ult should still be impactful, even if the damage/range is nerfed. It doesn't feel right to be to just hamstring one of the few powerful abilities in the game.

  2. No gimmicks. Skarner's and Mordekaiser's kits rely on gimmicks that were introduced for change's sake, not to make the champs feel better, and they're hardly played as a result. Sejuani should still FEEL like playing Sejuani.

That's all i can think of for now; just wanted to share my thoughts.

ModIts Yuu and Mi23 votes

Oh boy.

So uh, I've played Sej ever since her initial rework pretty hard. Went from Silver to Plat my first time with her then did it again the next season. Check my Season 4/5 stats with her, don't remember if they're there in S6 but anyways I have hundreds and hundreds of Ranked games with her. I've gone vs Silvers, Golds, Plats, and if memory serves right a few Diamonds in Ranked (plenty of them in Normals but I dont really count that.)

Anyhow uh. Few points.

  1. Be very careful in how you approach things like this. What I mean is there are a lot of times themes are redone that irritates people who enjoy them, along with kit changes. Mordekaiser is one of the biggest offenders (-- he's also one I did this with and it saddens me that I've played him a whole ton since Season 2 and can't anymore because he just got left to rot.) It needs to be understood that some Champions just will not be as popular as others, and that's okay. They're allowed to be that way. They still might cater to some audiences, and Sej is one of them.

  2. Tanks have to have damage or else they're ignored after they do what they do (in prolonged fights). An example is Sej W. She can continue to wail on people after her initial CC, instead of "I used my CC, I'm 100% ignorable now." If you're going to change this, then you have to provide a real reason for people to still be on guard and not just not care. It sounds like you want to do this as a "cavalier" Champion but that doesn't sound like a full tank. Maybe I'm wrong.

  3. If you want to do it with allies I recommend doing it with an ice/frost theme, specifically Freljord. We haven't seen this type of thing before and it'd be refreshing. Yes, there are 3 different tribes that's true, but it'd still be interesting that their abilities would at least work together since they're all icy. Perhaps Anivia could get an E boost off of Sej's abilities-- okay, not -full- effect, that'd be outright broken as hell. But partial if she hasn't already. Something along those lines. I'm not saying that's necessarily one to actually do, but something along of what'd be neat. Frost works with Frost.

  4. People who play her enjoy her -icy-, -frost- "cavalier" theme. Don't ditch it. Seriously, please don't. It's really really cool feeling.

  5. If I had to personally choose what I would change -from a feel good- standpoint, not a balance one, it'd be her W. It's always felt good with her Q, E, R. Her W is what feels "meh." Don't get me wrong, it's a good ability, just, from a "this is fun" standpoint.

  6. Be careful touching her Ultimate. It's something Sejuani players REALLY love. Just be careful in how you go around that. If you want to change it sure but just be wary of -how- you do. It's something people really, really, really like about her.

  7. Another "feel good" is being able to Q through walls. Please do not change this.

Thanks for your time.

Ark Sorcerer8 votes

I couldn't agree more with you, on all of these points.

From Riots perspective, they do have their own objective on what tanks should be like and I do not think we can change that too much. There are some players that complain the tank meta ruins league simple because "You can't kill them, they can kill you" -- which is something I can argue for mages with their cc and marksmen with their range. These players want Tanks to take ALL the damage and deal none of it, which is neither fair nor fun at all because that means tanks drop to a Support Tier... 3-- take damage and aggro, can't really keep allies allive. (Support Tier 1- Actual supports, I can keep players alive. Soraka... Thresh.. blah blah... Support Tier 2- I deal damage and just have cc to protect my allies. Brand, Zyra, Annie... Mal) It is essential for tanks to be able to kill but players are tired of them 1 v 3 and living with 10 HP, as though Vayne has never done that 1/3 the time. It is these players like to see damage dealt to their target and the fact they do not have nowhere near as much and they can deal some damage aggravates these players. I just hope that tanks can still at least 1v1-- and not let it take 50 years. With Sejuani, I too thought her W was an odd one but only in the sense of champion to champion combat. With jungler clear, it is the best and number one ability for her. Nice burst to initial target and with an aoe plus damage over time. As a jungle sense, it is a nice ability. As a champion combative sense, it is weird.

