Quick Gameplay Thoughts: May 3

RiotMeddler·5/3/2019, 5:00:24 PM·1 votes·143,251 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 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


Getting back into posting

I've been back at work for a little bit now so will be getting these posts going again. For now at least they'll be weekly, might sometimes go back to twice a week though when we've got a lot to cover and time permits. Also looking to have some of the other folks who've been posting some stuff while I've been out continue to do a bit more of that.

Adjusting Matchmaking's Speed versus Accuracy at high MMR

We've made some adjustments to high MMR matchmaking this week based off some problems we've been seeing this season with too wide an MMR discrepancy occurring in really high skill games. That will be primarily felt in Masters, Grandmasters and Challenger games, with player MMRs being closer together but queue times up from around 4 minutes to around 9 minutes. Changes that increase queue times are something we're always cautious of, in this case very high MMR player sentiment was pretty consistently in favor of the trade off and the MMR discrepancies were pretty noticeable. Likely this change is also felt a bit by high diamond players, who won't find themselves in a Grandmaster+ game as often or have their games joined by a surprise challenger.

We're not making this change in other skill ranges because when we look through matchmaking data we're not seeing the same pretty substantial MMR differences between players. Not to say there aren't ways to improve matchmaking there too, and we're always trying to figure out how to deliver on the best combination of speed of match and quality of match we can, along with other factors like auto fill rate etc too.

Yuumi post release

As I'm sure you've seen Yuumi's coming out real soon! Figured it was a good time to share some thoughts on a few things we'll be watching particularly closely post release (in addition to the usual stuff like power level).

  1. We're expecting Yuumi to be quite strong against a number of champs while also having clear weakness against many others (e.g. can dodge a lot of threat via frequent attachment to allies but isn't strong against champs who really need to be peeled off her team). Will be watching to see whether the ratio of strong against/weak against is appropriate and whether the difference in performance between the two cases is too extreme. Those are things we'd track for any champ, but of increased interest for Yuumi given how much her attachment gameplay departs from normal strengths and weaknesses of a champion.

  2. Yuumi's intended to be a pretty accessible champ who nonetheless has quite a bit to master. We'll want to make sure that's the case on both fronts, so will be tracking her learning curve closely.

  3. Where is her kit falling in terms of overall counterplay? Finding the sweet spot where she's sufficiently reliable to feel decent while still having enough potential to be outplayed is going to be very dependent on the tuning of some timings on the kit (e.g. Q missile speed and turn speed, W attach speed, R speed/range). Planning on monitoring some specifics like those a lot early as a result so we can fine tune as needed.


Rageblade Context

We've got some changes in testing for Rageblade at the moment that should be part of the next patch. The key change is shifting phantom hit from every second hit to every third hit, with a goal of decreasing just how much Rageblade performs better on champions with very strong on hit effects in their kit, then putting some power in more generally accessible stats.Our belief is that a fairly small subset of champions getting so much more value from Rageblade than others has contributed a lot to challenges keeping it balanced. While we do want items to synergize with some champs more than others it's certainly possible to go too far in that regard and we're pretty confident that's the case with Rageblade at present.

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

175 Comments

F3BR35/3/2019, 8:42:56 PM43 votes

"The key change is shifting phantom hit from every second hit to every third hit" What about making those changes ONLY for ranged champions? That would fix a lot of problems.

z04025815/3/2019, 5:02:43 PM8 votes

WELCOME BACK!!! We've missed you :)

Coocon5/4/2019, 1:36:54 PM8 votes

HI Meddler! Can you give your thoughts on Syndra? There is small QoL thread on r/syndramains that might help her so I'm gonna paste it here.

On lastest PBE patch there are some pretty big changes coming to Malphite. Here's one of them:

"Malphite no longer summons his earthen saw blade from behind himself, and instead casts it from his right arm. This also increases how fast the missile reaches its target"

Does it sound familiar? Syndra's sphere, when grabbed with W, appears behind her. Maybe it should be next to her, on right side as her model shows it (Syndra grabs sphere with right hand). Many people seem to have problem with sphere's flight path and I think this may help to solve the problem ;)

[sg-syndra]

Lord Husk5/3/2019, 5:04:41 PM8 votes

Welcome back Meddler, I missed you! Hope the paternity leave was enough time for your family.

