Friday Night Red Q&A. Today's Topic: Champion/Update Design

RiotRiot Scruffy·1/10/2015, 1:13:41 AM·48 votes·23,531 views

Hey everyone!

This is a totally unprompted thread where I thought I could answer whatever questions about new champion or champion update designs. I'll come back to the thread and post answers to a bunch of questions up into this OP.

Because this is the first time I'm trying this, let's do a broad and obvious topic - Champ Design (including reworks). The type of question that would be fitting here is like "how do you determine which skills to keep when you rework a character?" or "what makes a good character passive in your opinion?"

Stay on topic (sorry I don't work on URF so DONT ASK LOL) and I'll try to answer as many questions as I can.

Fire away!

**EDIT 1: ** I'll answer a few now and come back later for more (and probably throughout the weekend)

  • If a champion is relatively fine in a purely BALANCE perspective, do they ever have an opportunity to get reworked to be more like what they're supposed to be? Or be made so that they aren't such a wasted concept?

    Yes! We most definitely do and will continue to use thematic delivery, fun, and satisfaction as a reason to revisit a character. We always set out the goals of a project when we start, so we know if it is more mechanics focused (something like soraka) or thematic/satisfaction focus (something like gangplank) or a lot of both (sion).

  • How do you prioritize updates?

Currently we prioritize updates by which are the most "in need" of the improvements (gameplay or visual). Each group (art, design, sound) will use their own analysis and player feedback to rank which champs are really needing the update. This led us to champs like soraka, sion, nidalee, poppy, karthus, etc. While going through this list we have some spare people to work on smaller less urgent projects like viktor, gragas, tristana to keep things coming as often as we can.

  • How much more mobility can we expect to see added to League of Legends in the coming season?

    This is a timely question, with so many more mobile champs in recent releases than in the early days of LoL. We actually met with a large group of new champ and champup designers to talk about how much mobility we are giving to characters and at what cost. The general consensus is that we are probably going to both be a bit more selective with where we give mobility and give the characters appropriate costs to having mobility. For example, we think that by default a marksman doesn't have burst mobility, so the question that we are asking ourselves is "what cost is a character like lucian, tristana, or corki paying for the powerful mobility tools that they have?"

  • Can you describe the factors in/process between deciding whether a skill is a skillshot or targeted ability?

    You could have a great ability on both sides of this coin (skillshot or targeted). The real question that we are asking is what parts of a character's overall kit are reliable and which are unreliable. Having a healthy mix of both is typically a recipe for success because it gives the character some baseline tools that they can count on mixed in with some important moments where hitting a skillshot, blocking a spell with a spellshield, or dodging a big burst of damage with your Zed ult can determine the outcome of a fight.

EDIT 2: A few more answers

  • What is Riot's current opinions on hybrid champions, either current or possibly new?

    Hybrid champions aren't problematic as a concept, we just try to factor in how being a hybrid character affects the game. A hybrid champ has both a harder time itemizing for penetration and makes it harder for their opponents to itemize defenses against them.

  • Ever considered an energy-based Support?

    We haven't put any serious work into an energy based on manaless support recently, but it isn't an impossible design space. The key factor here is that we would want to preserve the important "attrition" element of bottom lane, so this character should probably not have strong health sustain or healing in combination with no mana.

  • How does Riot determine what to keep and what to revise on champion kits in need of a rework for "thematic" reasons?

    The first step of a rework is often more about finding the right overall direction for a character. Take Sion for example, we first determined that this guy is best delivered as a tanky "undead juggernaut" that moves slowly but is a major disruptive force in the middle of a fight. It is a very high priority for us to find the right core concept for a character that matches the coolest and most important elements of the character before the rework. With the high level direction figured out, we can see what abilities on the old kit would still work with the new direction for the character.

  • Does how often a champion get played factor in to the decision to rework them? Or are you fine with niche picks, like Urgot?

    We do consider a champ's play rate when we are selecting reworks but we don't bias one way or the other. A good mix of popular and unpopular champions is what we are aiming for currently so that we can sometimes update popular champs to create positive impact to a wide group of players and sometimes update niche champs to keep them relevant or give them new life.