I agree with her theme and I truly hope Riot doesn't kill it with their vision of her. I like her "lack of Calvary fantasy" really because everything you stated.

Relentless Rogue16 votes

Longtime Sejuani main here, (by longtime, I mean I mained her back when you couldn't reliably Q thought a wall), so here's my two cents on this.

"Tap more into the cavalier / warleader fantasy We would like to have moments where it feels like Sejuani is actively leading and inspiring her allies. We would also like to add more elements to her kit that alludes to the cavalier fantasy who is always on the move ready to rush in on her opposition."

Sejuani already has this. When Sejuani is on your team, she IS your "GO" button. A good Sejuani can lead their team to victory with well timed Q's and R's. Sejuani isn't a "cavalier", she's a warrior. She's tenacious. She beats you down over time. Sejuani shouldn't be winning duels like a Fiora or Yasuo or Riven, but if you can't kill her, eventually she'll be the only one left alive. That's her fantasy. If you want "cavalier" fantasy, go look at Kled. Go rework Xin Zhao into a cavalier. Cavalier isn't in Sejuani's identity. She's mounted, yes, but it's more of a symbol of her leadership than of her fighting style.

"Create a more engaging base combat pattern We want to make her base pattern more engaging and worth mastering for Sejuani players, and also give enemies something to play around. We will be reworking her base spells so the majority of her damage no longer comes from just standing near her opponents. This will mean that we will need to take some of the power away from her currently overwhelmingly powerful ultimate so we can give all of her base spells real impact"

This is, I assume, aimed at W and E, two low mechanic abilities. W's power coming from her HP scaling and the AoE is very low counterplay, very un-fun to play against, and I can understand that this needs reworked. A sunfire cape over a sunfire cape isn't very engaging (even thought Amumu is far more guilty of this than Sejuani) and I'm intersted in seeing what you come up with for this. E falls into a similar position, people don't necessarily realize they're got the debuff on them until you pop E and they're massively slowed. Again, something I'm interested to see what you come up with.

"Create a clear and unique defensive profile We want tanks to be defined more by their defensive mechanics and Sejuani is no exception. As we reduce the amount of reliable damage she can put out, we want to change her passive so it is both more character defining and appreciable."

So you're looking to expand on her current passive then? It's honestly the most underrated part of her kit, the bonus armor, especially in the jungle, is quite valuable. What you need to keep in mind is that, Sejuani already has a very slow early clear compared to non-tank junglers and hasn't been meta in ages as a result. As someone that's played hundreds if not thousands of Sejuani games at this point, I already appreciate this passive, although it's very invisible power.

" Allow her to directly synergize with specific allies We’re looking to give Sejuani ways to directly augment the effectiveness of her allies. Instead of just augmenting all her allies, we want Sejuani to benefit specific allies in ways that will make her feel like a true barbarian warleader."

Umm... what? You want to make her more niche than she already is? League has a roster of over a hundred champions, and now you want to make it so that Sejuani only has synergy with a specific set of them? Would this be in addition to her identity as a powerful teamfighting champion, or are you trying to remove that?

You have me half excited, and half terrified about this rework. Considering I'm relatively quite happy with where Sejuani is now, you can see how I'm worried. I'd love to talk at length about this. If you're going to rework her again, I hope you go 2 for 2 on them.

aceofsween11 votes

Okay, there are a couple of things...

In a broad sense, can we have a discussion about the tank direction in general, separate from the specific focus champion topics?

Moving along...

Allow her to directly synergize with specific allies We’re looking to give Sejuani ways to directly augment the effectiveness of her allies. Instead of just augmenting all her allies, we want Sejuani to benefit specific allies in ways that will make her feel like a true barbarian warleader.

This sounds dangerous. If there is a unique interaction in game with specific allies, there are one of two ways this works out: either it's too weak for that interaction to really matter much, or it's so powerful (and takes up so much of her power budget) that said allies are mandatory. It's okay for certain champions to work well with one another (like Diana and Leona or Jarvan IV and Rumble) but specific forced synergy within her kit sounds dangerously close to the latter case, so I find that troubling.

Create a clear and unique defensive profile We want tanks to be defined more by their defensive mechanics and Sejuani is no exception. As we reduce the amount of reliable damage she can put out, we want to change her passive so it is both more character defining and appreciable.

