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Give us an Update of what's coming this Mid Season, don't leave us in the shadows.

AmazoX··60 votes·41,313 views

I think everyone wants to know about the changes,we want to talk about this and you should take feedback from us this way.

I think this will potentially solve ton's of balance problems worth of months if we're given an update of what's to come down our throats.

116 Comments

RiotRiot Axes71 votes

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

BoilTheOil13 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

Im curious as to what you guys think about fleet footwork. In my opinion it needs to be removed because adcs should have to buy lifesteal if they want sustain.

Divewing4 votes

Most promising news I've heard all year

RiotRiot Axes15 votes

{quoted}

Im curious as to what you guys think about fleet footwork. In my opinion it needs to be removed because adcs should have to buy lifesteal if they want sustain.

I don't think it needs to be deleted. Fleet Footwork is a cool fallback and great for a certain style but should not be allowed to be the dominant option in the meta. That might mean nerfs to FF, buffs to other keystones, or a combination - we're pretty sure there need to be changes, less sure exactly which changes. I'd say a combination is most likely.

Ultîma4 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500000001,timestamp=2018-04-17T20:01:09.557+0000)

I don't think it needs to be deleted. Fleet Footwork is a cool fallback and great for a certain style but should not be allowed to be the dominant option in the meta. That might mean nerfs to FF, buffs to other keystones, or a combination - we're pretty sure there need to be changes, less sure exactly which changes. I'd say a combination is most likely.

Please consider melee characters who might enjoy using FF if you nerf the Keystone due to ADC abuse in the botlane. FF is pretty interesting for some melee-carries who take it in matchup specific instances and it would be a shame to see it become unviable there.

RiotRiot Axes20 votes

{quoted}

Please consider melee characters who might enjoy using FF if you nerf the Keystone due to ADC abuse in the botlane. FF is pretty interesting for some melee-carries who take it in matchup specific instances and it would be a shame to see it become unviable there.

I'll flag that for the person working on it. I'm not sure what the outcome will be, but I'll make sure we're tracking it.

KaiSá2 votes

{quoted}

Please consider melee characters who might enjoy using FF if you nerf the Keystone due to ADC abuse in the botlane. FF is pretty interesting for some melee-carries who take it in matchup specific instances and it would be a shame to see it become unviable there.

"adc abuse" the rune was designed for them lol. pta was already reworked to be a fighter rune they gave you conquer which pretty much only fighters can use and u also have grasp and now you want to take FF from adc? seriously mad about a keystone that wasnt designed for your role is getting changes. imagen if adc player complained about when Gage was made melee only because of fighter abuse. so sick of this insane attitude that fighters feel like they should be able to use anything yet adc arent even allowed to use the items/keystones that were specifically designed for them.

Ultîma1 votes

{quoted}

"adc abuse" the rune was designed for them lol. pta was already reworked to be a fighter rune they gave you conquer which pretty much only fighters can use and u also have grasp and now you want to take FF from adc? seriously mad about a keystone that wasnt designed for your role is getting changes. imagen if adc player complained about when Gage was made melee only because of fighter abuse. so sick of this insane attitude that fighters feel like they should be able to use anything yet adc arent even allowed to use the items/keystones that were specifically designed for them.

That's not the point. FF is currently picked over 95% of the time bot lane, it is unquestionably being abused by ADCs in the bot lane to the point where you're basically trolling if you're not picking it. It gives a lot of sustain and safety in lane, which some characters can use - situationally - in the top lane. My comment was not meant to say that I want top-lane bruisers to become the new primary users of FF, but rather that it would be a shame if FF suddenly became unviable for those characters as a result of it being nerfed because of its prevalence bot lane. You can calm down.

