Feedback/Analysis:The Riot Balance Team Failed to Meet their OWN Design Goals in the Marksman Update
Introduction
This post is not intended to declare that Riot failed to meet the gameplay board's expectations or Reddit or me personally or streamers.
This post is intended to assert that Riot failed to meet profoundly specific objectives laid out in their own manifesto at: https://boards.na.leagueoflegends.com/en/c/developer-corner/2ykqAkNa-marksman-changes-coming-to-pbe-in-the-next-couple-days
posted by Riot Axes on the dev corner.
The way I have structured my post is that I will first directly provide a quote from Riot Axes post which outlines a specific problem that they intend to fix and then I will provide evidence as to why they did or did not fix that specific problem with the current PBE changes.
What Riot Did Successfully in the Marksman Update:
Quote #1: "Another thing to mention is bot lane sustain has crept back up again. As usual, this means less action in lane, which puts higher priority on scaling champions. So, we also have some nerfs to marksman lane sustain"
They were fairly successful at this goal. They nearly halved the base regen of marksman across the board. Apparently true damage does not apply to lifesteal, so this would mean their lifesteal was reduced by 20% as long as they have IE and crit (compared to if they didnt). They also claim that a fleet foot work nerf will happen. Not much else to say, they did reduce sustain.
- A small note, if fleet foot work is nerfed like they say, we may see more marksmen taking Press the Attack or even lethal tempo and this may remind many of us of what their damage is like with a dedicated dps keystone.
Quote #2: "Getting to two items (Infinity Edge + Zeal upgrade) usually makes a crit-carry marksman the most valuable champion for their team, regardless of how ahead or behind they are. "
In this section he talks about wanting to nerf the 2 item power level of marksmen. They definitely achieved this, a
(the most popular 2 item combo on crit scaling late game marksmen) was powered down pretty severely. The crit multiplier went down from 250% to an effective 220% on 100 armor or 213% on 25% reduction armor which is usually around ~20-40 armor. The overall crit chance stayed basically the same with only a minor change of 50% to 60%. The item combo costs 300 more gold but this is offset by having 10 more ad and 10% more crit. Shiv will also crit for less and its a 1 time source of dmg. Overall to put it bluntly, 2 item got shit on.
*On a personal note, I find this quote to be very odd. "2 item marksmen being the most important member on the team regardless of how behind they are" I dont know about that one. When were 2 item marksmen (if behind) less important than early mid game champs spiking at that level? Its a very odd declaration and I think most peoples concerns with marksmen began at their 3 item surge and then their 4-5 item god mode. Either way, they achieved this specific goal I guess.
What Goals Riot Failed to Achieve in the Marksman Update:
Quote #3: "We're reducing the late-game burst that crit marksmen deal to squishy targets via the Infinity Edge update, which will rework the +50% crit damage passive to one that converts a portion of crit damage to true damage. This focuses crit build effectiveness more squarely on tanky targets—a few crits on a low-defense target will still be highly impactful, but it’s less likely they'll get two- or three-shotted."
I dont want this quote to be derailed, we can see in this quote some very specific wording; they precisely mention "late-game burst" so derailing the issue to early game nerfs or mid game or minor item cost changes is not really relevant here and they clearly mention squishy targets so derailing the scenario to items like randuins or various other hp heavy builds is not relevant either. Derailing to a scenario with 1 auto attack pokes is also not relevant here because they clearly state a scenario with the squishy target taking **multiple auto attack hits ** .
Evidence: For those of you who read my previous post that I posted a few days ago (I'd assume atleast some of you read it cause it had 200 upvotes), I posted alot of math in that post to try to prove my point. In this post I am doing it a bit differently, I have simplified the math to extremely simple levels to avoid any confusion or any "math is fiction" allegations. The math will be so simple that even the most delusional people cannot deny what is literally going to happen.