Can you explain what you mean by this in more detail? For example, when I think of a more interactive defensive profile, the first things that spring to mind are like Vi and Camille's shield passives: mitigating damage with a condition. You also mentioned reduced reliable damage output as apart of her defensive profile, which... doesn't make a whole lot of sense..?

RiotStatikk15 votes

The group of champions that Sejuani will synergize with will be broad enough that we won't run into the whole Cassiopeia + Teemo / Singed combinations.

We want each Tank to feel like they have their own way off shrugging off incoming damage. Sejuani's Passive will be a defining defensive mechanic on her kit that she will want to optimize and opponents will want to play around.

Mcprowlington24 votes

s ejuani's Passive will be a defining defensive mechanic on her kit that she will want to optimize and opponents will want to play around.

God that just sounds so awful. I don't wanna start with the "its my most played champ so my opinion matters most" bullshit because you can't please everyone, but her feeling of simplicity and impact drew me to keep playing her. Please don't put stupid gimmicks and minigames on her.

Wheatloaf34 votes

Warwick's rework has pretty well proven they can make a kit both simple and deep.

Mcprowlington15 votes

Shen, Mordekaiser and Skarner reworks prove that that success is a rarity.

Polder Lord14 votes

Shen is a success.

500000000000000012 votes

From balance perspective, yes, but not from "letting the mains enjoy the reworks" perspective. A lot of Shen mains, at least at release, didn't like the Spirit Sword mechanic. Not sure how they feel about it now, though.

As a new Shen player, I'm fine with it, but I do realize that it was a pretty big change that pissed off some people.

Face on keyboard11 votes

After reading the top comments in here I feel compelled to post. I'm not a Sejuani main, but there are a number of values in the comments that I share strong sentiments with. I've gone through the fair share of reworks and played some while giving up other characters after they were reworked into something I no longer love.

Hopefully letter pointing makes this simpler since I tend to be poor at putting my thoughts down in a fully coherent manner.

A. Gimmicks - I definitely agree with the sentiments people have here. Don't stick gimmicks on just to make a character unique or because it "gives us more tools to leverage their balance." There are good gimmicks and reworks like Warwick and Poppy where they don't have a specific gimmick but still hit a very good mark on several marks. On the opposite spectrum as some people have pointed out, you have characters like Skarner and Mordekaiser. The problem with the heavy spectrum is that their gimmick is feast or famine. When it's too good they stomp, when it's too bad they're worthless.

If you go to the middle you'll find people like Shen, Fiora, and Gangplank. I won't comment on Gangplank much other than that his mechanic is what made him viable and is half of what I liked about playing him to begin with. I loved auto Q autoing people for high damage with his old passive. Managing a mini game is what I hate the most because it feels like my attention is being drawn by something superficial.

Then there's Shen and Fiora. I don't play Fiora, but playing against her more often than not just feels like she gets to win a trade every few other seconds. She honestly just feels like a set of stat checks with high mobility. I don't pay attention to the "mini game" beyond if my weak point is the complete opposite of her because that's the only time I feel I can do anything about it. As for Shen, I think his rework was pretty good, but hate his spirit sword concept. It functions, but has a very mini gamey vibe while failing to accomplish much for the opponent and only a decent amount for the Shen. You rarely pay attention to it beyond it giving away your bush positioning or if you back. Basically I think it's not hitting the mark, but when looking for a fix, would prefer it if it wasn't there.

tl;dr I think that you should AVOID sticking gimmicks on as much as possible.

B. Polarizing impact around the kit - To summarize, when some parts of the kit are very strong, and the others feel weak or underwhelming. I don't think this is a problem in and of itself necessarily. Many people continue to use Annie E as just a throw away skill for charging stun as far as I know, but that doesn't mean the skill should be buffed and we take damage away from Annie's combo. Cho'gath's E edges to being fairly low impact past the laning stage, but that doesn't mean it needs buffs for the late game. It's still satisfying to get a good silence or knock up.

Sometimes taking power budget out for the sake of balance is needed, but if you're going to do it just to make some other skills feel better while making the strong skills of the champion feel meh, then that's a problem. If you're going to shore up the other skills, then take the Alistar route at least and touch the skills that people don't like/care about if possible. I used to play AP Alistar since I could lane sustain top by spamming E to get farm and become a pseudo assassin that targets the back lines and runs out with Stormraiders, but the change killed it. However, I was not playing Ali the way his mains were, so I think there was no real loss there.

tl;dr Don't reshuffle power around the kit for the sake of your own ideologies. Mains have feelings too. If you do, try to make it worth it like with Warwick, or disrupt the high power of the skills as little as possible like with Alistar.

