The Big Bad Post of Feedback (Lethality, Maokai, Corki)

Louisoraga·2/12/2017, 5:25:48 PM·5 votes·1,189 views

I have a good deal of feedback based on playing on PBE, Live, as well as watching lots of LCS games that I think can adjust the meta into a healthier state.

I'll break it down by sections for readability reasons.

Here we go

Lethality Gating: Lethality was built with the intention to make Assassins stronger and be able to carry through leads. Unfortunately, and predictably from other Summoners stating right when this was introduced, it made specific adc's way more dominant than others. Lethality on ADC's has become up to a point more effective than crit builds. Not to say that lethality builds on ADC's are bad, but there aren't enough trade-offs to it. The one real way to stress this trade-off while still supporting those adc Lethality builds is to gate it based on range. Lethality for ranged auto's should have of a percentage of effectiveness than auto-attacks in melee range. Spells are ok to have full lethality damage, as they require you to use mana, cooldowns, etc. The same goes for the OOC movement speed. It should be less effective on ranged characters. This will help gate characters like Varus, Jayce, and even Missfortune from either fully going into Lethality and maybe building some crit or outright bursting down on just the merit of auto attacks. You gotta hit em to get that pay off.

Maokai: While Maokai is dominating the top lane, it's clear that he's the prime tank that can do anything with a discount build. I've noted that Maokai's mana costs on his Q and his damage on his E is what's being nerfed at the moment with current PBE patches, which is not necessarily why he's dominating hard. It's his tankiness. It would be smarter to nerf his base armor scaling a bit, as when he hits later in the game, his Ult and his build is what helps him stick and stay in team fights really far along. If you throw a Rumble or a Camille at him, he's going to have a bad time if he doesn't play it safe, and nerfing him this way is just going to warp his weaknesses harder.

Corki: Corki has tons of front loaded burst damage early game. This is way more to do with the fact that it's all on his Q. His Q can potentially do more damage than his ult on a regular basis. Lowering the damage on the Q, and moving it to his ult instead will put him in a poke state, where he has to land his rockets, while pushing his early game back a bit. Another good change for him is to shift his Ult rockets differently. Possibly scaling his Big Ones to do more damage based on how much crit he builds, or have his Big Ones come out based on a Crit chance instead of what they do now could give even more front loaded damage to his rockets. This creates a better dynamic of trying to land rockets, as they are more difficult to land, but give a really good payoff when you do. Instead of. You know. Just kind of pew pew, a little bit of damage while you try to use it to proc your sheen.

These are the main points that I have for feedback. I do have tons more, but I'm only going to add one more because I don't want this post to get absulrdly long:

Keystone Mastery Clarity: I think Keystone masteries should show up as an ability on passives all the time, and record how much damage, or effectiveness it has had over the game on the front screen. It's very irritating to have to keep pressing tab to remind yourself what Keystone they are using, or sometimes to remind yourself which one YOU are using as well. Showing effectiveness can also help you determine whether or not you're even using the Keystone so you can either adjust your playstyle, or change Keystones to something you're more likely to use in game.

That's pretty much it here. Of course, this is my opinion about this, and not everything can be correct. Totally call me out if you think some of this is incorrect in Judgement, or if you think there's a better way of what I'm doing.

7 Comments

Sugar Momma2/12/2017, 5:40:23 PM3 votes

I think your opinion on Lethality is really well thought-out. It might be a bit clunky in terms of describing Lethality but it would probably solve the problems it has currently. I also think that the MS Lethality items give is just inherently better on ranged champions.

Maokai is good because of his tankiness, but the increased mana costs on his Q mean he is going to have a tougher time building item 3068 first and not running completely OOM. On the same hand, nerfing his E dmg means that he will have weaker wave clear, especially if he doesn't build Sunfire.

I think the main problem with Corki is just that AD comps are popular again and he is an AD champion with the most magic dmg to offer, so he balances them nicely.

Eedat2/12/2017, 8:05:50 PM2 votes

Lethality was built with the intention to make Assassins stronger and be able to carry through leads.

No it wasn't. Lethality was created as a straight up nerf for Flat Armor Pen

Unlucky472/13/2017, 2:57:50 AM1 votes

I disagree with the statements about corki and I will explain why.

I started playing him maybe a month or two ago and he's quickly become my main. I assume we're talking about mid lane corki which is what I play. His q early game does do good amounts of damage but it's not outlandish compared to other mid laners. Syndra, brand, velkoz, ziggs, and many others all have abilities that do more damage on lower cooldowns and for a fraction of the mana cost. From my personal experience, landing corkis q is significantly more challenging than landing his rockets, and on top of that, he stores seven rockets.

His q also does about the same amount of damage as the big ones at level 11. Saying they should shift damage from his q to the rockets would make him more poke orientated, as you said, but that poke would be ridiculous. It's similar in scale to maybe jayces e q where it would kind of leave the realm of poke and into unfair harass because the rockets are really easy to land at medium range.

The last problem I had was the idea of focusing him around crit. I get that that used to be the standard way to build him but currently his build looks more like item 3078 item 3146 item 3020 item 3094 item 3135 and then ending it off with almost any thing you want. There's less crit and even with IE that change would take damage away from the rockets overall.

So to summarize, I don't think corki's kit in itself has any problems. That IS NOT to say that he may be too strong, but I think changes like this are unnecessary. What I personally think would be a decent nerf would be to his q's early damage. His all in at level 6 with sheen and a big rocket and q is about the same as any other mid laners. So if they took away some of that early damage so he wouldn't poke so hard that would make it harder to flat out all in someone. I also think the big rockets do way more damage than the smaller ones and that there is no discrepancy which is better. I think the ideal change would be to make it visible that corki has a big rocket ready. This gives the enemy a little bit of information to determine how they should approach fighting corki.

I hope that kind of helped from my perspective but I don't claim to know how to completely fix the problem. I do however think that as riot moves forward they should consider making corki a mid laner because his burst patterns and play style fit more closely to a mage and a lot of the people that play him enjoy that aspect.