REMINDING YOU WHAT QUALITY OF LIFE CHANGES MEANS

360D3GR3SS··53 votes·11,277 views

Before you make a post saying "making some QOL changes to X champion" find out what QOL means.

QOL = Quality of life. Essentially anything that adds or takes away numbers from a champions abilities(and stats) is **NOT **a Quality of life change. A QOL buff focuses on making the champion experience better without tinkering with their core mechanics and damage (and stats).

Here is a Quiz to help.

1. Akali re-enters stealth while in W quicker. (QOL OR NON QOL)

**2. Maokai has increased cooldown on his Q. **(QOL or NON QOL)

3. Shaco's cast time for Q is reduced. (QOL or NON QOL)

4. Xerath's range indicator is more accurate for his Q when fully charged. (QOL or NON QOL)

ANSWERS:

  1. NON QOL
  2. NON QOL
  3. NON QOL
  4. QOL

Did an Edit, changes are italicized and (parenthesized)

54 Comments

junglerboy1633 votes

You're actually conflating the concept of a QoL change with a QoL buff

4 is the only example of a purely QoL change but 1 and 3 are both changes that directly affect the feel or quality of life of the champions in question, however, that change is also a notable buff

You should actually have 2 definitions up there:

  • QoL Change: any change that does not affect the stats of a champion and solely improves the user experience.
  • QoL Buff: any change that affects statistics with the sole intention of making a champion have a better user experience.

and for the hell of it, here's the third (although much, much rarer) version of a QoL change:

  • QoL Nerf: any change that directly reduces the quality of the user experience (this is almost exclusively for things like increased cast times (see Veigar's E nerf) and is usually considered a QoL buff for the champion's opponent. They also seem to be a lot rarer, since in general having more in game fluidity and a better user experience is optimal, and a QoL nerf is often not the best way to handle the situation).

EDIT: For some examples,

  • Thresh's hook hitbox indicator being adjusted to match in game functionality would be a QoL change.
  • Pantheon having his attack time increased without actually increasing his attack speed was a QoL buff.
  • Veigar's E having the warning particle start during cast was a QoL nerf (although it was tied to an overall buff when sent out).
DrCyanide2 votes

Another example using Riot's own wordage from 5.5 - http://na.leagueoflegends.com/en/news/game-updates/patch/patch-55-notes/#patch-varus

"More of a quality of life change, Varus players should feel encouraged to charge their arrows instead of feeling penalized." Q - Piercing Arrow: IONIAN SNIPER: Now begins its cooldown at charge start, rather than when the arrow fires

Clearly starting a cool down sooner is a stat-related change than an indicator or animation change, but it's still qualified as as a QoL buff change.

TheDuelist9992 votes

JunglerBoy explained it all /thread

Solaxo3 votes

{quoted}

You're actually conflating the concept of a QoL change with a QoL buff

4 is the only example of a purely QoL change but 1 and 3 are both changes that directly affect the feel or quality of life of the champions in question, however, that change is also a notable buff

You should actually have 2 definitions up there:

  • QoL Change: any change that does not affect the stats of a champion and solely improves the user experience.
  • QoL Buff: any change that affects statistics with the sole intention of making a champion have a better user experience.

and for the hell of it, here's the third (although much, much rarer) version of a QoL change:

  • QoL Nerf: any change that directly reduces the quality of the user experience (this is almost exclusively for things like increased cast times (see Veigar's E nerf) and is usually considered a QoL buff for the champion's opponent. They also seem to be a lot rarer, since in general having more in game fluidity and a better user experience is optimal, and a QoL nerf is often not the best way to handle the situation).

EDIT: For some examples,

  • Thresh's hook hitbox indicator being adjusted to match in game functionality would be a QoL change.
  • Pantheon having his attack time increased without actually increasing his attack speed was a QoL buff.
  • Veigar's E having the warning particle start during cast was a QoL nerf (although it was tied to an overall buff when sent out).

technically QoL changes are buffs as well, since improved player's experience means that he uses his champion more effectively, even if it doesn't affect stats

360D3GR3SS2 votes

Interesting, I was categorizing QOL as a separate entity from buffs and nerfs. What your're saying is probably more accurate.

Riotzerocontext12 votes

We’re always looking for clearer ways of conveying the impact of changes, so… it’s sounding like maybe it’s not always clear what QOL means. Or maybe the concept is just always going to be... hm, highly relative. Curious to hear more thoughts and suggestions about what’s QOL and what’s not, and (more importantly) how we communicate the difference.