C. Don't chase the mains away. - Next to gimmicks, this is the one thing I hate the most. Often times when a character undergoes great change, then their demographic changes as well. This in some ways is inevitable since the reason the mains play the character may be for something that's labelled unhealthy for the game by you guys, but the idea here is to try and find a way out as much as possible before reaching that point. Successful reworks that kept the core of a character's skills and what made them awesome to play for the mains I feel are: Master Yi, Katarina, Warwick, Shen.

tl;dr Pull every stop before chasing the mains away to make the character viable/closer to YOUR idea of what they should be.

Extra self commentary,

C is kind of a repeat of things I typed up in A and B, but meh. I don't think I did a good job with the whole letter pointing idea, but hopefully my ideas got through at least.

Tundra Hunter8 votes

While I agree that Sunfire does not create deep combat patterns, I don't think that everything in league should create deep combat patterns. Sunfire punish the opponent to stick to a tank, which makes sense in a good teamfight: a successful team should kite the tank, not stick to it to DPS it. This is a good pattern enhanced by sunfire and other AOE around the tank. Also, I agree that Sunfire is great to push minion waves when you have no damage. It could be interesting if sunfire damaged turrets as well.

My point is: It is great if some items are useful for macro-play, even if not great at micro-play. I think it would be great if Leagues reward both macro and micro play (not only micro play)

Being skillful to win 1v1 with Yasuo/Zed is one thing (micro). Being skillful to coordinate a 5v5 as a team is another (between micro and macro). Map awarness, map pressure and objectives focus is another (macro).

RiotSolcrushed10 votes

It's ok that some things are more passive. That is why Sunfire the item has existed since the dawn of lol.

It's less ok if everything about a champion's base combat pattern consists of 'stay near enemy' though. We're not trying to make tanks into Yasuos but they could use a little bit more intrigue in their combat

Ralanr7 votes

You're saying that you'll be taking away the reliable damage and improving on CC and defensive capabilities. But you don't really lean towards putting any unreliable damage into a kit.

Tanks (in my opinion) do need respectable damage early game to not only play in top lane, but also clear the jungle at a viable speed. How do you plan on approaching this? Especially since Sejuani's AoE power is her clearing tool.

RiotStatikk12 votes

There are 2 strategies we'll be applying.

  1. Unreliable damage. More Tank damage will be put into damage that can be potentially outplayed by skilled opponents (think Sion Q). Good thing jungle monsters don't dodge. =)

  2. Increasing damage dealt to jungle monsters. We don't mind having to slap on jungle damage multipliers to make PvP vs. PvE combat work correctly.

Hellioning17 votes

Half the reason I only play Sion jungle is because it's just too damn easy to dodge his...everything. Like, I understand that you want to make it outplayable by 'skilled opponents', but this just means that it'll be even more outplayable by 'people with lots of dashes.'

Every time a champ gets less reliable stuff and more unreliable stuff, Yasuo gets buffed. And I'm generally opposed to Yasuo getting buffed.

RiotStatikk11 votes

Sion Q is a really extreme but clear example that is probably too unreliable. There are many ways to make Tank damage "unreliable," missable / dodgeble skillshots is only one avenue.

Dreampod5 votes

Sounds interesting and as one of the few people who play her now I'm excited and terrified to see her rework since it will have to be substantial since you guys basically are unhappy with everything except her Q.

I do have one question regarding to the Tank update in general that I think it's worth addressing now and keeping in mind as the work goes forward. If you are reducing tank damage are tanks going to be relegated to the top lane or will you be giving them customized traits that will allow them to clear the jungle despite not doing real damage?

RiotStatikk15 votes

We intend for Tanks to be able to Top, Jungle, or Support depending on the champion. If we have to put in mechanics that deal increased damage to jungle monsters to enable certain champions to Jungle, we'll do it.

TheSingularity8 votes

Based on the current state of the jungle. Some tanks certainly feel like they need that kind of treatment.