EDIT 3:

  • How often do reworks get canned, and how far do they usually make it before they get canned?

    Rework projects rarely get canned. Though in the past, maybe 1 in 5 that goes into early exploration is put on hold and picked up later. A project like Warwick that Zenon was working on but had to be put on hold for him to work on other projects will be picked up where he left off and finished. Even if entire kits are scrapped and restarted, the work is not a waste because we likely learned a lot about what didn't work for that iteration and that leads us to things that usually work much better.

  • When it comes to new champion design and such, is the factor of said champion completely overshadowing another, older champ taken into account?

    We very heavily consider this when working on new champions. We want a new champ to bring something new to the game rather than replace and overshadow something that champs already do. Sometimes if a champion is released in a too powerful state, it can give them strengths that they aren't designed to have.

    For example, Braum is intended to be a unique defensive support in how he can block projectiles for his team while staying mobile. When he released he was doing that just fine, but he was also a very strong aggressive pick support with Q slows, damage and follow up stuns. When we saw that he was overshadowing a lot of other supports in this way, Wreckz and the live balance team responded by lowering his aggressive play potential to focus his power in the ways that he is meant to have it.

  • How would you go about reworking Teemo?

    Hehe, I can't resist answering this one because TEEMO. So first off don't take any of this as gospel because I'm just spitballing here.

    First off is to try and understand the core of what Teemo is about and what his current problems are. The really unique and fun thing about teemo (IMO) is the way he can control an area of the map like top lane or baron pit with his mine field of shrooms. He also has a clear poke pattern in lane and high sustained damage in the late game. Some of the most obvious problems that he has are that there is no meaningful counterplay to his mushrooms and his poke pattern is also not interactive and just involves trading targeted damage against an often melee opponent.

    So when it comes to solutions I would try a variety of mushroom version with possible counterplay and to compensate the teemo player, add or emphasize the awesome rewards he gets for catching his opponents in his traps. A crazy example would be that if he was stealthed (by standing still) and someone triggered a mushroom trap, he could keep his stealth and run quickly towards the triggered trap for an ambush. The other solutions around his poke lane would also need to be creative but would definitely move in the direction of his opponent having opportunities to avoid or counter his poke, and we could give teemo some new tools to compensate for the loss of reliability.

EDIT 4

  • Where does the buck stop when it comes to big decisions on a champion rework?

    There is no single individual that has the 100% say over any particular champion update, but many people get to have strong input. From a game design perspective the primary "owner" as we like to call it is the main designer that is spending most of their time working on the project. They receive a lot of input from the other designers on the Champion Update and Champion team and get really detailed and thorough feedback from the Lead Designers on their team and other teams (Scruffy, Meddler, Morello, Ezreal, etc). In the end, by the time any character goes out, many different people have reviewed the kit and, if something is good enough to ship, often most people on the team are very happy with it.

  • You gonna give talon some form of cc (a real cc, not a shitty quarter second slow) on his cut-throat (e) or maybe a decent form of utility so he can keep up with all the incredibly good kits other assassins have?

    I think in the future we will shy away from hard CC on Talon because as we have seen in the past, the combination of hard CC and his burst damage led to very frustrating and non interactive situations where he can 100-0 an enemy while they are unable to react.

    On the topic of how we would want to improve talon (no immediate plans yet just talking about direction), his current pattern of burst an enemy or be useless is pretty binary and honestly a bit boring. I would want to buff up some of his utility tools like his stealth or even give him new utility tools that are not hard CC (like dodge, spell shield or something like that) to allow him to not feel useless when he can't immediately burst kill his enemies.

  • What are some themes you want to check out that haven't been touched on yet?

    These are just my personal - Mind Controller, Earth Mage, Group character (multiple yordles or something cool), Mountain Climber, Blacksmith, A bunch of animal type creature characters, Flying characters that interact differently with the map, and these are just off the top of my head.