KaiSá1 votes

{quoted}

That's not the point. FF is currently picked over 95% of the time bot lane, it is unquestionably being abused by ADCs in the bot lane to the point where you're basically trolling if you're not picking it. It gives a lot of sustain and safety in lane, which some characters can use - situationally - in the top lane. My comment was not meant to say that I want top-lane bruisers to become the new primary users of FF, but rather that it would be a shame if FF suddenly became unviable for those characters as a result of it being nerfed because of its prevalence bot lane. You can calm down.

hmmm let see out of the 10 keystones adc have 2 keystones one of which is completely worthless in lane and isnt even really good to 3 and half items. of course 95% of adc are going to use it they have 0 other viable keystones. also again it designed for them so it not abusing it if they are using it. 95% of adc using has no indicator on if it is overtuned or not because it is literally the only viable keystone on adc. it still could be over tuned and may need nerfs but ur argument is basically 90% of adc by last whisper better nerf it.

Ultîma2 votes

{quoted}

hmmm let see out of the 10 keystones adc have 2 keystones one of which is completely worthless in lane and isnt even really good to 3 and half items. of course 95% of adc are going to use it they have 0 other viable keystones. also again it designed for them so it not abusing it if they are using it. 95% of adc using has no indicator on if it is overtuned or not because it is literally the only viable keystone on adc. it still could be over tuned and may need nerfs but ur argument is basically 90% of adc by last whisper better nerf it.

Fleet Footwork being nerfed would make the other keystones viable for ADCs though.

Tik1153 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500000001,timestamp=2018-04-17T20:01:09.557+0000)

I don't think it needs to be deleted. Fleet Footwork is a cool fallback and great for a certain style but should not be allowed to be the dominant option in the meta. That might mean nerfs to FF, buffs to other keystones, or a combination - we're pretty sure there need to be changes, less sure exactly which changes. I'd say a combination is most likely.

The way I see it? The heal

for Marksman anything which increases your survival in lane for the early game will ALWAYS trump other keystones.

Conqurer on a Marksman is a very cheese strat Press the Attack is a very risk reward keystone Lethal tempo is only going to apply to a very minute number of carries Fleet footwork contains no risk, but reward so its the dominant pick

with Fleet footwork you put two things which are great for surviving in lane - Movespeed and heal - so of course it will be a dominant pick so long as those 2 are in there, one of them needs to be removed or both aspects heavily nerfed

And if your worried about carries not being able to sustain in lane....are you forgetting this? item 1055

SpecterVonBaren2 votes

{quoted}

Im curious as to what you guys think about fleet footwork. In my opinion it needs to be removed because adcs should have to buy lifesteal if they want sustain.

Not removed, just remove the heal but keep the movespeed.

Killer of Night92 votes

{quoted}

Im curious as to what you guys think about fleet footwork. In my opinion it needs to be removed because adcs should have to buy lifesteal if they want sustain.

I miss when adc bought BT and Botrek as first item only for get sustain in lane and not for burst their opponent

Dreadstealth3 votes

{quoted}

Im curious as to what you guys think about fleet footwork. In my opinion it needs to be removed because adcs should have to buy lifesteal if they want sustain.

I do hope you realize that for an extremely long time, life steal quints were both existing and used to a large extent (almost always taken 3x for all of season 3, and niche picked in season 4+, with it being quite common for even professionals to take one life steal quint on their rune page for poor match ups during season 7). If you remove all ability to have life steal without first sinking 900+ gold into an otherwise awful and stat inefficient item component, you've successfully managed to turn the most unforgiving role into an even more unforgiving and un-fun thing to play, namely during laning phase where adcs have slowly, over years, become the enemy support's whipping dummy. To remove all forms of life steal without purchasing it would make playing against things like Brand, Zyra, even Soraka to an extent (for the inverse reason, she heals the damage you deal rather than blowing you up), an absolutely awful experience, not that it isn't already. ADC has lost absolutely all of its agency in lane that it once had, and to take away its single stat that allows it to limp through laning phase against things like Mage supports chunking you for 1/4 hp in one spell would make the role even more of an un-fun experience. And if you're suggesting removing "free" (you still lose a damage keystone for it) life steal across the board, then you've clearly rarely, if ever, played ADC at a decent level where every single positioning mistake you make in lane is punished with gigantic chunks of your health. And if an adc WAS forced to buy a vamp scepter to get any life steal, it would then even further delay the ability for an ADC to deal any damage at all to the enemy frontline, which already doesn't happen until at least 1.5-2 full crit items (or Guinsoo + wits end/botrk for the on-hit abominations that need to stop being a thing). If you have an issue with how much survivability an ADC "has", blame the fact that supports and their itemization (redemption + locket combo, for example) are absolutely too strong for the sake of making the role desirable, not the fact that ADCs get a less-than-one-auto-attack's worth of health every 10 seconds or so by taking a rune that they're forced to take in order to survive in lane/team fights (the life steal portion in lane, the movement speed portion in team fights).