Lazypeon1007 votes

{quoted}

We’re always looking for clearer ways of conveying the impact of changes, so… it’s sounding like maybe it’s not always clear what QOL means. Or maybe the concept is just always going to be... hm, highly relative. Curious to hear more thoughts and suggestions about what’s QOL and what’s not, and (more importantly) how we communicate the difference.

I just wanted to say, thank you for the post! But also, I find it kind of ironic that you're saying QOL changes are relative and your name is zerocontext.

Almost like context is needed for the changes! Eh? EH? Okay I'll see myself out now.

Riotzerocontext6 votes

{quoted}

I just wanted to say, thank you for the post! But also, I find it kind of ironic that you're saying QOL changes are relative and your name is zerocontext.

Almost like context is needed for the changes! Eh? EH? Okay I'll see myself lut now.

LOL. Yes. :-)

TurquoiseYoshi2 votes

For example, Viktor and Kha'Zix upgrading their abilities kinda needs a QOL change wink wink nudge nudge.

kile1473 votes

I think part of the issue is that some straight buffs act like great QoL changes. For example if they nerfedMalzahar ult range slightly it would definitely be a straight up nerf, not a QoL thing, and yet if it matched up with the range for casting summoner 14 then it would definitely help the Quality of play with him because then I wouldn't accidentally cancel my ult by trying to ignite someone I'm ulting.

Basically it's a somewhat misleading term because I feel like the intention of the term is to indicate that something was changed that should make the champion feel better to play but not necessarily be stronger (except for the increased ease of play). The issue is a lot of changes that straight up make the champion stronger also make them easier to play, which is kind of QoL but isn't really the situation the term was intended for.

I'd say overall the "purest" QoL changes are the ones that the player using the champions notices, but his opponent does not. Things like clearer tooltips, better casting indicators, and allowing Karma and Heimerdinger to ult when stunned would fall under this. Frankly I think the safest way to define it would be this way, so "Quality of Life changes" has a very clear meaning. We would then call things like changing AA animations and cast times to be called "skill cap buffs", and call increased damage or scaling to be "stat buffs". This would create a very clear terminology for the kind of changes that are taking place.

AMYS GRAVE1 votes

When i hear QoL change i think of the change not having a large change to the champions power budget, but giving a more rewarding experience for players involved as the champion, and/or as the champions teammates, and/or as the champions opponents.

Blacknemesist1 votes

{quoted}

We’re always looking for clearer ways of conveying the impact of changes, so… it’s sounding like maybe it’s not always clear what QOL means. Or maybe the concept is just always going to be... hm, highly relative. Curious to hear more thoughts and suggestions about what’s QOL and what’s not, and (more importantly) how we communicate the difference.

Its pretty clear what QOL is and you can use change/adjustment/visual queue/etc with. Its pretty selfexplanatory that to improve the QoL you need to make something change be it increasing the damage because an ability is not doing enough and players feel that skill is not doing what it should it terms of damage, it can be visual like range, electable targets, sounds, etc.

QoL means making the player playing the champion feel truly what the champion can do in a clear way, nothing else.

Sozan56 votes

For some more examples of QoLs, I will list all that Garen needs right now:

  1. Garen spins for the last 0,5s without doing any damage (it's a leftover from last buff - the damage is the same, just applied faster than it used to). Make it end 0,5s earlier.
  2. Garen W passive doesn't list how much Armor and MR have you gained from its passive.
  3. Garen R lists its damage in very unclear form, instead of percentage of missing health dealt. For anyone unfamiliar with his tooltip:

Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing 175/350/525 magic damage plus 1 damage for every 3.5/3/2.5 Health the target is missing.

Obviously 1 damage for every 3.5/3/2.5 health the target is missing is equivalent to 28,57/33,33/40% of missing health (and hell, while they are at it, they could buff it to 30/35/40%, just because the numbers look much nicer).

Riotzerocontext6 votes

Hmm -- a lot of good points... lots of room for improved consistency, sounds like. I'm going to make sure this feedback reaches the team directly responsible for writing Patch Notes. Please keep the feedback coming!

Photos of Ghosts2 votes

About QoL changes - ever heard about Soraka's E that is supposed to silence but sometimes doesn't due simply to low refresh rate? Sorry to move the topic but it's been like that since her rework...