So in a late game scenario we can assume the crit based marksmen will have atleast
. A double zeal item build has formidable attack speed and hyper carry crit scaling marksmen often have an attack speed steroid somewhere in their kit so its safe to say that in the late game, taking 4 auto attacks in 2-3 seconds time is very easy to achieve (thats like 1.5-2 attack speed). To test the quote's claim that the new IE with true damage conversion will have less burst than current IE with 50% multiplier bonus in just 2-3 seconds time, let us consider two scenarios in which the 100 armor late game squishy target takes 4 auto attacks, one in the PBE setting and one on the live setting:
PBE Setting ==> multiplier is nerfed to 200% down from 250% but 20% dmg is converted to true, crit chance is buffed to 100% (yasuo style :O )
Auto Attack #1 (crits)|-->| Auto Attack #2 (crits)|-->| Auto Attack #3 (crits)|-->| Auto Attack #4 (crits) .........200% taken......|-->|.........400% taken........|-->|..........600% taken.......|-->| 800% taken
Total: 800% = 160% true + 640% physical. The 640% portion gets halved due to the 100 armor target down to 320%. Total final damage taken = 320%+160% = 480%
Live Server Setting ==> multiplier is 250% on a 100 armor target (on any target), crit chance is only 80%
Auto Attack #1 (crits)|-->| Auto Attack #2 (crits)|-->| Auto Attack #3 (lets say this one doesn't crit)|-->| Auto Attack #4 (crits) .........250% taken......|-->|.........500% taken........|-->|............................600% taken............................|-->| 850% taken
Total: 850% physical which is halved on a 100 armor target into a total final damage taken of 425% .
425% total ad on live vs 480% total ad on PBE. I am gonna squash this point before someone brings it up: "But the ADC on live could have gotten really really lucky and crit on all 4 attacks" This is a bad argument, because you could also, in the same exact mindset, say that the ADC could have gotten really really unlucky and crit only on 2 attacks. Taking the most probable scenario is the best idea. The luxury of being able to crit on every single attack 100% of the time is what is being given to the marksmen on the PBE in the form of yasuo'fication. But lets go ahead and assume the marksmen does get lucky and crits on all 4 auto attacks on live:
His/her total damage would be 250% x4 = 1000% halved by 100 armor = 500%.
Conclusion: In the most probable scenario, marksmen will do 425% on LIVE and 480% on PBE. They are buffed, they are doing MORE damage to squishies on the PBE, a complete mockery of the design goal set in Quote #3. You wanted to reduce, REDUCE, marksmen burst to a squishy target in the late game scenario and here we are at a mere 3 items and they are already doing more damage mathematically. I laid this out with great simplicity and clarity both on the math side and the visual side (takes time to make that table using boards client). My hope is that everybody (whoever it is you main, whatever it is you do) is able to clearly see this is not a nerf, yet a buff and a clear violation of their own goal. Even if you take the worst case scenario where the live marksmen gets lucky and crits 4 times in a row, you still see a total dmg of 500% which is very very close to the PBE dmg of 480%. A difference of mere 20% AD. I really dont believe any Riot employee can come in here and defend this specific point in my thread. I will say it again you BUFFED them vs squishies in the late game.
*Sidenote: I am going to squash this point before someone makes it "Squishies dont have 100 armor". In the late game they do, remember in the beginning I said dont derail the quote from its specific conditions. We are talking late game dmg here, squishies cap at usually 80 to 100 base armor in the late game, thats not even counting stuff like GA or seekers armguard or tabis. Squishies could very well have even more armor than 100 but 100 is a fair and fine number to use.
SUGGESTIONS:
I have two main suggestions to quickly fix this issue in a simple way (if they even care).
- Keep IE at a 20% flat crit. This way, nobody can argue the PBE changes are a buff. While their burst still will be high if you ask me personally, it will still at least be a nerf from live values and technically their design goal will be achieved.
- Make the true damage conversion on IE scale based on the health of the target, similar to how LDR works. Example: it would start at 10% conversion and go up to 30% conversion based on whether the target has 500 to 2000 more hp than the ADC. The numbers can be tuned, you can go for 250-3000 or 750 to 1500, IDC. This would also help them deal with extreme hyper tanks where I have seen certain ADCs auto them for negative dmg. The higher the true dmg conversion is , the less synergy they would have with LW so I dont think it would go out of control.