TTv Koddok3 votes

{quoted}

Im curious as to what you guys think about fleet footwork. In my opinion it needs to be removed because adcs should have to buy lifesteal if they want sustain.

Footwork + Legend Bloodline means no one has to buy lifesteal items any more unless the enemy team is heavy cc then you get a Mercurial and then you just have double lifesteal, practically.

Tomosima5 votes

Sounds good so far I´d love it if you made the Jungle harder so you need knowledge, jungle items, smite buffs and a champion that can survive the harsh conditions(Olaf,WW,Udyr,Fiddlesticks) and not champs like twitch in there. Rework the AP jungle item as well.

RiotRiot Axes14 votes

{quoted}

Sounds good so far I´d love it if you made the Jungle harder so you need knowledge, jungle items, smite buffs and a champion that can survive the harsh conditions(Olaf,WW,Udyr,Fiddlesticks) and not champs like twitch in there. Rework the AP jungle item as well.

Someone's working on the jungle but not my project - don't know how likely they are to ship anything, or when that'd be shipping.

AMYS GRAVE5 votes
  1. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.

Then look at passive gold generation. Passive gold has the effect of lowering the difference between fed and behind characters relative to one another. This is another example of a change from 5.22 that has been haunting the game for years now.

RiotRiot MapleNectar8 votes

{quoted}

Then look at passive gold generation. Passive gold has the effect of lowering the difference between fed and behind characters relative to one another. This is another example of a change from 5.22 that has been haunting the game for years now.

We've talked about gold generation in general while we're talking about death bounty gold rewards. This is one of the areas that I could definitely see us looking at in that line of exploration.

AMYS GRAVE2 votes

[{quoted}](name=Maple Nectar,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500030000,timestamp=2018-04-17T21:23:53.142+0000)

We've talked about gold generation in general while we're talking about death bounty gold rewards. This is one of the areas that I could definitely see us looking at in that line of exploration.

Its about time.

Slice n Dice em2 votes

[{quoted}](name=Maple Nectar,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500030000,timestamp=2018-04-17T21:23:53.142+0000)

We've talked about gold generation in general while we're talking about death bounty gold rewards. This is one of the areas that I could definitely see us looking at in that line of exploration.

What about extra gold from first tower? This just forces all laners to camp bot and get it 1st. Can we remove extra gold from first blood tower? It won't force lane swaps in pro-play for un favorable match-ups because the fortification is removed from bot tower.

Fugleskræmsel3 votes

{quoted}

Then look at passive gold generation. Passive gold has the effect of lowering the difference between fed and behind characters relative to one another. This is another example of a change from 5.22 that has been haunting the game for years now.

Wording this. It's such a bad change that only makes the gap between a good and bad player smaller.

Vekkna3 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

  1. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.

Will there be an AD + ASPD item added (that isn't Trinity or Rageblade)? Overall, I enjoy the feel of building attack speed early, but it's just so overshadowed by the urgency for AD and crit.

  1. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.

If mages are more correct than the other three, that can mean nothing but nerfing the other three. Why?

  1. Mages do not have transitive damage/durability mechanics (with the exception of Vlad). They have no super-high AP items that heal for 15-20% of damage, any skills that heal or shield for a % of max health, or any damage scalings based on caster's hp or resists.

