Is Corki bugged or something?

Seenan··1 votes·4,040 views

Just like how Yasuo achieved a high winrate of 56% when they fixed his 'bug' and then refixed it, Corki's winrate seemed to skyrocket in the midlane...Anyone have any insight to this?

I also just got rekt by a Corki in a norm @ bot lane. Whether that's because he was a smurf, I was distracted, I wasn't playing my best, or he's bugged, is why I wonder.

41 Comments

RiotMeddler5 votes

We've seen a couple of things significantly improve the performance of champions who deal significant magic damage and/or primarily play mid.

  1. A lot of players are learning or relearning the changed assassins. That means that, temporarily, they're performing quite a bit weaker than they will long term. That's to the advantage of other champs facing them mid.

  2. The removal of Aegis aura's decreased effective MR across teams pretty noticeable. Magic damage dealers have generally benefited noticeably from that, Corki likely included.

LankPants1 votes

Do you think that there's a chance we could get some real tank MR items to help offset the loss of Aegis? The current tank MR items are kind of garbage.

RiotMeddler3 votes

Figuring out whether we need to make followup changes to compensate for Aegis' removal's something we'll be working, most likely for 6.24. Options there include things like:

  • Nothing - if there's not actually a problem.
  • Increasing base stats - if magic damage is too high across the board maybe all champs should get some MR/level
  • Nerfing magic damage dealers who are now excessively strong - if more magic damage dealers are in a good place than out of line maybe we should just nerf the outliers
  • Making other MR itemization more powerful - if the issue is lack of itemization responses to magic damage, rather than an issue that should be solved outside of the item system like the above two
LankPants1 votes

Making other MR itemization more powerful - if the issue is lack of itemization responses to magic damage, rather than an issue that should be solved outside of the item system like the above two

Tank MR itemisation is abysmal. It has been for a long time. There's two good tank MR items, Spirit Visage and Guardian Angel, SV is only really a good item if you have healing however, but even then several tanks are forced to itemise for it because it's just the best stat stick available. The other 'options' are Zz'rot's and Banshee's Veil. Zz'rot's has so much of its power tied up in a gimmick that its use cases are limited for the majority of tanks while Banshee's Veil has a passive that does nothing to help tanks and is just outstated by SV.

To be clear here I'm not talking about support tanks, I'm talking about jungle and to a lesser extent solo lane tanks. Locket is not a usable item for these champs. It just gives too few stats, I can buy an SV and get 500 HP and 10%CDR for 30 Armour and 5 MR, in roles where I don't need to babysit and I actually have gold that's a worthwhile tradeoff.

I guess my main complaint is that tank MR items come down to being raw stat sticks unless you specifically need Zz'rot's. You buy what gives you the most stats. There's no useful passives or actives on large tank MR items. There's no Randuin's active or Warmog's passive which make you think about the game slightly differently. There's a shitty shield which does nothing because taking a single spell as a tank doesn't matter and a heal boost, which is worthless on 75% of tanks.

Locket used to fill a role as a tank MR item which had passable stats, a useful passive and active and made you question whether the stat stick of SV was the better option, that's gone now, I can guarantee you that in 95% of games as a tank now, SV is the correct MR choice, because the other options for large MR items are abysmal. Sure GA is good, but it's not enough MR by itself. The combo of MR and HP on SV make it far more efficient. GA tends to be best as a secondary MR item.

MunchCrunchLunch1 votes

IDK if giving mr/level to every champ is the way to go. right now you either have a set 30 MR or 53 by level 18. if you give the unscaling champs MR per level. you gonna have to increase it for all them melees that have only 53 because that will just make no sense.

I think generally the problem is. since the vast majority of magic damage is AOE. long range spells. aegis was very good. at balancing how it changes fights and the game. I think something along the lines of buffing MR items. they are somewhat meh after the last few nerfs. specifically banshees vel

and to be fair I think we need 1 more magic resist item for tanks. banshee veil is too weak. a lot of champs now including tanks just buy maw.

just by looking at winrate changes its quite obvious that the locket changes absolutely pushed a lot of them over the edge again especailly ones with aoe damage. like vel koz and zyra. and even ziggs that was struggling not that long ago.

Locket was changed for the sake of diversity of itemization. which is good. but i think the solution was to just either split it into two items or remove the shield from it while compensating. introducing an armor aura item would have been a great counterbalancing act as well.