Chromatic Eagle1 votes

You guys need a glossary of terms related to LoL. Your definition of words oftentimes means something else to the players.

DJ Di05 votes

Changing cast times are considered Quality of Life changes.

Remember Karthus' old auto animation? Now it's easier to last hit with him (QoL)

Same thing happened to Katarina when that rework popped up on the pbe for a day.

And last week when one of the tentative changes to Nidalee was an increase in her Javelin cast time; that was a QoL nerf.

Hyrum Graff2 votes

[{quoted}](name=DJ Di0,realm=NA,application-id=3ErqAdtq,discussion-id=tOTIc8Yt,comment-id=0005,timestamp=2015-07-31T01:15:17.026+0000)

Remember Karthus' old auto animation? Now it's easier to last hit with him (QoL)

That's because AA-focused karthus isn't a thing. If you made the same buff to a marksman, it would be non-qol.

RottedApples2 votes

Quinn You're argument is invalid.

Hyrum Graff3 votes

{quoted}

Quinn You're argument is invalid.

"Quinn would be viable if only riot would make her aa animation better."

If a change increases a champion's viability, that's a regular buff, not a QOL (as per the OP). Unless it's a bugfix.

To be clear, a regular buff can also be good for QOL, but a QOL buff is one specifically targeted at making the champion feel better, not actually making them any stronger.

RottedApples1 votes

but it's still qol, and it's still on a marksman, which means your argument is still invalid.

Hyrum Graff2 votes

{quoted}

but it's still qol

I don't think it's QOL. As the OP says, "Essentially anything that adds or takes away numbers from a champions abilities(and stats) is NOT a Quality of life change."

>Make Quinn's autoattack complete faster so she can aa cancel earlier >Not a QOL

RottedApples1 votes

but this is the exact same thing as karthus, how is it not QOL when karthus aa was QOL?

also op's definition is flawed.

ProfDrDeath2 votes

And even a bugfix can be a buff (and a major one, too, depending on the bug in question).

theragingnerd4 votes

akali buff is i'm pretty sure

360D3GR3SS12 votes

Since it is tinkering with her mechanics and is actually a significant buff, it is not Quality of life.

theragingnerd1 votes

{quoted}

Since it is tinkering with her mechanics and is actually a significant buff, it is not Quality of life.

not that significent

Desiderium4 votes

{quoted}

not that significent

You're missing the point

Jari1 votes

{quoted}

not that significent

Well let's make her invisible even when attacking in it, because that's the only way to go up.

RottedApples1 votes

no, In my mind a change like this would be, not revealing her for a set duration but rather however long it takes to complete the animation plus a little extra for counterplay. It may not be just "she reenters stealth sooner" but would most definitely be QOL

Jari2 votes

The ability to enter stealth faster from it is a huge buff, less time for point and click. The person stated that would not be huge, but to make if we could make it go any faster, she might as well end up staying stealthed in it. A QoL change would be more like an indicator for the stacks MF's W has applied. It doesn't boost her kit in any way, just makes it so you don't have to click onto the target and look over to see how the stacks are going.

ShinobisDemon1 votes

{quoted}

akali buff is i'm pretty sure

I thought so to, it doesn't seem much like a direct buff because of it's cast time. It feels like it just makes using the stealth reasonable.

Cindikle3 votes

Happy to hear I'm not the only one who gets annoyed by this. Had an argument in a thread about it with someone asking for I think Zyra buffs. Calling them QoL changes.

QoL = Making playing the champion easier, not stronger.

Swollwonder3 votes

I'm still waiting for my Gangplank QOL buff. STOP WALKING BECAUSE YOU ULTED GANGPLANK! THAT IS NOT K!

TurquoiseYoshi3 votes

He's dead. It would be a QOD buff.

Swollwonder3 votes

Show Me The Body

RottedApples3 votes

I'm not sure any of these are a great example. 2 is the only one that is definitively NOT QOL.

The rest is situational. If shaco were to not receive any changes down the line and the game was streamlined a bit in general then his Q cast time would start to feel clunky and old, in which case that would be a QOL change.

