Quick Gameplay Thoughts: August 1
Morning all,
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
Loading Screen Tips
For anyone still wondering, yeah, these are definitely lasting much longer in game than they should. We'll be shortening them in the next patch (7.16) so they're not still on screen as you're trying to jungle invade or emote spam each other.
Ward Consistency Pass
Also going into 7.16 will be a consistency pass on how attack modifying abilities interact with wards. Our intent is that abilities should stack on wards, but buffs shouldn't get consumed by them (in part because those abilities shouldn't be applying their bonus effects to wards). Most abilities already work as they should in that regard, there are a number though that need correcting (Jax R from memory consumes its 3rd hit damage for example). That should be on PBE already, let us know if you're seeing anything that still doesn't behave as it should.
Brand
We're pulling the Brand changes that have been in testing for 7.16. Still looking to do a bit of work on Brand at some point, see if we can make him a better choice in mid lane, rather than being as skewed towards a support as he is. Changes we've been testing don't hit the mark in terms of intuitiveness and feeling natural on Brand (bit too mechanical).
Ancient Coin
We're also going to be hitting the Ancient Coin line in the next patch. The mana return especially's definitely too high, and we're seeing that come across both in a lot of general power and excessive removal of consequences from poor mana use by many supports (blowing a lot of mana for no gain should have more cost). Might or might not need some further tweaks to gold income at some point, unclear for now if that's in the right spot or not with the mana return also being out of line and clearly in need of reduction. Looking at dropping that down to 10%, also considering whether a lower % max, rather than a larger % missing, model might be more appropriate.
Where do you think Kayn falls in terms of power-levels. I've recently played against quite a few in my ranked games and he can feel really overwhelming at times.
Especially Rhaast is a real pain to deal with.
His win rate is still pretty low.
Not as low as the abyss he was thrown into but I think he could use some love.
Thoughts on maybe giving him a soft rework to bring him in line with other tanks?
(I'd see some changes from flat damages to % that might help him in the Jungle, more emphasis on his W as it's windowed power, and maybe reducing some of his cc)
Well, he seems to fall into the same boat as Shen, doesn't he?
Even with the base damage nerfs he's still played primarily full tank.
Any news on the Machine Herald?
I'd very much like to see some changes to him that would make him feel better to play since his Hexcore augment really gimps his laning. Maybe reduced wave clear for more power in his base kit?
Thanks for the Bugfix.
That's all.
gold as it's a welcome income generator for supports. Maybe look at increasing the other gold items to balance it out. Not that supports need to be Scrooge McDuck, but it has been nice to buy the items needed to keep myself relevant mid and late game.
for a fair while now pre and post buff. and I've found the same issues with facing certain Champions, like lux, vel'koz and even Brand. their AA's are just out of the range of heimer's turrets and considering they can virtually 1 shot the turrets with an ability, I feel that it's a little unfair for the early game where heimer needs to have the chance to pop off.