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[4.9] Live Gameplay Patch Forecast

RiotRiotChun··17 votes·36,831 views

Hi guys, here is Chun with 4.9 Patch Forecast, where I'll be talking about the major issues we're looking at in League of Legends. Keep in mind that the forecast is more about identifying problems that we're looking at, and not promises of changes to come in each patch. Some changes might take longer than others!

  1. Kha'Zix

As Jag mentioned in last forecast (http://community.na.leagueoflegends.com/en/c/live-gameplay/gTkfbmI6-48-live-gameplay-patch-forecast), we have been working on Kha’Zix. Currently Kha’Zix is being played and built like a brute-force fighter who can initiate a team fight while also being able to survive to clean it up. Assassins in League need to rely on fighters or tanks to initiate fights before they take the opportunity to engage, but Kha'Zix is able to do it all by himself, which gives him a lot of free power. We're looking at highlighting Kha'Zix's assassin powers over his fighter abilities.

As a side goal, some of Kha'Zix's evolutions are really powerful and certain ones are really weak (hello W), so we want to make all 4 of his evolutions compete with each other (maybe not equally, but situationally), so you can choose the evolution to adapt what you need it in certain phases of games.

  1. Kassadin

As a rework follow up, we've been keeping track of Kassadin as he continues to become a more and more dominant force. We think we released Kassadin in a good state but then gave him a little too much strength as we saw players struggling with the new kit. The buffs taught players how to play the updated Kass, so we're peeling back the layers we added to get him back to a correct power level.

  1. Kayle

Kayle right now is being played as an AP-scaling supportive mobile ADC because of her consistent burst, her high ramping damage and her high utility. What this also does is give her very few weaknesses as she can shred everyone in the fight while staying just out of range to use her Intervention on a teammate. We're looking at ways to give Kayle some real weaknesses to compensate for her high strengths so she needs to think about how she gets into the fray.

  1. LeBlanc

As mentioned in 4.7 forecast, we're continuing to look into LeBlanc. Some of the things we like about LeBlanc are her high precision, her skill requirements, and her trickiness. Unfortunately she's doing all of this along with having crazy high burst damage without any counterplay for the enemy. LeBlanc has so much damage that in competitive play she doesn’t even need a Deathfire Grasp to burst down enemies (and DFG is potentially overboard at doing this). This tells us that LeBlanc is scaling very well (too well?) as a burst champion, and we're trying to find a way to balance her tricky / precise burst while making her fair to play against.

  1. Braum

As a follow -up to a newly released champion, Braum is a little too powerful at this point. We are happy with what he can do for his team in team fights as a shield man, but meanwhile he is getting very tanky too quickly and he's a strong lane bully at same time. When we release champions we have to think about how players will get used to their playstyle, but people were mastering Braum very quickly so we're keeping an eye on his performance across all levels of play.

  1. Pantheon

Grand Skyfall was always intended to be a high risk, high reward - a high damage global ability that's inconsistent. We've never been a fan of Pantheon's ability to cast spells while landing (which made his ult very reliable), but as he's gotten more into the spotlight, we finally decided to make the fix (and then forgot to document it, which was a big mistake). Either way, we've fixed the bug with Pantheon's ult where he could be affected by AoE abilities before he lands, but we're still trying to find a good way to make Grand Skyfall feel good to use without directly buffing its power levels (Pantheon has actually been pretty stable from some of our internal statistics).

  1. Jungle XP

We have bigger plans for the jungle, but currently we're seeing problems where junglers are getting really far ahead of the game, especially if they have a strong start. We think it might have to do with lane EXP versus monster EXP, as lane minion EXP doesn't scale with average champion level, but jungle monster EXP does. Basically a snowballing jungler gets his teammates some kills, they get levels and bring up the average level of the game, and then the jungler gets even more experience as he clears camps for additional rewards. No other lanes get this kind of bonus, and we've always been aware of strong junglers controlling the pace of the game, so we're looking for ways to tone that down.

273 Comments

Cronovey62 votes
  1. Jungle XP

We have bigger plans for the jungle, but currently we're seeing problems where junglers are getting really far ahead of the game, especially if they have a strong start. We think it might have to do with lane EXP versus monster EXP, as lane minion EXP doesn't scale with average champion level, but jungle monster EXP does. Basically a snowballing jungler gets his teammates some kills, they get levels and bring up the average level of the game, and then the jungler gets even more experience as he clears camps for additional rewards. No other lanes get this kind of bonus, and we've always been aware of strong junglers controlling the pace of the game, so we're looking for ways to tone that down.

