What happened to the Jayce changes way back when?

Daromith··3 votes·480 views

Back in July of 2013 there was a pretty big change to Jayce that hit the PBE that refocused his play-style from a full AD glass cannon poke champ, to more of an AD fighter erring on the side of damage.

Whatever happened to these changes? They played really well on the PBE and (in my opinion) made the champion a lot more fun to play and play against. Nothing was really said about them after they were taken down so i don't really know what the decision was about them.

Here are the changes for anyone who does not remember:

Extensive Jayce Changes

Here's Xypherous explaining and listing all the Jayce changes he's been working on, all of which I believe made it in to this patch. Check out this thread for more info. "A quick heads up here - There is some fairly experimental stuff on Jayce that's going into the outgoing PBE build. You guys won't have access to this for a little while as PBE builds timing and pushes, while regular - are always on a 'as soon as we can' basis. You may see some craziness in the next few days from Data Scrapers but this content is really ridiculously rough. 1, Jayce should not ignore resistances. Yes, I know no one levels up 'R' anyway at the moment - but for the moment, let's pretend that Jayce theoretically shouldn't ignore your resistances. 2, Jayce's poke pattern is fairly unhealthy. Mostly from a fog of war, long range Q+E standpoint.

3, Jayce's burst shouldn't hyperscale and his damage shouldn't be dependent on optimizing really weird obtuse use cases. This mostly pertains to the 'W' functionality changes - where people are 'rolling' W charges to string together a 6 shot hyper charge. Also, Hyper Charge probably shouldn't deal 260% damage on a critical strike - or 325% damage on an IE crit strike. 4, No, seriously. A lot of Jayce's power is locked up in really obtuse cases. A little bit of why Jayce is so powerful in competitive play and not so much in regular play is the sheer amount of edge cases you have to abuse to get mileage out of Jayce. While some could argue this is mechanical mastery of the champion - a lot of it is simply unintuitive fodder that we should clean up so that his actual intuitive combos are powerful. So what's going on? We're testing a fairly experimental series of changes designed to shift power away from these three cases and into the rest of his abilities - as well as streamlining some of Jayce's muddier patterns. In general, Jayce is a decent character to have in the game but the vast majority of his power is locked up in extreme abuse cases at the moment - especially with end game super burst scenarios or long range poke scenarios. I'll have some more specifics as we start to refine what we have - but here is a rough list of the major changes: Passive Statistics Shifting around his statistics to favor mana regeneration as Jayce should be more of an active laner focused around spells to achieve victory. The shift in regeneration should also compensate for the removal of Mana on Hit from Static Field. HP/5 reduced to 5 from 7 HP/5 per Level reduced to 0.5 from 0.7 MP/5 increased to 10 from 7 MP/5 per level increased to 1.0 from 0.7 Jayce may no longer level Transform but his abilities have 6 ranks. Hextech Capacitor Moved a portion of his transform passives onto his character passive. Additionally, Hextech Capacitor is weak at character levels 1-3 but stronger at 6 and 9 to smooth out power differences between the fact that he has multi-form abilities and no ultimate.

  • Now additionally grants 5 to 130 magic damage for the first attack after transformation, based on character level. To the Skies! To the Skies! had some early game spike power and late game spike power. Normalizing this curve such that you don't have to stack a ton of early Attack Damage or a ton of late Penetration in order to utilize this ability effectively for burst.

  • Mana Cost fixed at 30 at all ranks from 40/50/60/70/80

  • Damage rescaled to 25/75/125/175/225/275 (+0.6 Bonus) physical damage from 20/65/110/155/200 (+1.0 >Bonus) physical damage Static Field Static Field should encourage Jayce to stay in Hammer form and engage on his opponents for prolonged periods of time while his Cannon Transform is unavailable. Also experimenting with a W -> R -> W swap combo - though the current gameplay is a little unintuitive.

  • Passive mana gain on-hit removed.

  • Damage rescaled to 60/110/160/210/260/310 (+1) from 100/170/240/310/380 (+1)

  • Basic Attacks during static field now deal an additional 10/15/20/25/30/35 (+0.2) magic damage on hit. Numbers even more highly experimental and subject to change on this one. * Cooldown rescaled to 13/12/11/10/9/8 from 10 Thundering Blow Thundering Blow in top lane was often Jayce's easy-mode button. If Jayce was in a bad spot - he could simply Thundering Blow to escape. Aggressively gating the Mana Cost on this ability means that eventually, Jayce's second chances will run out. However, we wanted to preserve Jayce's engagement pattern if he chooses to be active - hence the To the Skies! Mana changes.