EDIT 5:

  • Using Rek'Sai as an example, what makes you decide to use a non-mana resource on a champion? Is it a thematic decision, gameplay, or a mix of both? How do you feel about the state of mana in LoL?

    I'll answer your last question first, I feel like mana is still a very important element of LoL, especially for some types of characters. Mana as a resource creates a second strategic layer of attrition for a lot of characters that adds a "long game" strategy to champ vs champ combat. Mana allows more outcomes to fights or trades than just "I killed you" or "I took more health away."

    When it comes to when we give mana to champs (or not in Reksai's case) it is more often a mechanical decision than a thematic one. With Reksai we were exploring some different resourse mechanics with the health return passive, where health is the resource she has to manage more than mana. By comparison a mana based jungler like Warwick or Elise should stay healthier than Reksai when they are usuing mana on their sustain tools but they will eventually run OOM and have to go back to the fountain.

  • I'm seeing a lot of questions about Yorick and Mordekaiser so lets talk about them

    First thing, we're not actively working on either of those two champs but in terms of what is next for us when we finish current projects, they are very very high up on the priority list.

    So Yorick we actually have a decent starting point with Xelnath's earlier work and it is pretty clear what this guy is about - Ghoul Minions and Melee fighting.

    Morde is a bit trickier because he is really straddling the line between what is a mage and what is a fighter. I bet when we start working on him and are trying to discover his core, we will find that both elements are very important to why Morde is Morde. The tough question will be answering what unique stuff a fighter mage can bring to the game (maybe play up his "ghost enemy" stuff).

EDIT 6:

  • What is Riot's opinion on champions with more then one way to be built?

    Personally I love it when champions have multiple build paths. The things that we have to watch out for are when one of the builds creates toxic or low interest gameplay. As an example if AD Varus played like he does now but the off build AP Varus (I know this isn't really a thing) could one shot enemies with his Q and do not much else we probably would want to change the way AP varus worked so that it had a more healthy play pattern.

  • What is the maximum amount of crowd control you think you could and would load onto a kit without going overboard? How long would the target be disabled in some way?

    The way that we think about this is more about the ratio of damage a character can deal vs the amount of CC they have. A character can have crazy amounts of CC (see nautilus) if they do low sustained damage, but another character could be problematic with even 1 second of CC if they deal high burst damage. The goal here is that the enemy receiving the CC will always have some window of time where they are not CCed and not dead so that they can react.

  • Have you ever considered having non-ultimate global abilities that deal no damage, but instead support champions in other lanes? Something on the line of care packages.

    Yes, we have considered a bunch of stuff like this. Nothing has made it into a champion but I think there is room for some pretty cool mechanics in this vein. For example, a "scouting" focused character could do all kinds of global vision plays or even give allies an oracle buff from across the map. Another example is a "global push pressure" champ that could make minion waves on the opposite side of the map much stronger to create global push pressure for their team.

I think this is all of the questions for this week. I'll try to rope in some other designers next week and maybe we can pick another topic. Was this useful/fun for you all?

239 Comments

RiotL4T3NCY1/10/2015, 2:25:04 AM52 votes

Yo Scruffy, where's URF? :P

5G8Nri0B541/10/2015, 1:24:54 AM26 votes

A question about champion concepts not being brought to their full potential.

If a champion is relatively fine in a purely BALANCE perspective, do they ever have an opportunity to get reworked to be more like what they're supposed to be? Or be made so that they aren't such a wasted concept?

For instance take Graves. His weapon of choice is a SHOTGUN which is intriguing as hell for an ADC. Unfortunately in his entire kit, only his Q is remotely related to his theme as a shotgunner. Nonsensically he has an AS steroid despite being a shotgunner, he throws a smoke grenade, and his R is just some big exploding bullet. As far as balance goes he's simplistic, add numbers to buff take away numbers to nerf. Thematically I feel he's wasted. I mean, rather than a generic AS steroid, he should have had some sort of crazy cone-AoE auto-attack or something that makes him less machine-gun and more oversized shotgun.