I'm very, very concerned about this change to be honest. While I understand that some junglers with strong ganks and fast clear times (Xin Zhao, Udyr, and Nocturne especially) are able to get some pretty solid level advantages, I'm very worried that this will be yet another nerf to the tank junglers who are already outside the current meta. Nautilus, Maokai, Malphite, and even Shen were all potent and powerful jungle picks at different points throughout previous seasons, but with the implementation of the Spirit Stone changes and the addition of Feral Flare, they are all but unplayable right now due to the speed which fighter and bruiser junglers can clear the jungle and still have time to gank, all while being much more sustained due to their higher damage output.

Another thing to keep in mind is the current "Madstone" build going around where a jungler builds a Madred's Razors and Spirit Stone simultaneously for infinite sustain and incredible clear time in the jungle, which snowballs into absolutely massive advantages, especially over players who don't know of the tactic right now. I would suggest that one way to slow these oppressive junglers would be restricting the jungle items not as a GP10 item as they currently are, but by limiting junglers to only having one item built with a Hunter's Machete. The ability for a jungle tank to pick up something like a Talisman would be incredibly powerful for them and possibly allow champions like Nautilus, Skarner, and the like to see play time that they haven't seen since the GP10 changes and the removal of their ability to purchase Shurelia's Reverie, now Talisman. Some jungle tanks could also make great use of things like Face of the Mountain, with Relic Shield being a nice item for junglers to tax lanes after ganking them and so on. These items would be all but worthless to the current powerhouse junglers while allowing tank junglers back into the meta with the utility items they need to really bring the heat in team fights and ganks.

Jesus is Savior3 votes

You do realize that tank junglers can do the "madstone" build to fix their horrendous clear times, right? Madred's -> Spirit Stone -> Wriggles (or golem instead, if you REALLY need the early tenacity) -> full tank.

I was doing it on Rammus before the Feral Flare nerf, and I was clearing almost as fast as my Udyr and Yi, and had zero sustain problems. To be honest, if they remove this strategy, they are just even further shooting tanks in the foot. Wriggles gives a tank scaling damage to camps even if they don't build any other damage items, and spirit stone gives them the sustain they need to clear the camps, since they won't be building lifesteal (and warmogs/health regen is a joke outside of super-long sieges - those are lane sustain items, where you can hide behind minons, NOT jungle sustain items)

Madstone also has disadvantages - if you're behind and forced into a fight, you will die, because you wasted an extra 700 gold on a spirit stone, on top of your Wriggles, which gives you zero combat stats.

Last point: let's not forget that madstone was a thing (albeit, not very popular) before Feral Flare even existed. I'd rather they not ruin this strategy.

Get Swoll Son5 votes

They are then insanely weak PvP.

Jesus is Savior1 votes

Yeah, and so are the fighters/bruisers/carries who do the madstone build. That's actually one of the reasons I just take a bonus gold hit, and build other combat items before I even bother finishing my Wriggles on Udyr/Yi. If I rush spirit stone and Wriggles, I will lose all duels early-game to someone who doesn't. Tanks usually at least have some good cc to disengage, and some tanky base stats to let them do well in ganks if they have competent teammates.

Cronovey5 votes

Yeah, and so are the fighters/bruisers/carries who do the madstone build. That's actually one of the reasons I just take a bonus gold hit, and build other combat items before I even bother finishing my Wriggles on Udyr/Yi. If I rush spirit stone and Wriggles, I will lose all duels early-game to someone who doesn't. Tanks usually at least have some good cc to disengage, and some tanky base stats to let them do well in ganks if they have competent teammates.

The big difference here is that the fighters/bruisers/carries almost all benefit in some way from increased attack speed (faster Three Talon Strike for Xin for CC and more healing procs, more Phoenix procs or faster lifesteal in Turtle for Udyr, more true damage with Wuju Style and passive procs, not to mention faster Alpha Strike cooldowns, on Yi, and more passive procs for Nocturne) while the majority of jungle tanks don't see any benefit from an attack speed item (Rammus gets...AA damage, Zac gets...AA damage, Maokai gets...AA damage). You can see where this actually just makes the issue even worse; that 700g deficit just to clear the jungle efficiently while other junglers could choose not to do this actually puts them at a bigger disadvantage. Allowing them access to the utility items they currently cannot buy because they chose to build their jungle item brings relevance to them where someone like Master Yi or Xin Zhao wouldn't care because who needs a Talisman on Xin, or a Face of the Mountain on Yi?