  • Mana cost fixed at 85 from 40/50/60/70/80

  • Now has a rank 6 that deals 23% health damage and up to 700 magic damage versus minions. Transform: Mercury Hammer

  • Now grants 5 to 35 Armor and Magic Resistance, based on character level. Shock Blast Changes here are mostly to increase the dodgability of Shock Blast, especially from fog of war + acceleration gate circumstances. The acceleration of gate also favors using E after launching Q - as this will give the opponent the smallest amount of time to react.

  • Damage rescaled to 60/105/150/195/240/285 (+1.2 Bonus) from 60/115/170/225/280 (+1.2 Bonus) - Probably needs to be scaled up a tad. * Missile Speed increased to 1450 from 1350

  • Missile Width decreased to 50 from 60.

  • Missile Area of Effect decreased to 160 from 175

  • Accelerated Missile Width remains at 60.

  • Accelerated Missile Area of Effect decreased to 225 from 250

  • Accelerated Shock Blast initial speed increased to 2550 from 2350

  • Accelerated Shock blast now decays down to 1550 during flight Hyper Charge Hyper Charge harass becomes more dominating depending on the rank of the spell in a lot of cases. Early ranks of Hyper Charge tend to be less than mana efficient in a lot of ways. These changes are designed to reduce some of obtuse abuse cases of Hyper Charge with IE or priming the skill but to also make Hyper Charge's cost roughly equivalent to its effect.

  • Damage reduced to 70/80/90/100/110/120% from 70/85/100/115/130%

  • Critical strikes now simply add 100% of your total AD to the damage (this can be further modified by critical strike damage) rather than being dependent on the rank of the skill.

  • Cooldown rescaled to 14/12/10/8/6/4 from 14/12/10/8/6

  • Cooldown now begins when Hyper Charge is fully consumed

  • Mana Cost rescaled to 30/38/46/54/62/70 from 40 Acceleration Gate Jayce brings Acceleration Gate as his primary team utility. The Jayce player should feel confident that his team contribution shouldn't be necessarily gated by his playstyle or what he is forced to build. The cooldown nerfs in 3.9 should control Gate's spamminess and uptime - and thus the Mana Cost here seems to be unnecessarily restricting him to Mana intensive builds.

  • Mana Cost reduced to 20 from 50

  • Has a 6th rank that increases Movement Speed by 55%. Transform: Mercury Cannon This proc effect was mostly unnecessary - while it ensured Jayce made it to late game, the combined effect of the proc means that Jayce effectively ignored far too much of his opponent's armor than was healthy.

  • No longer has an armor and magic resist reducing proc."

source: http://www.surrenderat20.net/2013/07/7-12-pbe-update.html#more

3 Comments

Phoenix Kotori 1 votes

Will probably happen in pre-s5 if riot actually rolls out the BIG fighter/bruiser changes then.

Teridax681 votes

I really liked these proposed changes. Unfortunately, the rework was put on the backburner and the project was taken off of Xypherous's hands. From what he said, his rework went "beyond the intended scope," which likely meant that Xypherous wanted to rework not only Jayce , but all transforming champions as well. This was way before the Nidalee rework and a bit after Quinn 's release, at a point where Riot didn't really have a clear M.O. on how to handle shapeshifting as a mechanic, and it's likely that his project would have entailed a rework to Quinn almost immediately following her introduction to the game.

As much as I would like these changes to reappear, I wouldn't hold my breath. At the time of the proposed Jayce rework, there was also a proposed Yorick rework that went through about 8 different iterations (none of which were implemented on the PBE, iirc) before disappearing from the radar. This was when the PBE was used more to announce upcoming changes than actually test them, and when Riot tried communicating rework ideas at a super-early stage to players through red posts. If a rework were to appear now, it would be much later in the development stage (i.e. a lot less likely to go through heavy experimental changes).

The5lacker1 votes

The better question is "what is Riot's obsession with making To the Skies completely worthless at first level?"

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