I feel like we need an MR item that has the sorta reduction randuins has on crit. but applies to AOE spells. example. AOE magic damage is reduced by 10%. something along those lines

or some sort of itemization that allows active health regeneration in combat.

DCYOUNG8881 votes

Is it possible that riot might add an aura item later on that ONLY serves as an aura item and nothing else?

warpenguin5551 votes

Marksmen are pretty strong across the board too. Are there any plans to address a few like Jhin Vayne Caitlyn that feel overbearing right now?

Hige2 votes

uhm I'm scared that none of the options sounds ok...

increasing MR/level across the board will indirectly nerf a lot of champs whose balance is on a very thin line.

Nerfing Corki and Kog will delete them from bot lane...

Making current MR itemization better is... ok? but it's on the same boat as increasing stats. Admitedly, 35 MR on most items isn't particularly a lot, maybe bump this to 40?

I think the main problem is that people are dismissing Maw of malmortius because it has no lethality so they think it's a bad item when in reality the shield is incredibly powerful against magic damage users.

Also, Wit's end having no crit chance makes people go for 3 Zeal items before even considering wit's end

and last but not least, for some reason, MR itemization is a mistery for a lot of people, mostly because there's this weird consensus that AD is the best stat so they focus on countering only that when the reality is that AP and magic damage is probably hella broken if let loose. People complain that Corki is eating them alive but they have a bloodthirster instead of a scimitar and they have an infinity edge instead of a maw of malmortius, everyone is playing the race for the highest crit when magic damage already won ._.

Sohleks1 votes

MR items feel like garbage but they're not actually. I think it's a combination of a lack of interesting choices or a lack of "cool" or "fun" effects or synergy for pure MR items.

The game has historically always had this problem IMO because AD damage scalings more exponential with ap damage scaling more linear. And so the typical tank builds are balanced with 2/3rds "physical effective health" in mind to counter the more common team comps. And I think it causes Riot to be very very cautious when adding or changing MR tank items. Because the common AP damage burster can be easily blocked for a lot of the game if too many MR items come in fashion.

The last time we added more power to MR items at the start of season 6 where we straight buffed spirit visage to have force of nature level MR and made maw/sterakks a thing AP champs became second rate characters only taken for their utility/cc and split item builds of enemy tanks.

This is also kind of related to why the few dps AP damage dealers in the game have a troubled balance history in league of legends. Because they very very quickly get out of hand if ahead by a smurf like player.

So it would be cool if MR items became more desirable to build without necessarily being a lot stronger just going "fk ap" mostly by stats alone.

And maybe we need an MR tank item that gains power through longer fights but has somewhat weaker initial stats for burst types.

Hell I'll rework one MR item right now. (probably op as heck design) Spirit Visage is a big offender to me as a "dull MR item." Turn the 25% heal multiplier into Maokai -esque passive: heal on ability cast or small number of ability casts. Give it an internal cd like sheen if one spellcast. Now a lot more champions can appreciate that it has a passive now. Lower the raw stats if needed make its passive POP OUT. Probably dumb as hell on a champion like Riven. So maybe make it based on mana expenditure. It's probably for the best Vlad doesn't get this item.

LankPants1 votes

Turn the 25% heal multiplier into Maokai -esque passive: heal on ability cast or small number of ability casts. Give it an internal cd like sheen if one spellcast. Now a lot more champions can appreciate that it has a passive now. Lower the raw stats if needed make its passive POP OUT. Probably dumb as hell on a champion like Riven. So maybe make it based on mana expenditure. It's probably for the best Vlad doesn't get this item.

This has some huge abuse cases no matter what you do. If it's a Sheen style item then it's beloved by Akali, more than any other champ. If it's Sheen based on mana expenditure then Fizz would be a massive abuse case with his 110 Mana E. If it's based on spell casts then it's probably better on Ryze and Cassio than tanks. If it is based on mana then it fucks with Zac and Rek'sai, also to some extent Sejuani and her 20 mana W. Then there's also just the design contradiction that healing is inherently weaker VS magic than it is against physical.

Seenan1 votes

{quoted}

We've seen a couple of things significantly improve the performance of champions who deal significant magic damage and/or primarily play mid.

  1. A lot of players are learning or relearning the changed assassins. That means that, temporarily, they're performing quite a bit weaker than they will long term. That's to the advantage of other champs facing them mid.