Or take other champions, Nautilus the gigantic steel titan wielding a giant anchor...feels nothing like he's swinging a gigantic anchor around with how weak his auto-attacks are. Nunu 's entire kit makes you wonder what the point of the Yeti even is. Cassiopeia...you no doubt have seen grumblings about her rework. Zilean is a time mage with one of the most mundane and uninteresting set of abilities I've ever seen.

Theoretically all those champions except Zilean are perfectly balanced give or take some numbers here and there. But at the same time they're all just like Graves,** wasted potential** in the name of a mundane and easily balanced kit. In that sense, I would wish these champions weren't so cool and so full of potential as then atleast you can save those champions for when you can come up with a much cooler kit for them.

Spikes would love all of these champions if they are OP or atleast viable. But that's about as far as their kits will take these champions unlike, say, Jinx who appeals to Spikes due to her raw power, and everyone else due to how much fun it is to run around as a sexy albino girl blowing shit up with her bazooka. Or Ziggs. Spikes will like him because he's a poke champion with despicable amounts of mobility for a poke champion. And he plays as his identity tells you he should play.

Starlighte1/10/2015, 2:40:23 AM13 votes

Can you tell us why the Cass rework was rushed and done without adequate testing and senior deisnger oversight? Because, while i mean no offense, that rework was done poorly, communicated worse, and still isn't anywhere close to the quality of the rework that Xerath or Skarner received.

EnvyDragon1/10/2015, 1:42:45 AM9 votes

How do you prioritize updates?

As in, what leads ChampUp to decide that, say, Tristana needs a gameplay update more than, say, Morgana does? (That FUCKING HITBOX. That FUCKING DURATION. ASDFJKDFJSLDFSFKLJEWAFJDS)

EDIT: To clarify, I'm referring to what cries out as "needing an update", relatively speaking. Do you guys have an internal discussion and throw out suggestions, do you have a more systematic solution, etc?

Epilogue of Life1/10/2015, 1:21:53 AM8 votes

Will Talon ever receive any buff to compensate for his silence? Will Talon ever get a new skin? Do you still remember that Talon exist?

mi ramfan1/10/2015, 1:51:19 AM8 votes

Who, in your mind, is the best support for game health in League of Legends, and why?

The Poppy rework is one I've been following with great interest because it's a rework where essentially every skill except football tackle is probably going to be going away, along with her current outdated model. What can you tell us about the kind of champion Poppy will be post-rework?

Lately, there's been a lot of discussion about the power of mobility in League of Legends. Specifically, a lot of people think of mobility as a unique champion trait all its own, when in reality it's the most commonplace, widespread force multiplier in League of Legends. Defensively, mobility indirectly makes champions bulkier by drastically reducing the amount of time attackers have to kill their victim before their victim reaches an allied tower or the safety of their teammates. Offensively, having mobility greatly increases your threat zone and your ability to effectively apply both your damage and burst.

With all that in mind,

How much more mobility can we expect to see added to League of Legends in the coming season?

Will we see more tools like Azir's ultimate given to immobile champions to help them deal with champions like Zed, Fizz, Vi, and Jarvan?

Do you feel that mobile casters like Zed and Fizz sacrifice enough damage for their mobility when compared to immobile casters like Brand and Malzahar?

19 19 191/10/2015, 1:57:59 AM7 votes

MOST IMPORTANT QUESTION: What's Diana status so far?? last time we heard a rioter mentioning about Diana was when he told the community to create her kit without using numbers and as of now this is a new year so is Diana getting a new kit? What's the status on her now?

Hellioning1/10/2015, 1:44:43 AM5 votes

So I take it this isn't the thread to QQ about Cass/Sona?

Anyway, what have you learned from the community reaction to your recent gameplay reworks?