A few weeks back, AD lethality item changes were mentioned. Since we don’t have mid season like before, when will this happen? And also, could you share any possible changes being considered ?

Also, rito please give Talon some luv. Thx

Galiö5/3/2019, 5:11:47 PM7 votes

He is back! Hope you had a great bonding time with your child.

Can we please see a mini rework level to Galio like we did with Aatrox.

I'm a poor support and he is terrible in solo lanes so it feels bad.

I know I'm a broken record but this Galio is nothing like the Galio before the rework and I feel slighted from having the same experience in league and I cant get that experience elsewhere.

It feels bad...

I wouldnt post about it so much if it didnt feel as bad as it does.

Dog of Pavlov5/4/2019, 2:38:28 AM6 votes

Thoughts on Syndra? Her winrate and pickrate have been declining for patches (especially her playrate). https://na.op.gg/champion/syndra/statistics/mid

Spideraxe5/3/2019, 5:03:33 PM6 votes

Hi Meddler welcome back, we missed you. Now that you're back, are you going to be picking up Wukong work again and do you know where Tahm Kench has landed after his big set of changes

Narya Targaryen5/3/2019, 5:18:57 PM5 votes

Please Meddler, anything on Diana yet ? I've been trying to get an answer from you since a long time...

MasterMYi5/4/2019, 4:52:14 AM4 votes

Hello,designer, i am a Chinese player, it is so difficult to come here and create a discussion. Although my English is not good enough like local players. However, this article is my painstaking effort, i earnestly request designer and balance team can see and think about this. I spent a lot of time to write this. This article was sent to many website in China, it had many comments and agreements in different websites in China such as bilibili, Baidu post Bar, NGA, Weibo, Zhihu and so on. Clearly, it can represent many ideas of Chinese players. The topic is "Full analysis and advice about the rework of Akail" This is the text:

I am a challenger player on Akali in S6 and S7. I think new Akali is not a successful rework.

Since the new version of Akali came out, it can be said that it was frequently boarded on the LOL Pro League (LPL, LCK and so on) , and general players have followed this. This champion can always appear in "TOP 10 operation show" matches in Pro league. However, in ordinary games, the win rate of Akali haven't higher than 50%, especially in mid line (always in about 45%, and lower than 40% in 9.3).The balanced team nerfed her constantly since she was reworked. Actually, her performance is not actually very showy in Pro league. However, what is the reason that she always can appear in Pro league.

1, Stability advantage on top line, in LPL, most professional player afraid solo killed in the match, once they was solo killed by other professional players, there are many news in each forum and board talking about their performance. Obviously, Akali can suppress most champions on top line, when she get a litter advantage, she can kill other champions continuously. We know Pro leagure is not same as ordinary games, the other line usually do not have the condition like our teammates get 0/5, 0/6. Therefore, this champion can make stable advantage and get continuous pressure in her line before 9.3. This is the first reason why she can appear in Pro league but has low win rate in rank.

2, is the distance between the player in rank and Pro league, this is like the conditon of Azir and Ryze. These two champions is not easy to balance. When you buff them slightly, they will dominate Pro league, however, in ordinary games and ranks, their win rates is really too low. Akali is similar to them. Why? Because the teammates in the pro league is different to ordinary games. I know there is a word "troll" in English. This behavior is much more common in Chinese server. The reworked Akali can not solo carry a game. In the Pro league match, the teammates never troll in any game. Therefore, her advantages can be brought to whole team and “operating”(in Chinese) in a game.

I usually follow the forum of American server, the most views about Akali is "Frustration" on her W. It means the enemy always feel bad because of her W. She can repeat QA QA in her W, and the enemy can not counterattack, even those champions who have directive skills. This makes the experience of enemy become very bad. When they killed Akali, they also feel being played by Akali. This is "Frustration"

However, is this experience to the enemy gives Akali players a good experience?

My answer is "No" "Never"

The reason is so easy, because Akali players can not win the game. Many American players only know about frustration, but they didn't think about the problem that Akali can not win a game.

It is true that her solo kill ability and making "frustration" ability are good. However, she can not win the game even though she killed enemies many times. Why?