  2. The removal of Aegis aura's decreased effective MR across teams pretty noticeable. Magic damage dealers have generally benefited noticeably from that, Corki likely included.

So, because of #1, are you working on wanting to buff some of the assassins? They're all sitting at pretty pitiful winrates.

RiotMeddler6 votes

We'll be buffing Akali in 6.23. She seems to be struggling too much in situations she should do ok in, given her overall pattern didn't change that much so there shouldn't be as much of a relearning period. For the others we'll be holding off on power changes at least for the next patch until thing settle a bit more. Kat for example's losing a lot of games, but she's also got a much steeper learning curve and a lot of new stuff to master. Don't want to throw buffs at her until it's clearer she actually needs them, rather than just being harder to play than many champs now.

LankPants3 votes

Are you going to be addressing any of the complaints of Akali players rather than just throwing ratio buffs at her. What you're doing is creating an Akali that her mains do not enjoy even when she is strong because she's clunky as hell.

Just to outline these problems

  • You waste the passive heal about 50% of the time because it procs at full a hell of a lot since it procs first.
  • Shroud feels inflexible and clunky, this is just a clear case of it was far better before.
  • The R changes lead to Akali feeling overall immobile for an assassin, I played a game VS a Lucian where his dash was on a shorter CD than mine for god sake.
Ralanr1 votes

I thought they just reduced the damage on her ult?

LankPants1 votes

They changed the CD between ults from 2/1.5/1 to 2 at all ranks, which was probably a bigger nerf than the damage.

Sahn Uzal1 votes

Out of curiousity, how's Rengar doing?

There has been quite a lot of complaining about him on the boards, but I personally feel like he's not nearly that bad, and there are others who seem to agree with me.

Player opinions are likely to be biased, I might be playing Rengar incorrectly, other players might be playing poorly against him. So yeah, I wanted to ask what your view is :P

RiotMeddler2 votes

Still hard to say, given the patch hasn't been out long and Flex MMR stuff has made games harder to assess balance wise. Doesn't seem to be dramatically out of line at present at least, strong or weak. Might be bursting too hard out of stealth off some of what we've seen, also possible that's mainly just happening when he's got a decent lead (fed damage dealers should hurt a lot).

Goodnight Nunu3 votes

How do you feel about Vayne's state of balance? She seems a tad strong.

Also, with Assassins going around a tanky Rylais is a blessing, any news on what you're going to do to the item?

Sahn Uzal1 votes

Thanks for the response!

Might be bursting too hard out of stealth off some of what we've seen, also possible that's mainly just happening when he's got a decent lead (fed damage dealers should hurt a lot).

Does that mean his Bonetooth Necklace would be the area you're looking to nerf, if you end up nerfing him? It really seems like the elephant in the room to me :P

Gone Away1 votes

You talked about buffing Akali, but the new patches have introduced a ton of Shaco bugs that really bother a lot of Shaco players. For one, it's now actually bad to build crit on him because if you backstab someone you'll actually do less damage than a regular crit.

It also just generally feels that while you nerfed his early game ganking presence he has no damage at all during all stages of the game. He used to excel during early stages, but now it feels like he literally does nothing.

With the new jungle changes, he literally has abysmal clear times because he has no AOE to help him clear camps, and you also eliminated the monster attack speed slow on his e making him take even more damage.

To be honest, the small quality of life changes you introduced to Shaco (1 Second more on maxed Q) and new ult interaction don't make up for the damage nerfs across his entire kit.

Lastly, I understand why you eliminated box stacking because it's kind of a cheap trick, but you should at least lower the bounce back radius or give an indication as to what would cause a box to bounce. Currently, I feel like i'll place a box for my first clear and have it nowhere near another box and it bounces far away.

Servantofthe991 votes

{quoted}

We'll be buffing Akali in 6.23. She seems to be struggling too much in situations she should do ok in, given her overall pattern didn't change that much so there shouldn't be as much of a relearning period. For the others we'll be holding off on power changes at least for the next patch until thing settle a bit more. Kat for example's losing a lot of games, but she's also got a much steeper learning curve and a lot of new stuff to master. Don't want to throw buffs at her until it's clearer she actually needs them, rather than just being harder to play than many champs now.