In addition to this, these DPS junglers have a faster clear time and higher overall damage, which allows them to farm the required 1150g after Machete/pots start to get the combo while tank junglers are going to be days behind them in obtaining this because of their much slower clear time. So yes, the items are also available to tanks. This does not mean that the combo is even remotely equal between the two sets of champions.

Dax Ayrton8 votes

I agree. "Pure tanks" are REALLY out of the meta, except for supports, and Riot is working the jungle based on the carry junglers, with no concern for the tanks.

RiotSmashGizmo29 votes

I get your concern here and just wanted to offer up a couple responses.

The first is that while it's true that this will also be a slight nerf to jungle support tanks, the relative nerf is much lighter on them than it is on fighter/assassin junglers. Basically, this XP scaling ramped up as the game ramped up, meaning that it has a very minimal impact on the first 6 levels of the game and was mostly impacting the XP from camps in the mid to late game. During these later phases of the game, not only are Tanks slower at dedicated jungle farming, but they're also spending more time ganking, assisting lanes, and donating camps to teammates than their damage dealing counterparts. So all in all, yes, their strength is slightly lower from this change than it was prior to this change, but they lost much less than the class that they are trying to compete with and thus get relatively stronger (slightly).

The second response I'll offer up is that we're still working on larger jungle projects aimed more directly at bringing Tank junglers back up to par with Fighters/Assassins. The change for XP in this patch is merely a response to a problematic trend we're seeing, it's not nearly large enough scale to be aimed at solving the larger issues that are causing Tanks to suffer in the Season 4 jungle. As I said above, I believe the net result of this change is a small relative benefit for Tank junglers, but this change is not aimed at the problem you're stating and rather, we have a larger on-going project that is working towards the issues you're seeing.

TheKoiNamiCode53 votes

I'm just confused as to what you guys actually want junglers to do. I've seen, "We want junglers to be able to carry," "We want them to bring utility," etc. But all we keep getting are nerfs to each aspect until we, more than likely, get back to how it was before with junglers being basically a second support. I'm confused to how carry junglers are problematic especially if they contribute well to their team throughout the game. In the end, if the enemy jungler is ahead shouldn't it fall back to the people in lane to ward and remember to play safe and give that as a reminder,giving that it should be being done anyways, as opposed to nerfing an entire archetype/playstyle?

SOGENT47 votes

Have to agree here.

I've been a jungler 90% of games since Season 2. You guys don't seem to have a clear idea of exactly what you want the jungler to do and, as a player, it's getting quite frustrating to see this constant flip-flopping. Since S2, the support jungler meta, you've worked to increase gold and allow certain junglers to have a more prominent role on the team. In Season 3, one of the stated goals was to allow carry junglers to be viable and that came with mixed results. In Season 4, you've achieved that goal. The jungle role seems more popular than it ever has been and it's been (from my experience) the most fun. However, now it seems you have a problem with junglers being able to carry. From the outside, it looks like this:

S3 Riot: We want carry junglers to be able to carry and the role to have higher impact to allow players to live the end game fantasy.

Junglers can carry and/or have high impact.

S3 Riot: Junglers are able to somewhat carry and have high impact, we need to tune that back by nerfing a lot of the top tier junglers who do this.

The highest impact junglers are nerfed.

S4 Riot: We didn't quite achieve what we wanted with carry junglers. We want carry junglers to be able to carry.

Carry junglers become carries.

S4 Riot: Carry junglers are able to carry. We'll be nerfing several jungler champs who can carry.

Carry junglers/items are nerfed.

S4 Riot (Current): Carry junglers are still able to carry. We'll be toning back XP so carry junglers cannot carry as well.

This is getting very old. I think a large number of players would like to see you spend even half this time and effort of going back and forth on improving tank junglers (buffing, not nerfing everything else until they are good) which seem to have barely been touched the entire season. I feel that Riot creates a lot of extra work for itself that isn't necessary by making changes, being successful, undoing those changes because they are successful, etc, rather than actually making efficient progress.