1, The first reason is Akali does not have a "snowball" ability which an assassin should have. This snowball is not saying about solo kill on the line, it's the ability that helping team and teammates, then go to win. I know the designer emphasize nerfing Akali's snowball ability when she was reworked. However, new Akali's snowball ability is even weaker than Leblanc, Zed. Well-known, in general rank games, Leblanc and Zed is easy to solo kill on their line, but after they killed their enemies for some times, they still can not win this game. This problem on Akali is more serious, compared with them, her skill R has one of the longest 120 cooldown in league of legend, as an assassin. She don't have a continuous fight ability in the game. After she used her R, she is too foolish to the enemy who know her skill combination. In addition, Her fighting ability is rely on her W. If she does not have W, she always can only "ob" her teammates and enemies fights. I think is not a good mechanism. In her W and QA QA, I don't think this is a good design. It decreases the explosive speed of an assassin and making "frustration" on her enemy.

2, The limited clearing minions ability. The energy cost of Akali's Q is too high, only using two times "Q", her energy will be very low. Except in the advantage condition, Akali's Q even can not kill a long-distance minion. After she cleaning the minions, she does not have any fighting ability because of no energy. Therefore, her solo "cleaning minions" ability is too weak. When she cleaning some minions, she does not have any energy to strike back if other enemy champions come.

3, is the killing speed of an assassin. She always can kill many enemies before 20 min in this game. However, it is useless, in the later game, akali always die in “unknown AOE” because she can not make killing faster. The passive skill of her has high damage, but is relative too slow in later game. This is similar to Leblanc in S7. Her passive is too slow in later game, too. To that Leblanc, i think the designer can reduce the passive time (1.5s) in later time. Maybe 1.5s in lv1, 1s in lv 9, 0.5s in lv 15. Then decrease her damage growth. I think this will be a good adjustment. However, that Leblanc is not exist. I will not talk more suggestions about her. Nevertheless, this ways is not suitable to Akali, because her passive value is not easy to change like reduce circles in later game and move speed. Overall, killing speed is really too important to an assassin in later game. It has a positive correlation to the ability of making chance.

Ok, these three points is the reason why she can not win the game, even though she get lots of kills. (Maybe my expression in English is not very accurate, if you want to know more accurate about this, you can ask professional interpreter to translate my Chinese version, if this article is really useful) So, this is the most failure place i think about the rework of Akali.

New Akali's skill mechanism is really not good. The biggest balance problem is her W, however, not like S6 and S7 Akali, her W decide her whole ability of fights. She only can fight with the enemies when W is not in the cooldown. In addition, why old Akali's W does not have any "Frustration", because when old Akali need to attack enemy, she always appear longer time to attack enemy. In this time, other emenies can use any methods to counter her.

About your buffs on 9.4 or 9.5. I think about this for a long time, it is really not easy to buffs her. such as: reduce her Q energy cost, reduce cool down of R and adding AP suck blood. These changes might change a little bit win rate of her. But her problem is W, if W is too weak, akali will stay on the ground. If W is too strong, she will dominate Pro league and bring "Frustration".

I still think old Akali is better, the biggest reason is she can win the game. Her line and solo kill ability in early game is not really good. But she can get advantage in the group fight in early game. It is true that "smurf" can bring negative experience to lower division rank players, however, this is the problem of "smurfs", not old Akali's players' problems. You should try to reduce the amount of "smurfs". In Master and Chanllager even diamond rank , old Akali is really a balanced champion. Her total win rate is always near to 50%(49%-50%) The players who really have higher skills on her can use distinctive operation to win a game. I don't want you delete this distinctive champion. Her ability is unique and interesting (at least no Frustration on enemy players) She has clear weakness and merits. Please think about adjust back to old Akali. To tell the truth, after the rework of Akali, my gaming time on LOL is decreasing about 70%. I just feel boring when i use new Akali that i can not carry this game due to the reason of "troller". I only can report them after the game and feel annoyed. However, these troll players still always exist in the rank game when i play the game. This is true "Frustration" to me. When i play old Akali, i always have feeling that i can win this game. But now, i only can win the game when my teammates have a good performance (at least not "troll"). I feel really so sad, and now, i can not achieve challenger in the first server in China.

"Maybe one day she will come back along that way, but this will be decided by herself." This is your background story about Akali. When i see this, i feel lacrimal. I am waiting for the day which she can come back... that girl. Akali

This article was translated by myself and the author of Chinese version is me too. Maybe my English translation is not actually good enough, if you think it make sense. Please think about this and let Chinese staffs go to that Chinese website to have a look. I really hope designer and balance team can think about the opinion of players, not only in LOL Pro league matches.