  2. When mages snowball, they still don't have access to multiplicative damage modifiers (crit, attack speed, Trinity, Sterak's) or base stats that benefit from those modifiers (base AD); DCap multiplies AP, but total damage is still additive.

  3. When mages snowball, they usually aren't burning turrets as a result.

  4. When mages snowball, they are usually balanced by skill shots, low mobility, low durability, and delays/cast times. A fed Morg does a ton of damage, but she has layers of counterplay. Compare that to a fed Vi, Jhin, Nocturne, J4, Trynd, etc.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

Are you reworking crit mechanics or at least lowering crit damage %?

Ahristocats5 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Fighter work in a follow-up patch.

make me dream, tell me what are the goals

RiotRiot Axes15 votes

[{quoted}](name=Je suis Rubick,realm=EUW,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=00050009,timestamp=2018-04-17T21:31:53.214+0000)

make me dream, tell me what are the goals

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

Big Lincoln4 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

why does it have to be snowballing and not just "fighters can carry?" where are our late games? what if there's no snowball?

when are you going to make juggernauts the late game gods they deserve to be?

KaiSá1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005000900000003,timestamp=2018-04-17T23:01:29.766+0000)

why does it have to be snowballing and not just "fighters can carry?" where are our late games? what if there's no snowball?

when are you going to make juggernauts the late game gods they deserve to be?

because all fighters are either top laners or jg which both roles have a significantly easier time to snowball than in the bot lane. jg can affect all roles in game so i dont really need to explain why they can snowball. The overwhelming majority of top laners are melee which means if you get a lead as a fighter in the top lane you freeze the wave and deny a significant amount of cs from enemy top unless they risk getting all in by you and not to mention you have tp to snow ball even more. In bot lane it is really easy for bad adc to get almost max income because they often have range wave clear making it almost impossible to deny them unless you call for 3-4 man dive on them. Basically the easy at which you can snow ball means that if your not snowballing as a fighter you dont deserve to carry because it is honestly not that impressive to snowball as a fighter if you understand wave management and tp advantage.

Big Lincoln4 votes

{quoted}

because all fighters are either top laners or jg which both roles have a significantly easier time to snowball than in the bot lane. jg can affect all roles in game so i dont really need to explain why they can snowball. The overwhelming majority of top laners are melee which means if you get a lead as a fighter in the top lane you freeze the wave and deny a significant amount of cs from enemy top unless they risk getting all in by you and not to mention you have tp to snow ball even more. In bot lane it is really easy for bad adc to get almost max income because they often have range wave clear making it almost impossible to deny them unless you call for 3-4 man dive on them. Basically the easy at which you can snow ball means that if your not snowballing as a fighter you dont deserve to carry because it is honestly not that impressive to snowball as a fighter if you understand wave management and tp advantage.

bot lane snowballs harder than top and has so since last season

Corriandr3 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

Well, you have my attention. Consider me cautiously optimistic.

GigglesO2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

item 3070 Mordekaiser item 3070

I have a dream!

Slice n Dice em2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

Is some one focusing on the issue of invisibility? Kha-zix, Shaco, Vayne, Akali, and item for couter-play? Dota 2 has an item that gives invisibility but it has gem, dusk and wards to counter it and that goes for the heroes who have invisibility in their kit. Why can I only see an after image through oracle lens and sit there waste my ult or some other thing to no value/use? Make them untarget-able or some thing but atleast remove invisibility since we have no counter play.

FatedSaviour2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

any rioter who visits the boards sounds very reasonable and smart and should be on the balance team, then i see literally anything else riot does and im like, bitch please, where are the rioters i hear saying, oh yeah, we hear you, but also, this input as well, why cant board rioters be on the balance team

SephAgro2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

And I hope by carry your idea is not to be the ADCs meat shield or peel slave

DrLuau2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

Don't write checks your dev team can't cash, Riot.

The Yetii Rider2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=000500090000,timestamp=2018-04-17T21:41:07.341+0000)

"Snowballing Fighters can carry"

(Caution: It is very likely that our idea of "snowballing fighters can carry" is different from a fighter main's idea of the same thing)

Is there any plan to differentiate more between divers and assassins?

