Let's talk about Riot's nerf/buff philosophy
Before getting into this, I should make two things clear:
- The main purpose of this post is not to call into question any specific nerf/buff decision that Riot has made, but rather to take a more global perspective and question the philosophy that underlies these decisions. Of course, I will evaluate certain nerfs/buffs as examples, but that isn't the main point.
- I will refer to data involving champion win rates in ranked solo (from LOLDB/Lolking; mostly I like to focus on data from gold to diamond since lower-level players may not be a good indication of actual strength) as well as how much pro attention a champion gets (can be evaluated using sites like probuilds.net, as well as watching pro team play). My proposition is that the first of these gives some idea how well a champion fares when teams lack coordination and performance is limited by the champion's skillcap, while the latter better indicates the champion's true potential. I believe that being weak in both areas is a sign of being truly underpowered.
My main point is this: I believe that Riot would be well-served to decrease significantly the magnitude of nerfs or buffs applied to a champion in any given patch. Right now, Riot's philosophy seems to be to try to "hit the nail on the head" with every nerf/buff and get the champion to the state that they want it "in one go." However, this frequently leads to overshooting the mark. For instance, the patch-5.3 nerfs to Azir dropped his ranked solo win rate to ~38% and caused him to evaporate from pro play, whereas he was very strong before the nerf. My guess is that this mostly has to do with Riot underestimating the impact of the range nerf to his W (soldier spawn), though I'm not an Azir player so it's hard to comment. Similarly, patch-5.1 nerfs to Syndra dropped her winrate to ~42-44% and caused her to mostly disappear from pro play as well. I am a Syndra player, and I think the biggest deal was the nerf to the hitbox on her E (the stun). Nerfs to Q (Dark Sphere) hurt her early-game bullying, but the difference between hitting a stun and not hitting it is massively impactful throughout the game. In general, I think that it is easy to underestimate the impact of range/hitbox nerfs; while they don't decrease the champion's maximum potential damage/CC, the difference between hitting an ability an not hitting it is game-breaking. Also, I think it is very important to be conservative when nerfing abilities that are core to a champion's identity. For example, it is necessary to be more conservative when nuking the range of Azir's soldiers than when nerfing his tower nuke damage.
A better example of how Riot should nerf champions, I think, is what they did to Lucian. He was given small to moderate nerfs in 3 patches. (If I remember correctly, the first was to his E mana cost, then his R cooldown and W AD ratio, then the early-game damage and timer on his passive.) The last of these nerfs was probably the most severe, but none of them was individually overwhelming, and doing the nerfs a little at a time gave Riot the ability to evaluate the impact of their previous nerfs before committing to the next set. As a result, Lucian is in an OK place now: his win rate is solo queue is sub-50%, but not by too much, and he still sees some fringe pro play (mostly as a backup Graves). So, if you put a bunch of effort into mastering Lucian, you'll certainly be a bit upset, but at least you're not an idiot for continuing to play him.
If Riot adopts a more conservative approach to buffs/nerfs, it is likely that they will have to buff/nerf the same champion multiple times over 2-3 patches to achieve the effect they want. However, they will greatly reduce the number of incidents where a champion becomes broken or unplayable overnight, and avoid angering all the players who have devoted a lot of time and effort into learning a champion. I, for example, play a fair amount but not a ton (~2 games/day on average), and it typically takes me a couple weeks to pick up a champion. That's a lot of wasted time if my champion gets nerfed to the ground.
To apply this to the recent patch, here are a few sets of nerfs I'm concerned about. First, the Kassadin range nerf (reduced from 700 to 450). Although Kassadin was dominant in pro play, his ranked solo winrate was only ~49% (including at Diamond). The ability to Riftwalk to escape/dive is core to his identity, and they just nerfed it by 36%. That's huge. I'm withholding judgment on whether the nerf was fully justified for the moment, but I will claim that a better approach would have been to first nerf to perhaps range 600, then re-evaluate before committing to further nerfs.
Second, the nerf to Jarvan IV's E passive (bonus armor). Before the nerf, E granted Jarvan 10/13/16/19/22 bonus armor; now, it grants none. This has been very incompletely compensated by an increase of 3 to his base armor. The patch notes state "this is definitely a nerf to Jarvan's mid-late game survivability," but doesn't note anything about the fact that it's a huge nerf to his jungle clear! Before the nerf, Jarvan players would typically skill E first to get extra armor for their jungle clear, so the nerf effectively reduces Jarvan's armor by 7 for early jungling. This is actually a huge deal; it almost completely negates the armor that Jarvan earns from runes (typically +9 from 9 armor seals). Again, a smaller nerf would be more appropriate until they have time to evaluate the impact. For instance, if they really care about nerfing Jarvan's mid-late survivability, they could just decrease (or even remove) the scaling on the E passive, by changing it to 10/11/12/13/14 or a flat 10. As for their question "Why would a flag give armor"--well, I'm not claiming that's their actual reason for the nerf, but still: Gameplay should always come before flavor.