MrBuffington1/10/2015, 1:48:24 AM5 votes

ooooh, my questions are probably going to get buried, lol, but here goes:

  1. Favorite design that you've worked on?
  2. Favorite design that you didn't work on?
  3. Favorite skill/kit/feature(s) that didn't make it to the game?
  4. Can you describe the factors in/process between deciding whether a skill is a skillshot or targeted ability?
  5. Do you think new champion releases have more room for 'beginner' champions (ie. Garen, Ashe, Ryze, other champions with targeted abilties) or will that space more be occupied by champion reworks (ie. Ryze's rework), or do you see reworks drifting away from this (ie. Sion and Soraka lost their targeted abilities, though this was likely due to low/no counterplay)?
  6. Thoughts on an ADC marksman champion (contrasted with Azir-marksman) that doesn't use projectiles (like Vel'Koz)?
  7. How does itemization factor into champion design (outside Yasuo and Azir, for example)?
  8. If you could snap your fingers and have a champion reworked, who would it be? What would they look like?

Thanks for your time!

Shinjusuke1/10/2015, 3:23:36 AM5 votes

Firstly, thanks for making this thread Scruffy, been awhile since we've gotten talks from you guys about this kind of stuff.

Wondering if questions about specific champions are allowed? Or are questions intended to be more "general" than that?

Keevalroy1/10/2015, 1:43:32 AM5 votes

Okay, I'll take a shot at this even though I'm expecting downvotes. Why is it insisted that champions have multiple passives now? What's wrong with having just one, or a simplified kit that isn't an overloaded, broken mess? ie:Yasuo's. And as you're designing these champions, how often is there any thought of "hey this idea may be problematic, we might need to tune -insert ability- way down or scrap it entirely?"

I won't lie, I'm biased against CertainlyT's creations - I think most of them are incredibly overbearing and frustrating to play against, especially Yas and Kalista. It makes me wonder just how some of these things get so far into development without concern, they still come to the PBE, feedback is largely swept under the rug, and they're pushed to the live servers anyway.

I'm horrified at a possible answer, but what about other ideas? If abominations like Yasuo and Kalista are allowed into the game, what concepts** DID **you say no to?

KMannnnn11/10/2015, 1:32:23 AM5 votes

With the Sion update, the only gameplay he retained from his old kit was his shield mechanic and his health farming, and the rest of his kit was built from the ground up. Given that he was a more extreme case of a kit being a fustercluck, it's understandable that so much was scrapped, but I want to know how you guys decided that those two mechanics were more "core" to his design than another ability.

And in how that relates to other champions, when updating an older champion's kit (i.e. taric, poppy that I know are coming up), what is the decision making process for how much of the old kit stays in for the rework? Do you try to keep as much as possible or do you tend to pick one or two abilities and flesh out the design from there?

EDIT: Another question: does the team have plans to make another champion like Udyr, with 4 basic abilities that can be invested however the player wants? I don't have strong feelings either way, but it feels strange having one champion with gameplay that divergent from the rest of the characters in the game.

Manwad1/10/2015, 3:25:15 AM5 votes

It seems that Hecarim is completely overshadowed by Rek'Sai when it comes to a massive mobility, physical AoE based jungler.

When it comes to new champion design and such, is the factor of said champion completely overshadowing another, older champ taken into account?

jZSQstDgKX1/10/2015, 4:31:48 AM4 votes

You mention in the FAQ that you aren't against an Energy based support, but have you given thought to a physical damage AD support? Sure you can do things like Pantheon or JarvanIV or even Gangplank but it ends up more like a kill lane and you fall off pretty hard. The itemization probably really isn't there besides something like item 3050 but it would be interesting to see how you could do it and allow for more varied team comps and things like that. Is there an inherent issue to an AD support or is it just not usually done because more support items are tank or AP items?

Grey Wolf1/10/2015, 1:32:40 AM4 votes

Does how often a champion get played factor in to the decision to rework them? Or are you fine with niche picks, like Urgot? Does winrate factor in?

Are there mechanics, like point-and-click stun, that cause you to want to rework a champion? If so, besides point-and-click stun, what other older abilities have you moved away from and want to rework on champions?

Rebonack1/10/2015, 1:38:15 AM4 votes

How do you feel about champions having a unique niche and a cohesive kit?