Currently, there's not a lot of difference (especially because divers have not been reworked as a class and so they retain their burst while assassins have it delayed). Divers are mobile. They get to a champion and kill them without a lot of counterplay. They do this very quickly.

When I asked Meddler to specify the differences he basically told me that assassins have more mobility and ways to get out once they're in, while divers are tankier and have more CC. That's hardly a class distinction, it's more like what you would expect to hear as the differences between two classes of fighter.

Kaìju5 votes

Ashe player here with nearly one million mastery chiming in. I find that the most fun and skill expressive way for me me to play ADC is with high attack speed. Most people can kite out four autos at 1.5 to 1.75 attack speed and just nuke people with crits four times. But for me, the most rewarding plays are the ones where I have 2.3 or more (because I use Tempo) attack speed and the game narrows down to me and my raw mechanics. Making ADCs need more autos for less damage makes the mechanical nature of the class shine more as you need to perform more commands to get your damage out. A very extreme but sometimes realistic comparison would be this. Is it more mechanically difficult to use fourth shot on Rageblade Jhin to pop someone with his 1300 AD plus crit, or kite out an enemy playing Sivir through her spell shield and move speed boost to keep distance while you throw out auto after autos and weave in spells/animation resets.

The idea of giving marksmen more move speed and attack speed for less raw damage sounds like a great solution, as it makes damage more spread out, and increases the mechanical demand. Four autos of 250 damage a piece and 10 autos of 100 damage a piece, but for a DPS class the latter would be better as you should need to do DPS, not just get the one crit for 400+ damage.

I know your job is hard but I have faith in you guys and no matter what I'm gonna hit one million mastery. Can't wait to see what fruits your labor produces.

HalcyonDweller3 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

Please consider reworking crit. It enables ranged DPS characters to have front-loaded burst damage that hurts squishies worse than it hurts tanks.

iamcaustic2 votes

I'm liking the direction you've outlined here regarding Marksmen. I just think there's one thing missing, so I'll also drop this comment of mine from one of Meddler's Quick Gameplay Thoughts since you're talking about Marksman item adjustments/reworks.

To summarize it, critical strike chance continues to be an issue regarding Marksmen power curves (weak/unreliable early, too powerful/consistent late). It would be nice if the issue was finally addressed in earnest.

There are a number of examples with Marksmen playing around in the critical strike space (Ashe unique crit on slowed targets, Jhin fourth shot, etc.) that do not rely on % chance to provide high/low moments for Marksman power. I'd love to see critical strike focused around kits like the Jhin/Ashe examples, alongside perhaps mechanics like Energized (as mentioned in the linked comment).

Like you've noted, I think Marksmen should primarily be interested in attack speed and damage (any of AD, AP, on-hit depending on the champ design), with move speed as a secondary ask for positioning. I'll conclude this with one key quote from the linked comment:

Opening Marksman itemization away from crit chance reliance should help smooth their power curve, make them feel better early while not being so broken late, and open up the bot lane to other play styles (which may end up including non-Marksman champs) beyond "Can crit champs survive early game? If yes, go crit, else do whatever beats crit before they scale."

Thanks for your time! :)

THE RlVER KlNG5 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

  1. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.

i feel like this isn't the best idea though

marksmen SHOULD feel weak in the early game. they have the easiest and most consistent form of damage to apply and are extremely important in taking objectives. they shouldn't get to be strong at all stages, and shouldn't have the level of raw cost efficiencty and item diversity they do now.

adc itemization is really broken, and shifting more towards a slow and continuous mid to late game ramp as opposed to the adrenaline rush that snowballs exponentially we've had for years now is the way to go. keeping adc itemization strong early will just maintain a lot of issues.