Would perhaps reintroducing quiil coat and sapping bards be possible as a cinderhulk replacement? As then sunfire can also be bought further buffing their clears if need be.

This also means you don't need to individually balance multiple champs in regards to dmg to monsters

N Komaeda5 votes

I am... Very interested in how you are going to add the cavalry / warleader part to Sejuani. Some things to really consider are:

  • She rides a boar. Where normal "knight" style designs would use a horse, Sejuani goes totally badass using Bristle. Unlike normal horses, this could make Bristle to a much more "forgiving" mount that, say, Skaarl. Where Skaarl would hop around the battlefield, Bristle would trample people. I would love to see the toughness, strenght and overwhelming power in Sejuani's kit.

  • In her kit, I have not noticed that Sejuani fights for basically everything. However, turning her into a Vi-styled champion wouldn't work either. I think the balance point for Sej as a warleader would have to do with leading the charge. I like to consider her as a more forgiving Kled; They both lead the charge, disrupting the field whilst slamming around with their big weapons. However, where Kled focuses on himself (except for his Ult), Sejuani could seriously lead a powerful, yet stoppable charge with her team.

  • Her E seems extremely out of place. Sejuani is not a mage, as far as I've noticed. She relies on strenght. Her E does not fit at all, if you would ask me.

Overall, I'm really interested to see what Riot does to her, and I'm very much excited!

RiotSolcrushed12 votes

We're not trying to go too ham in the cavalry theme. Don't expect to see huge changes in this regard (like Kled and so on). We do want to get more of the 'unstoppable' 'mobile' feel to the character.

We have no intention of changing Sejuani to Sona-on-a-boar. She will synergize with her allies, but we want it to feel like THEY are helping her, rather than the other way around.

HesitationMarks11 votes

The image of Sona-on-a-boar gave me a really good chuckle :D

Sahn Uzal4 votes

We’re adding more skill expression to Tank combat patterns, for themselves as well as their opponents. We’re looking to offer more points of play and counterplay and reward players for mastering them.

So everybody gets to be Sion? :^) Sounds good to me!

We’re reducing the amount of reliable damage that Tanks bring to the game and instead amplifying their defensive and crowd control capabilities. We want to ensure that the tanks are correctly valued for the right reasons and definitively set them apart from their offensive counterparts.

I assume this will mainly be done through changes to Grasp, and their Itemisation? (Sunfire Cape, Iceborn etc) You guys said you wouldn't be touching Sion Directly with this update, so I'm guessing that's how it'll effect the Vanguards that won't receive any direct changes... Sounds fine to me.

RiotStatikk14 votes

No intention of touching Sion. This class update will probably touch the least amount of champions so far and instead focus on doing high himpact work on specific champions who will help define the future of the class. We're hoping our adjustments to systems such as base stats and items will do the heavy lifting in terms of creating overarching change for the class and game at large.

Sahn Uzal14 votes

Okay, I have to ask about %Pen ...

Currently we have this issue where tanks are often very overbearing during the midgame, but become very underwhelming to play as during the lategame because the enemy team will have stuff like Lord Domniks.

Is this something you guys are planning to adress, and if Yes, could you shed some light on how you guys would like to do that? Or is it just too early to say anything about that?

RaamEsirote3 votes

How many tanks are you guys doing? Big 4 again or more like 5 or 6?

RiotStatikk11 votes

We're looking to do even less. We're going to do 3 big updates. We're currently in the process of exploring smaller scale changes for other Tanks, but 1 mistake we've felt about past updates is that we forced out too many small scale updates that didn't hit the mark. Look for us to reduce the amount of mini-updates we do as well.

Landorin11 votes

Are there any plans to go back and revisit some of those small updates that didn't hit the mark? Or is it just going to be a case of "sorry we messed up your favorite champion"?

6FlagsFunnelCake3 votes

Super excited to see the tank reworks, particularly interested in seeing how you advanced the thematic of Sejuani being a cavalier with a badass mount as well as being a savage war leader.

But aside from that, how many 'main reworks' can we expect to see from the Tank update? (along the lines of the Big Six from Mid-Season Magic and the Big Four from the Assasin preseason).

RiotReav39 votes

We are currently planning on 3 big reworks this time. All of them should be pretty high in scope similar to Talon/Kat, for example.