The ultimate CD increase and insane damage decrease was completely unnecessary. And on top of that she has a cooldown on her passive. Her E is basically useless since it just acts like an inferior aoe for quite a bit of energy. Doesn't have any other unique things about it. The W was a decent change with the small blink.

Right now, she's a champion who has sub-par damage, clunky cooldowns, low damage, no cc, and squishy on top of that. What direction do you guys see for her? Is she in need of a full VGU? What lane is she supposed to thrive in? It would be mid or top. But she has a two problems:

  1. Mid lane. Usually high burst, cc capable mages. She has no cc and not enough burst. Not to mention a passive that does damage on the second hit. That is more than enough time for nearly any mage to kill her.

  2. Top lane. Almost all bruisers with cc. She has nowhere near the burst to substantially damage most top laners, but is squishy enough where she would be obliterated.

Vamprah1 votes

I like all of the reworks :)

Akali is SO HOT1 votes

{quoted}

given her overall pattern didn't change that much

I think most Akali mains are going to have to disagree with you right there.

Risk of Fate1 votes

I was wondering why Ahri spiked this patch. She's always been roughly 51% winrate but now she's hovering about 54%

LankPants1 votes

She didn't spike that much. The Median winrate mid moved from about 50% to about 52.5%, every champ who isn't an assassin saw a winrate increase of about 2.5%

SirPurrr2 votes

No bug, just facing trash assassins and winning easily. Pretty much every mage went up in winrate a lot due to the assassin rework too - even Ziggs. If it was back to an LCS mid meta, you'd see Corki winrates go down a lot. Also, champion.gg isn't particularly accurate since it takes data from NA and Corki mid is very rarely played (which itself raises winrates since those playing are better). His actual winrate worldwide is 53%.

Decrit1 votes

Champion.GG takes only from NA?

SirPurrr1 votes

{quoted}

Champion.GG takes only from NA?

Yeah, otherwise they'd have 20+ million games.

Decrit1 votes

NA has +20 million plat players?

SirPurrr1 votes

{quoted}

NA has +20 million plat players?

You don't need 20 million active Plat. players for 20 million Plat+ games on a patch. The point was also that 20 million is the number per patch if every region was taken into account.

Decrit1 votes

lol right, idk what i was thinking when i wrote that!

JavelinJoe1 votes

I've seen this , and asked about it too. No response yet but something seems fishy to me.

ABlueQuaker1 votes

It's becoming more common to build item 3078 > item 3020 > item 3116 > item 3146 > item 3135

Big Lincoln1 votes

if you're building that much AP why not just get lich bane

nm10102 votes

Because lichbane takes about 250-300 ap to match trinity's effectiveness off buying it, not to mention the fact that trinity is much more slot efficient due to all the other stats corki wants that it gives.

ABlueQuaker1 votes

Not to mention you can still build into a more standard ADC build if your team doesn't need the magic damage.

Big Lincoln1 votes

those 3 items give you 260; with LB you've got 340.

I'm just saying if you're running that build LB is cheaper and it'll scale better, unless you're getting TF for the physical damage

nm10101 votes

Scales better is pretty subjective, you get a 257 proc off lichbane with those 5 items. You get a 232 proc on trinity plus all the stats that it gives over lichbane (attack speed, more cdr that corki wants, ad, hp, phage proc). I could also cite the fact that both the most frequent build and the highest winning build do not use either rylai's or gunblade

https://i.gyazo.com/4145213a0ce87634778a63001d07b9d4.png

Gunblade is pretty good, but tbh rylais seems pretty gimmicky when you could have a crit item.

LankPants1 votes

The median winrate for mids on this patch is 52.41%. There's a huge negative skew in the data due to popular but weak assassins. What this means is that Corki isn't as far above average as you think, he's about 3.5% above average rather than the 6% you'd expect at first glance.

GerAvos1 votes

? If you take the winrates of all midlanes it should be perfectly 50% because theres always a winning team and a losing team every game.

LankPants2 votes

The mean, yes, the median no. The median is the champ with the middle winrate, since there's 48 mid laners that means the champs with winrates #24 and 25. In this case Syndra and Brand, who have winrates of 52.42% and 52.4%.

The median is pushed upwards by the assassins having incredibly low winrates and high playrates. The current set of winrates has a positive skew, which when graphed looks something like this.

http://homework.uoregon.edu/pub/class/355/dp.gif

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