Thanks for your reading! 14/02/2019

Xxxyyy MasterYyyi

I tried to type this many times, just hope you can see this.

wwwvwvwvwwvwvvww5/3/2019, 5:52:44 PM4 votes

When will you address the real problematic champs like akali and irelia.

Those two are fucking immune to nerfs and basically nightmares to deal with in relatively high elo (d1-d2, where i play) and looks like even more so in master+

IEatDolphins5/3/2019, 9:34:29 PM3 votes

Any plans for viktor?

Turtqies5/3/2019, 5:26:38 PM3 votes

Hey Meddler! I'm so happy to have you back! Smiled ear to ear and even told my friend who is about to get into League of Legends about you.

Now, as everyone else, I have some questions, sorry lol.

How far are the Riven, Vayne, and Master Yi changes coming along? And if you are planning any future VFX, could Lux be high up on that list? Making it more visible with her abilities' hit boxes.

From a thankful and happy ass summoner,

Turtqies / Filthy Akali main Akali

Risbell5/3/2019, 5:16:14 PM3 votes

Hello!

Thoughts on making a special jungle item just for Ivern Ivern ?

Upgrading the jungle item on Ivern is pretty much useless since he only needs the first one for the bonus exp it gives. I feel like this is such a big noob trap for low elo players and new Ivern players since the champion is so unique and so different to pilot when compared to other junglers.

Shahamut5/4/2019, 7:30:06 PM2 votes

Skarner ???

Please tell me he hasn't been forgotten... :-(

G Master Hung5/3/2019, 5:10:32 PM2 votes

Hey Meddler

Are the Teemo changes scheduled to be in 9.10 or 9.11?

Leafsword205/3/2019, 5:17:05 PM2 votes

Welcome back meddler :D i hope you had a great time, about the zac revert they said it will come by 9.10 but so far there is no news about it in pbe patch, when can we expect to see it?

Fízz v25/3/2019, 5:21:02 PM2 votes

So its intended counterplay that Yuumi is targetable? Because it feels a bit weird being able to get CCd and oneshot out of her jump for trying to attach to an ally and heal them. Also if Yuumi becomes way better in coordinated play than in soloq, I think itd be a nice change to remove the range threshold on her Q, so it has infinite range but it still times out like it does right now of course.

ThornyZyra5/3/2019, 5:25:12 PM2 votes

I suggest giving Zyra a new passive which fits her lore like for e.g. "plants are spawning on enemy corpses near Zyra" (something similar to Lissandra's passive which is really cool). Then you would move her current passive to her [W] ability. Passive side of the skill would be the same but when you activate it plants would spawn faster and closer to you for a short period of time. Ofc it would need a little balance but if you combine it with some ap scaling adjustments - she will be fun and fresh again. Please consider it :)

FIawIess Duet5/3/2019, 5:37:57 PM2 votes

Do you plan to do changes to Ryze similar to those of Tahm, Soraka and Aatrox? I would really appreciate some work on Ryze. It doesn't need to be a rework as you don't plan it for him anyway. But maybe some changes like the ones I mentioned.

Etwahl For One5/3/2019, 5:44:33 PM2 votes

Completely aside from all this:

I expect Nautilus to receive some nerfs because of his mid lane presence, but I'm really hoping there's something in the works to allow him (and miscellaneous other tanks, e.g., Malphite) back into the jungle. While I certainly don't mind playing him as support, I have always enjoyed him more as a jungler, and would really like to see him supported more there. Although I wouldn't know where to begin that wouldn't give him too much dominance as either a support or a laner, are there any thoughts regarding this situation? Or is the general idea that the damage dealing junglers are just the way of life, and we should just hope that they don't get picked when wanting to jungle as a tank jungler?

PopCorn Chick3n5/3/2019, 6:35:30 PM2 votes

Hi Meddler, is there anyway to rework Zyra's passive from RNG plants into something more interesting like poison on range plants and ground effect on melee plants that is on cool down similarly to GP burning passive?

ARE YOU PC BRO5/3/2019, 10:44:18 PM2 votes

KARMA?! Karma

Krabby5/3/2019, 6:22:30 PM1 votes

Adjusting Matchmaking's Speed versus Accuracy at high MMR

I wonder how the autofill ratio in the higher elos change with this patch. Does it get affected or is it mostly just higher queuetimes in favor of better game quality?