MinaZer03 votes

Hi REAV3

Will RekSai be one of the smaller scope ones?

RiotReav38 votes

No. Rek'Sai is being worked on though by the Live Gameplay team. Likely to be pushed closer to her fantasy of a diver rather then a Vanguard.

MinaZer03 votes

Rammus Malphite Amumu are relatively outdated, do you think these would be good candidates?

RiotReav39 votes

For a roster update? Might be to dated. For a full VGU? Yes.

Spideraxe1 votes

Does that mean the big 3 this time will have even more work and will you guys also be touching Wardens this class update

RiotReav37 votes

Wardens & Vanguards

Moonboy651 votes

so Braum, Tahm Kench, Alistar etc are all possible candidates?

RiotReav38 votes

They are in the class, though I think all 3 of those champions already have unique identities, and the primary goal of the roster updates is to give generalists a unique identity.

loli nukes1 votes

As a jungle/top player I am super hyped. I'm just wondering if riots plan for the future is larger champion reworks on smaller groups of champions what does that mean for subclasses where their are more champions that need updating/match their fantasy/etc. would some class updates have to happen again in a later season or would stragglers be in the champion update line? Can't wait to see Sej's kit <3

RiotReav36 votes

The goal now isn't to hit all the champions in the class. The goal is to define the class and select a few champions to create "good" versions of the class as well as get the classes itemization in a good place.

After that we can use the guide to create new champions or future reworks. Smaller reworks will likely be done by Live Gameplay similar to the Alistar and Shyvana reworks recently.

MinaZer02 votes

first :D

omggg Sejuani Sejuani Sejuani Sejuani Sejuani Sejuani Sejuani

We’re reducing the amount of reliable damage that Tanks bring to the game and instead amplifying their defensive and crowd control capabilities. We want to ensure that the tanks are correctly valued for the right reasons and definitively set them apart from their offensive counterparts.

Does this mean changes of certain tank items?

Also make her passive an AOE slow in her vicinity. LUL

RiotStatikk10 votes

There will be some adjustment to Tank itemization, but we're not sure yet to what extent. We don't want to kill iconic items like Sunfire Cape, but we know that it's dangerous to lump too much of a champion's damage output into ambient AoE damage with no play for either side.

ModIts Yuu and Mi6 votes

{quoted}

There will be some adjustment to Tank itemization, but we're not sure yet to what extent. We don't want to kill iconic items like Sunfire Cape, but we know that it's dangerous to lump too much of a champion's damage output into ambient AoE damage with no play for either side.

Biggest gripe I have with Funfire is it's a good armor/HP defensive item that you sometimes want but then Cinderhulk gets in the way. It's just weird because it's like "well I want both in some way but I can't."

The bigger thing with that is Randuins just doesnt feel good vs non-Crit teams, Frozen Heart is stupidly niche, Knight's Vow is really underrated but still niche, Locket is good but not always what you want (and provides no HP), Iceborn doesn't fit all and doesn't have HP, and Deadman's could be better. So it's "I want an HP+Armor item. Well, I have Cinderhulk, so no Sunfire. Deadman's just isn't considered worth it usually. And so I'll go Randuins even though their team isn't Crit-based I guess...?"

TheFoxLord2 votes

Previously posted on the PBE:

Most tanks, if given more access to tankiness and utility inside of their kits, seem like they would just utilize these abilities as free stats and build more damage regardless. Is there any way that this will be addressed with these upcoming reworks?

As always, thanks for the insight Solcrushed. =)

As always, thanks for the insight Solcrushed. =)

RiotStatikk10 votes

We are looking into limiting their ability to access extraneous damage across the game. We also want to make sure Tank defenses synergize well with Tank itemization so Tanks feel good and find success in building Tanky.

At the same time, we know Tanks have to deal some damage in order to just fundamentally function in the game. We just want to make sure that there is a clear delineation between Tanks and the more offensive Subclasses such as Divers, Juggernauts, etc.

darkdill2 votes

Leona's not going to be needing big changes, right? She's been solid for years. If anything, she sets the bar for Vanguards - great durability, great CC, great initiation power, weak damage.

RiotStatikk10 votes

Leona will probably be untouched. Maybe we can find some small QoL changes for her.

Moonboy6510 votes

maybe but at least give her and Malphite new ability icons

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