For example, right now Koggy is an immobile tank-busting artillery platform who is also a long range machine gun sometimes who has an Innate that really doesn't mesh with the rest of his kit (melee range self-destruct vs stay at long range as much as possible).

Since Trist and Jinx are both doing the whole long-range sustained damage thing better due to the safety and utility they bring, would it make sense to focus Koggy in as just an immobile tank-busting artillery platform and ease off the machine gun part? I would imagine if he didn't have massive sustained damage at 710 range it would open up a HUGE amount of power to invest in the parts of his kit that are more fun and interactive.

EfficientDynamo1/10/2015, 2:53:14 AM3 votes

Where does the buck stop when it comes to big decisions on a champion rework? E.g. X champion is officially set to be reworked, yes/no on a certain set of abilities, who gets the deciding word on the theme of the character, etc? Does everything have to get approved by Morello/Tryndamere, or do you have a lot of autonomy in deciding what you ultimately create?

Biooutbreak1/10/2015, 1:51:57 AM3 votes

Scruffy, is your Riot name from the futurama scruffy? http://static.tvtropes.org/pmwiki/pub/images/Scruffy_2_9337.jpg

also, there's been talk of a fighter rework project going on, do you see Master Yi getting another rework because of it, some smaller changes, or do you guys at Riot feel that Yi is fine how his role is in how LoL plays now? do you feel Yi is in a healthy spot for the 2015 season?

Linna Excel1/10/2015, 11:59:20 PM2 votes

How do you decide on a direction when it comes to reworks? I'm curious about poppy in particular. There's a lot of ways you can rework her and TBH I'm sure there's a group of her fans for each possible direction.

Here are the options:

  1. AD fighter (melee ADC)
  2. AD bruiser
  3. AP bruiser
  4. TF tank
  5. Chaser
  6. Anti-carry
  7. Hypercarry that goes nuts if you let her get to 3-4 items
  8. It's viable on poppy (the guys who know they can get away with building anything including troll builds on her)
  9. Someone who is totally free to itemize based on the conditions of the game. She's one of the few champs who A. Doesn't have a go to complete build and B. doesn't suffer because of it (unlike eve).
  10. A wrecking ball that scatters the other team in a team fight.
  11. The nightmare split pusher come late game.
  12. Support poppy

That's one champ with 12 roles I can think of right off the top of my head. Your rework is going to piss off a ton of fans because her kit offers so much. How do you approach that?

Speaking of Evelynn, why hasn't she been properly reworked? She's been a problem forever and none of the past "reworks" worked out to fix her. How do you deal with a champ that no one at riot can get right or has any clue what to do with?

Edbwn1/10/2015, 11:50:18 PM2 votes

Thanks for doing this! A good read :)

Akaoni Nanashi1/10/2015, 3:03:49 AM2 votes

With the recent batch of champions having what some call the #LCSBIGPLAYS syndrome, im worried that the "simpler" champs in the game may eventually get reworked into something that "makes plays". example: recently we've seen skill shots replacing targeted abilities, and from a Esports perspective that might be awesome. landing a skill shot makes for great entertainment, but i, and i would presume many players, don't watch or really care for esports.

so with the stream of newer champs and reworks seemingly focusing on esports, whats going to happen to the champs i, and other like? taric isn't particularly flashy, (even if he is dazzling) and is supposedly up for an update/rework. are we going to lose one of the last few targeted ranged CC abilities for something more Esports friendly? i like having a targeted ranged CC ability, it counters most of the mobility loaded champs that have come out recently.

i guess what im saying/asking is are we going to keep the "simpler" or "less flashy" champions and kits in the game? or is everything from here on out going to be champions like Gnar and Rek'Sai, with multiple forms of CC, insane mobility and double-upped abilities?

back when my friend started playing in '10, Mobility and CC were exceptions on kits, not the norm, and because of the apparent shift, i think we're losing focus on what #LCSBIGPLAYS should be: exceptions. they should happen all the time, not every champ should be focused around making them because, as Syndrome from the Incredibles said: "When everyone's super, no one is."