AmazoX2 votes

[{quoted}](name=THE RlVER KlNG,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=00050014,timestamp=2018-04-17T23:54:57.752+0000)

i feel like this isn't the best idea though

marksmen SHOULD feel weak in the early game. they have the easiest and most consistent form of damage to apply and are extremely important in taking objectives. they shouldn't get to be strong at all stages, and shouldn't have the level of raw cost efficiencty and item diversity they do now.

adc itemization is really broken, and shifting more towards a slow and continuous mid to late game ramp as opposed to the adrenaline rush that snowballs exponentially we've had for years now is the way to go. keeping adc itemization strong early will just maintain a lot of issues.

This.

CSDragon2 votes

Can ADCs get some actual range instead of bursty abilities? It's been 5 years since the last ADC to break 550 range (Jinx), instead y'all have focusing on mobile bursty ability-based champions rather than the heart of the class, which is ranged auto-attackers.

While some burst-caster ADCs are always needed, it's become ridiculous how every new ADC must be a 525-range skirmisher more than an actual marksman

Okuma2 votes

We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.

Music to my ears.

LVL99 Helper TK2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

You should be in charge of the balance team, you seem reasonable enough.

Meddler is delusional.

nelogis2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

Hey this sounds like some... surprisingly good news, if they get implemented like you told us of course.

Though I'm kind of worried with the part where you mentioned other classes that use these crit items. Well "classes" more like other champions.

MasterYi Tryndamere Yasuo + of course your occasional crit Aatrox or Xin or whatever.

I think these guys could easily be balanced around the philosophy of:

Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

Since these champions are just Marksmen but meele in that sense. What I'm worried about are these champs.

Gangplank Zed Jhin

Zed doesn't go full crit but he likes to build the occasional IE. These guys do exactly with crit (IE) what you want them not to do.

If you reduce the burst damage of crit builds then GP basically is getting a huge nerf because he relies on one barrel nigh killing the opponent late game. If that doesn't happen then the enemy will just retaliate and kill GP.

The late game of GP was never really a problem since his barrels have a lot of counterplay to them but with this change, glascannon GP would become so much worse.

I just hope that you don't brush it off as: "Well GP just has to go Bruiser/Tanky now I guess" "Well Yasuo just has to build a little more tanky now" "IE on Zed is now not a thing anymore I guess"

Because glascannon GP is a really fun playstyle and I don't want to replace it with some item 3078 item 3053 item 3142 item 3143 item 3065 build.

Just looking at it feels boring.

Lord Phazanor 2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

Why not rework crit as a whole rather than some crit items? Make it scale with enemy HP (or even armor) so it's not bursting squishies, forcing to choose between lethality (burst squishies), Crit (counter HP stacking) or mix both but be less efficient at each.

Forteus2 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)

Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.

One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.

We're looking at Marksmen with a few values:

  1. The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
  2. They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
  3. We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
  4. Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.

This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.

This literally makes no sense, ADC's are not the strongest champion on their team with 2 items, thats just absurd when it comes from a rioter, it sounds more like you have the same capabillity as Hashinshin, who lets be honest, is a player who fights 24/7 and is a complete coinflip player, if he is 0-10 and the enemy adc has twice his gold he will immidiatly say that: "AD CARRIES ARE BROKEN" "LOOK AT THIS 2 ITEMS" ADC's are however the strongest on their team with 3 and a half items (which they should be) and they are about even with the midlaner and toplaner in power when they have 3 items, and even if they have IE, Shiv, Rapidfire they still dont have that much burst, they just have alot of DPS, which is completly balanced since they still have to make an outplay to be more useful than the enemy toplaner or midlaner. Riot has been continuously nerfing AD Carries.