Quote #4: "Not every marksman wants to play the crit-carry hyperscaling game, but crit builds are too smooth and too synergistic, while other builds haven’t been supported well enough. We're planning on better enabling other play-styles - the spellslinging of a Lucian, the raw AD snowball of a Draven"
This quote I find very odd, you have done nothing to promote specifically lucian or draven and you have done nothing to reduce the synergy of
infact those 3 items remain at a similar power level vs squishies and at a highly increased power level vs high armor targets like 200-300 armor. Sure lucian and draven could pick up those 3 items I tagged and technically be stronger than live but so could hyperscaling crit marksmen as well. Stormrazer is a good first item on draven sure, it gives him attack speed which he needs a little bit of to feel smooth (any 1 who has played draven knows what I am talking about), gives raw AD, gives a well placed crit for when draven wants to poke an axe at his enemies. But aside from this 1 item powerspike you have given him, he wont have anything else going for him. He could go a lifesteal item next but after that if he chooses to get crit, it will just have negative synergy with the guaranteed crit on stormrazer. New ER has no usage on draven at all. Lucian can get new ER with minor benefits compared to crit scaling marksmen. Lucian will benefit from the mana but other than that, resetting his Q or his W isnt worth much and his E already resets from autos anyway (he may gain an extra E which is strong but wait till you see what xayah and trist get). Compare this to Xayah or Trist taking ER, Xayah could double E you for massive damage and trist can actually reach 4 jumps in a row without the need of killing any 1 . She can leap, reset it with E, leap, Press R to proc ER, leap again from ER proc, E again to reset leap, leap 4th time. Assuming she kills 1 target during all that, its another leap. You may see stuff like twitch being able to pull double expunges into a second stealth. Kog could benefit from the mana as well and potentially reach double uptime on his W. And lastly a draven 3 item build (the most common one right now alteast)
was powered down heavily. But time will tell I guess.
**Quote #5 and #6: ** "Marksmen as a class have been too strong for a while, and express that strength in ways that produce only a few game states." "This gives other classes and positions more influence in matches where neither marksmen became obscenely fed in lane, moving us away from a bot-centric 'coin flip' meta." (Disclaimer, these quotes come from two different places in the post)
Throughout his post, Riot Axes is seemingly very adamant about stating that bot lane needs a power down. While he did succeed in increasing the marksmen hypercarry core build's item cost by 500 (200+ 200+100), along with this price increase he tagged some compensation buffs such as 10 ad, increased crit total, and an extremely powerful true damage amp (many underestimated at first) able to target not only squishies at 100 armor (shown in section Quote#3) but even more so the tanks at 200-300 armor. When you talk so seriously about a indisputable power down and avoiding a coin flip meta, you cannot also tag compensation buffs because that defeats the initial purpose of the power down. When you increase the cost of LDR, but tag along a compensation gain of TOTAL armor pen, this becomes a buff vs squishies (who often have similar hp values to marksmen, or slightly higher, but not enough for the LDR bonus % phys to matter). This pattern is really littered across the entire update, where they claim a global power down is needed but tag compensation buffs across it all. Only real power down I found was the 2 item spike of marksmen being shit on and the sustain of marksmen being unarguably lowered.
Final Conclusion
Riot succeeded in achieving some goals but were unsuccessful in achieving arguably many of the more important ones. Rereading Riot Axe's post and making this thread has made me realize a few things. Its been almost a year and a half that people have been complaining consistently about the same bot lane issues and as time has gone on, more and more people caught on and it probably lead them to eventually make this marksman update. The update lays severe problems with bot lane but they fail to act on it and I know Riot isn't dumb, many people think they are dumb, but come on guys, they arent that dumb, whats more likely is that they may they never truly want to change the direction of the game with regard to this specific class. This may just be their vision of the game and how they always want it to be. And with that I give an analogy of restaurants. When a restaurant is bad or you have a bad experience in it, not everybody makes a scene or sends their food back to the chef with complaints, or posts on review sites to slam the restaurant. Not everybody is that confrontational or passionate or whiny whatever adjective you want to use, most people will just get up and never come to that restaurant again. Then slowly, that restaurant may become less and less populated even without many complaints. Same is true for league of legends, when you make the game incredibly frustrating for certain roles or classes while full of glory for other classes, not all of us are going to kick and scream and cry or even make long posts like this, many will just be like Oh this other game looks cool, lets just play that instead.
TLDR:
- Please just read the post
- Please just read the post it kinda ties everything together
- If you really dont want to read the post then atleast read the section under Quote#3, thanks