DeusVult1/10/2015, 4:14:26 AM2 votes

How often do reworks get canned, and how far do they usually make it before they get canned?

I know that I for one love to hear from Rioters when they give us crumbs about upcoming champs/reworks, with reworks usually being even juicier news because they involve champs that I have loved for a while but are in a bad spot and usually have a very basic and binary kit.

However, when said rework gets canned after some info has been leaked, it puts a dagger in my heart like I'm Robb Stark at my own wedding. For instance, I have loved Warwick since I started this game, he was the first champ that I really learned to play. But, other than the moment in the sun he had this preseason, he has been lackluster since the original season 1 jungle change.

Then, back in May, ZenontheStoic posted a kit rework for Warwick where he had a slightly new passive, Q and R. (They were basically the same but with alterations.) But his new W and E looked awesome, and I couldn't wait for this new Warwick to come out. As always, there was a disclaimer saying that there was no ETA, but that they hoped to have the rework done by the end of 2014. Since then there has been no news or indication of a warwick rework.

TL-DR: Why you tease us and then crush us with no follow ups on reworks or put up a sexy rework only to can it because resources were needed elsewhere?

darkdill1/10/2015, 2:39:37 AM2 votes

Okay, on a more serious note than my last post...

Ashe is clearly not a good design for modern LoL. Permaslow toggle on her Q could definitely be done better, as often it's too weak, but occasionally too good without counterplay. In addition, her passive, while situationally handy, breaks a design rule in that it DISCOURAGES aggression to build it up.

If you were to redesign Ashe for modern gameplay, what would you do?

EDIT: This is not to say Ashe is OP or UP, but that her design is flawed and could be reworked into something much more satisfying.

Shinjusuke1/10/2015, 9:31:52 AM2 votes

Alright, so, in the history of League of Legends, the only rework that's been scrapped due to community outcry (that made it to the PBE anyway, correct me if I'm wrong) is Lee Sin. You'd be welcome to debate that he's balanced with the traditional "well if you look at his win rate by itself without looking at anything else he's balanced", versus "okay, but if you add any other information available it would imply he's not".

Regardless whether he is or isn't, he's still been a top-tier (if not the top) jungler for years now despite champions being added and no matter what jungle changes occur, due to a pretty darn overloaded kit with (arguably) too much power in any given part of it. Not to mention, he is outright infuriating to play against and, regardless of whether you think he's balanced or not, a playstyle that feels downright unfair to deal with, on the level of such infuriating champions as Fizz, Silence Leblanc, and pre-rework Kassadin.

So why is it when he was finally going to see a rework, he's the only champion that gets off the hook because the people who like him how he is with an obvious bias complained about it, despite tons of champions with dedicated players who liked how they were seeing their champions reworked? Talking about stuff like Kassadin/Karma/Sona/Skarner/Cass/AP Yi reworks for example, where the people who play them said "don't rework them!" as you'd expect and it didn't mean crap for those people, but when it comes to Lee Sin suddenly his players saying "don't rework him!" has more validity than the other players? I mean I refuse to believe that you guys honestly think his ~3x higher play rate and several year streak of top tier jungling is purely attributed to just "he's 3x more fun to play than any other jungler" and not at least some issues with his design. Not to mention, when you removed his attackspeed slow in 4.13, it was said that is was to open up competitive jungle variety which very obviously has not happened.

I just can't see you guys backing off his rework when his players complained as anything but favoritism, as a champion's players complaining hasn't stopped you guys from reworking any other champion (at least, that I'm aware of, I've been playing for a very long time and check the PBE regularly). I get he's flashy and you guys like calling any time he manages to find his Q/W keys a play, but being flashy hasn't excused any other champion.

Ghiefelstein1/10/2015, 11:34:00 AM2 votes

How can players find out what a champion is designed for?

You rework and balance characters based on their intended strengths, but for a player it is not always obvious what a champion's identity is. That leads to disappointment if you had a different direction in mind. What if you thought that Cassiopeia was about melting people with poison, or that Maokai is supposed to dive enemy squishies? I think communicating sooner could give players more realistic expectations.