The jungle meta is tied together. Carry and Tank/Support junglers are not independent of one another. You cannot get one "right" before moving to the other and expect the changes not to affect each other. You either need to know exactly what to do to both to create some balance in the two (which you're clearly playing it by ear now) or you need to work on them both at once so that you can see what adjusting one does to the other and vise versa. If you do carries now, you'll have to go back and make changes when you work on tanks (and likely undo some of the work you've done). This is not very efficient.

Worgslarg9 votes

I very much like the current jungle, but if you are playing a tanky jungler, and thus giving up on damage, you are screwed atm. IMO, it would be much better to buff tank junglers, than nerf assassin/fighter junglers.

RiotPhreak16 votes

The goal has always been to have a mix. In the first few seasons, it was basically impossible to carry from the jungle because there wasn't any gold in it. We upped the gold, a little too much, and the junglers who carried became massively overpowered, so we have to tune it back down. We're happy that guys like Wukong and Kha'Zix can jungle now, but we want Nautilus to be able to be picked, too.

As an example, saying, "Yeah, you know we'd really like Rumble to get played" then giving him 5,000 damage on Flamespitter, nerfing it next patch, and players going, "WTF I thought you wanted to buff Rumble, Riot!" And the answer is yes we do, but we don't want it broken in the other direction.

Jesus is Savior22 votes

Here's a question that hasn't been asked yet: Why wasn't all this figured out in the preseason? It seems like EVERY. SINGLE. PATCH. as a jungle main, I have to practice like 20+ games in normals before I can go back to ranked. Implement Feral Flare? Gotta practice, even if I'm not a flare jungler, so I know what to expect (but, most of my junglers are flare junglers :P - still need to practice tho). Nerf Feral Flare? Gotta practice again for another 20+ games. And now, if the exp gets nerfed? Time to practice yet again, so I know what to expect. You guys aren't just nerfing/changing champions. You're nerfing/changing the entire jungle every patch. If you nerf exp, I WILL have to practice, and it WILL be a big deal. The jungle isn't like a lane, where you can keep up with your opponent, regardless of changes. The jungle is you vs the world, and you need to know your power relative to EVERY lane (will I hit level X before mid hits level Y? when can I gank and be successful and not die?), as well as EVERY objective (when will I hit level X and be able to take dragon? And what level are the enemies going to be, and how likely will they be able to stop me?).

The jungle this season is a lane that could single handedly drop my rank because of a "small" patch if I decided to spam ranked without practicing in normals after every patch. And that's kinda sad, because that's supposed to be what the preseason is for.

I actually hope that you nerf junglers out of viability for another patch by overdoing this exp nerf (just like you did in the preseason with the dual targons top lane meta - which was fine, it was PRESEASON), just so I can point back to this post and say "I told you so - you guys suck, get your shit together". And hey, laning is about last-hitting, so maybe it'll be a fighter + full-tank (eg: Nautilus) going top, and you'll get your wish: Nautilus will be picked again! At the expense of... Junglers not being picked at all!

RiotPhreak23 votes

Quite simply, it's because this game is complex.

We do everything we can in internal testing, but a few dozen bros compared to millions of players playing millions of games is just massively different.

Why didn't people realize Twitch was really good all along? Why did it take four months for mid lane Lulu to catch on? Why did people think Zed was underpowered on release?

People don't figure stuff out right away. Us included.

Prometheus8566 votes

That's easy to answer, it's because when you alter one thing another can rise up to take it's place. That's what I tend to call your wack-a-mole balance at work. For example, let's look at midlane Lulu. Why did it take 4 months for midlane Lulu to catch on? This is assuming that you're looking at Lulu from patch 3.14 to patch 4.5, which is the last time she was touched. Let's review:

-Patch 3.14. Lulu is buffed.

-Patch 3.15. Lulu is buffed again.

-Patch 4.2. Kayle nerfed, sort of. Yasuo nerfed... sort of. Ziggs nerfed.

-Patch 4.3. Gragas nerfed. Kassadin nerfed. Yasuo nerfed again, sort of.

-Patch 4.4. Kassadin nerfed/redone/whatever. Annie nerfed. Lich Bane champions squashed like a bug.

-Patch 4.5. Lulu nerfed.