To me QOL is: there hasn't been a change to this part of the kit in a long time and a lot of other things have happened in the game and similar spells/mechanics are smoother, work faster, etc. Therefore this part of the kit feels old and clunky and needs to be updated to fit the current standard. (basically increasing user experience and to some extent the experience of your allies/enemies as Junglerboy16 already mentioned)

Rubber Jesus3 votes

I feel like straight buffs/nerfs are primarily mechanical changes. Example: changing numbers, making a hitbox a different size (changing particles to match the hitbox is QOL), changing cooldowns, etc. These changes are primarily meant to increase/decrease power through direct manipulation of mechanics on how they are played, or the numbers behind the damage.

While QOL changes are meant to:

  1. Have champions feel smoother in animations and look. If an AA animation change looks and feels smoother, but the casting time remains the same, it is QOL. On the other hand, if the AA animation changes the numerical value of the cast time, then it is a buff/nerf. See the difference?
  2. Bring more transparency to the champion and/or game, particles were altered to fit the hitbox for example, rather than contradicting visuals vs reality. This way enemies know where things are (in the animation hitbox) and players aren't stuck wondering, "Why the hell didn't I hit them with that? It went right through them."
  3. Fixing bugs that do not deliver the intended effect (although this can also be a buff, I prefer QOL since it is not actually changing the mechanics of a champion, but bringing them in line of where they were always intended to be). Example: Fixing the hitbox on Cassiopeia's ult. Her ult's hitbox was always strange, and sometimes a champion standing just a tad bit in front of her would not get ulted. It was a buff, but wasn't meant to increase power as much as giving players reliability and optimization when ulting. They were always meant to be in the ult in that position, but it wasn't coded right to ensure reliability. Therefore, I call it a QOL fix.
  4. Fixing Tooltip and UI for transparency and ease of use. The latest changes made in the game client that moved teammate position to a different part of the screen, and a cleaner looking shop, are QOL changes for all players and not dependent on any champion. Making it visually appealing doesn't directly affect a players strength, in numerical values.

There are probably more, but that's all I got off the top of my head.

Myrddin2 votes

Kayle's ult mana cost being removed was viewed as a quality of life change by riot

just saying

Count Buffon2 votes

To be pedantic about it, one could argue that any buff increases the quality of a champion's life. From this view, all buffs are QOL increases, but not all QOL increases are actually buffs. Colloquially, QOL increases that are not buffs are sometimes called "QOL changes". Confusingly, the colloquial term is not used consistently.

In colloquial use: Shrinking particle/indicator to fit actual AoE/range --> QOL fix Growing AoE/range to fit particle --> Buff

kile1472 votes

I'd say a good rule of thumb is that if the numbers being changed aren't listed on the tooltip or the info page for the character, then they are QoL. This probably isn't 100% accurate but it should generally mean that things like damage values, cooldowns, ranges, and mana costs are not QoL while things like cast time, travel time, hitboxes/particles, indicators, and animations are QoL issues.

iainB852 votes

Really depends on your definition. QoL stands for Quality of Life. Shaco having a reduced cast time on his Q certainly improves his Quality of Life. Of course, it's also a buff to him as well.

The two are not mutually exclusive.

ElJanitorFrank1 votes

Vel'Koz is a good example. He got a lot of range buffs, because it didn't match the visuals. To make it look more accurate, they changed it accordingly.

Pæan1 votes

QOL changes for Shaco : indicator/timer for crit timer after using Q timer for ulti clone explosion as well as radius of which clone will return to you possibly an indicator or icon showing you are getting backstab damage.

WolfBV1 votes

Is Cho'Gath having an ult indicator for when he can kill someone quality of life.

IcyPepper1 votes

Probably not.

The reason for it is because of the range (Garen has much more range) and that his execute can't be chained (like Darius's). It's a useful tool in itself, one the other two named champions don't have specifically due to the difference in their executes. Also because Cho'Gath can feast on monsters for stacks.

360D3GR3SS2 votes

I would consider it a QOL if it was marked on monsters.

IcyPepper1 votes

Yeah, I would suppose so. Don't know why I included that at the end.

Hard Penetrator1 votes

I wish Orianna had permanent range indicator around her ball. It would help to move your ball when there is multiple champions and skills cluster in one unreadable pile of bodies and sparks. At some point you either have to wait for Q/E cd to reposition your ball and make sure its in right spot or just mash R and hope for the best.

manbearswine1 votes

Well right now the term qol is often misused to keep away to all-knowing smartasses of the boards(those who oppose any buffs to any champion because they know that champion is good,even though they never play it,and basically never see it played).

More from Gameplay

More by 360D3GR3SS