Short descriptions, like you did for Teemo and Talon in this thread, would go a long way. There are plenty of champions who could use a vision for their place in the game. I am particulary interested in Lulu. Are lane bullying and waveclear intended strengths? What direction would you take her if you would change her?

ULTRAF0RCE1/10/2015, 1:51:18 PM2 votes

Have you guys ever thought of taking a gameplay element which was removed to refocus the champion, and bringing it back in a new champion. Specifically Soraka's mana heal, it was an unique mechanic which I think could be used to make an entire support based only on controlling the amount of mana in lane. Overcourse the support would need to lose more mana than they give or take to make it a not completely boring lane and taking mana would probably need to be a skill shot that feels rewarding, but not cheap to an enemy hit by it

Solideus1/10/2015, 4:20:19 PM2 votes

I have a few questions!

  1. In regards to Healing/Self-Healing characters v. Grievous Wound-Effects, if/when you decide to tackle them and/or remove Grievous Wounds, would you try to do them all at once or one at a time? What's your opinion on how this system should be designed? Swain DrMundo

  2. In regards to Stealth Characters v. Magical Sight, if/when you decide to tackle them, would you try to do them all at once or one at a time? What's your opinion on how this system should be designed? Twitch Teemo Akali Rengar

  3. Developers have talked about Ranged/Melee, High-Mobility/Low-Mobility and Manaless/Mana-Champions and how there aren't *always *clear tradeoffs, as of now. Do you personally believe there will be "go-to" tradeoffs for being Ranged, **High-Mobility **or Manaless, or will that always be a case-by-case decision? What's your opinion on what those tradeoffs should be and accomplish? Lucian LeeSin Kennen Katarina

(Icons are just examples, not a comment on the specific champions.)

Motajo1/10/2015, 7:53:49 PM2 votes

{quoted}

  • What are some themes you want to check out that haven't been touched on yet?

These are just my personal - Mind Controller, Earth Mage, Group character (multiple yordles or something cool), Mountain Climber, Blacksmith,

Hmm, would Poppy, as the daughter of a really skilled one, count?

Chromatic Eagle1/10/2015, 8:28:52 PM2 votes

How do you feel about energy costing champions? Mana users need mana regen, and health cost users need lifesteal or spell vamp. Fury is a system that either decays, or builds slowly over time. Even Cooldown champions need CDR or are like Katarina and have a passive that lowers it. What gating mechanic is there behind energy? What advantages do mana users have over them? It's a large problem people have with Zed and Lee Sin.

Reign K1/10/2015, 8:31:29 PM2 votes

yo senpai tell me r u going to bring back to life my jester ? Shaco or do something on him ?

Chromatic Eagle1/10/2015, 8:36:51 PM2 votes

This is hard to phrase, but why does it seem that the reworked champions have almost crippling weaknesses while the newer champions have almost overbearing strengths? Sona is an extreme example of weakness, while I'd argue Azir as an extreme example of strength.

Kobold1/10/2015, 2:39:37 AM1 votes

Since Aatrox's design was later refined into Yasuo what are your plans for him as he right now feels rather weak (from my experience) compared to most other champions of similar roles (Yasuo, Jax, Irelia, Fiora, Xin Zhao).

What about Zac as well?

xLegendary Troll1/10/2015, 9:57:03 PM1 votes

I've been playing since season 2. Started out as Bronze 5 and almost made it to Platinum last season if I didn't decide to grind last minute. My "favorite" role has always been support, despite being bad at it and excelling in everything else.

My question is, will Taric's stun be a target or skill shot? I read a red post the other day about making his CC a charm similar to Ahri and it made me cringe.

I've seen most of the old supports completely changed "negatively" (Soraka, Sona, etc). I just want to state that I absolutely loved the Sion rework and always saw Taric as the opposite to Sion. Can you please make Taric into a heroic "juggernaut" and stray away from making his gender the most attractive aspect about him?

Thank you for taking the time to read this :)