Over the past 2 years, what always happens is they nerf champions that are FUN to play like: Kalista, Lucian, Ezreal, and then champions like Tristana, Varus and Xayah become strong, since you nerf the champions who are meant to beat the outscaling ADCs in lane. a Tristana shouldn't be able to get out of the laning phase easily, and the only way to nerf that, without ruining the champion is to buff Kalista, Lucian, MF, Ezreal and other lane bully champions, so that they then have to be good to get out of the laning phase. Remember arcane comet meta? where MF, Jhin and Ezreal were the dominant ADCs? thats where scaling ADCs like Tristana was at her weakest point after the new runes, then you nerf comet, without giving buffs to lane bully ADCs, which then makes lane bully ADCs weak, which makes Tristana and others strong, and now you have hit scaling ADCs in the face with 7-8+ nerfs since comet meta and what has happened? NOTHING. Just reroll all the nerfs to scaling ADCs, buff Kalista, Lucian, Ezreal, MF, and buff comet, then you are going to be like "OH but comet midlane?" EXACTLY thats where you buff spellbook and electrecute and give midlaners more HP so they wont get 1 shot by assassins abusing the new electrecute. What happens now Riot Games? I'll tell you what happens, now midlaners will say: "screw comet, this new spellbook and electrecute is too good to not play" and now you have comet for botlaners.

now you are probably saying to yourself: "But now ADCs will just go electrecute" but NO. electrecute is 3 spells/AA attacks and trades in botlane is only 1 or 2 autos or spells so its really not that easy to proc, so whats gonna happen instead is that MF, Jhin is going to take comet, maybe Lucian will go for electrecute, then bully tristana, xayah, and other scaling adcs out of lane and BIM BADDABOOM ADCs will not be the strongest with 2 items (even though they arent) because Trist, Xayah and others will be behind in lane to champs like Lucian, Kalista, MF and those 3 champs that i just mentioned are not gonna be the strongest with 2 items, in fact they will get outscaled by Tristana and Xayah, which is FINE, because they are SCALING ADCs, and they should outSCALE EARLYgame ADCs who punish them in lane. Another thing that will happen with the comet buffs is that AP supports like Brand, Zyra and others will become strong with the lane bully ADCs and what happens then? SCALING ADCs now have an even harder time getting out of the laning phase, and now require a lot of skills to get out of the laning phase, now you are probably saying: "BUT MUH COMPETETIVE ENVIRONMENT" Great! i am happy that you say that! because your viewercounts has been continously dropping over the past year because the only meta that you have had has been TANK toplaners who do NOTHING but farm till 30+ min. and group with their team. You have had TANK junglers AFK farming and placing a few wards here and there, and sometimes maybe even doing a gank when they have ult up, unless there of cause is a jungle camp up. Midlaners has been control makes ONLY, doing the same damn thing has toplaners.

F A R M. in the bottom lane you have forced us to play Tahm, Braum and other boring Melee supports, since scaling ADCs has been the strongest, so whats the point punishing them? Riot why do you think no one wants to watch your competetive streams anymore? and NO its not because of Fornite, because Fornite has only been a thing the past 3 months, your views dropping has been ongoing for 1+ year, maybe even more. The reason is because the only thing competetive teams does is ward up, and scale, if they try to force something or win their lane, they might get punished and who wants to get punished and loose? No one. I myself play in a competetive environment in the Danish league, where the viewer experience from my point of view has been at least as good, if not better than the LCS, simply because they games are more fun to watch, the quality of the danish league is pretty bad, but again its an amateur league, and the people in control do not have the resources like Riot does when it comes to setting up a good stream with a studio, insane computers and an overall nice production. So if you want more people to watch your games, then stop making it games which HAS to be between 30 and 40 min, because it suits your schedule. Make it what it used to be. More Entertaining games which maybe lasted 20 min, or maybe lasted 50 min. but every single minute of those games were alot more exciting than watching the games you have now.

saltran39 votes

Prediction of our reaction on Mid-Season Patch:

https://i.imgur.com/IgMyx.gif

Gall30 votes

And we should have an option to vote or give pro-active feedback instead of reactive feedback.

nelogis27 votes

I'm guessing something like,

minus 3 range on Tristana minus 5 Damge on Cait Q plus 0.25 seconds CD on Xayah ult Champions with sunglasses take 1 less damage from Leona ult again

Boom that was the update, bot is fixed.

Vekkna7 votes

{quoted}

come down our throats.

Are we still talking about League?

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