Why wasn't Lulu played when she was first buffed? That's easy to answer, because Ziggs, Kassadin, Yasuo, Gragas, and Fizz/Kayle/Other Lich Bane champions owned midlane. There simply wasn't a way for her to show her stuff. But once ALL her competition got nerfed, she became good by comparison.

You can't seriously tell me you don't know that this is how things work, because to be honest, I'd have trouble believing you. I arrived at these conclusions with 20 minutes of thought and have yet to see a contradiction to them - if you nerf the competition, the new "best" that was kept in check behind it reappears. That makes sense, right?

Cronovey13 votes

Quite simply, it's because this game is complex.

We do everything we can in internal testing, but a few dozen bros compared to millions of players playing millions of games is just massively different.

Why didn't people realize Twitch was really good all along? Why did it take four months for mid lane Lulu to catch on? Why did people think Zed was underpowered on release?

People don't figure stuff out right away. Us included.

While I understand it's a very complex game, there's a big difference between champions being perceived as strong/weak picks and an entire role being shifted in almost every patch of the season. Since the pre-season patch 3.14:

In 3.14 trinkets were added to the game as well as vision changes. Jungle items were massively changed, mostly nerfed. Ancient Golem's health was reduced, Elder Lizard no longer procs from magic damage abilities and had its AD nerfed, and Spectral Wraith saw some buffs. Smite got a massive cooldown/damage change. Jungle items are now considered GP10 items, restricting junglers from accessing Shurelya's Reverie, now Talisman, so tank/support junglers nerfed heavily.

In 3.15 Spectral Wraith and Elder Lizard had their bounty passives removed and replaced with Conservation.

In 4.1 Spirit Stone was changed which massively inflated it's value on DPS junglers, so tank jungles were massively weakened.

In 4.3 Spirit Stone changed again to buff it for AoE junglers, which weakened some and buffed others.

In 4.4 Madred's and Wriggle's got changed.

In 4.5 we had the addition of Feral Flare.

In 4.6 we had the cost changes of Wriggle's and the Feral Flare stacking requirement increased to 30.

In 4.7 we had Wriggle's Maim damage nerfed and Feral Flare damage/healing nerfed as well as the attack speed on the item lowered.

To date this season since the pre-season, there have been 2 major patches that didn't heavily affect the jungle: 4.2 and 4.8 (most recent patch). 4.2 had the potential to wreak havoc on jungling with the Skarner rework and the defensive healing mastery nerf, but the champions who would actually use that type of mastery (Mundo, Zac, etc) aren't really strong junglers in the current game and the Skarner rework was a giant flop that left everyone shaking their heads and wondering what happened. 4.8 had very minimal changes overall, and was actually quite pleasant as far as patches go; some bug fixes, a nice indicator added for Udyr ala Yasuo style (which is beautiful, kudos to whoever added that) and other than that, not a lot to consider.

The jungle has been shifting constantly, and it has almost all been to the detriment of jungle tanks; vision changes (everyone having free wards available) made the tanks without instant gap-closers (Nautilus, Mundo, Cho'gath, Hecarim, etc) weaker while champions with strong gap closing abilities didn't feel a heavy difference (J4, Lee Sin, Xin Zhao, Evelynn's stealth). Spirit Stone changes further weakened them all. Feral Flare's addition was just another nail in the coffin for tank junglers in season 4.

WoefulMe7 votes

I agree with this 100%. It's kind of annoying playing a position that can have its identity changed basically overnight when a rioter decides the role should be more or less involved.

Renegen4 votes

As a jungle main, season 4 is the worst season ever for me. So many things that have gone wrong and make only a very small number of picks viable.

What's the main culprit? The GP10 on jungle items! Take a look how perfectly Pantheon or Wukong synergize with an early Elder Lizard. If they get ahead, their superior item synergy just makes them unstoppable. There's no reason why they get so many stats that are perfect for their kits while the next jungler (say Xin) gets a lot of stuff he doesn't want, or a tank jungler is forced to sink money into little stats in the Ancient Golem. Incredibly small item choices have ruined jungling, remove the GP10 component and let us build what we want.

Dr Schmacker2 votes

The reason wukong and pantheon synergises well with sotel is because they damage a lot and can sustain themselves because of their damage. The only reason they are good at jungling now is because of the spirit items.

On a second note, sotel is designed for ad casters, not auto attackers. The reason why champs like nautilus, warwick or diana can't utilize sotel very well is because it doesn't offer the stats they need, whereas sotag can be used by every jungler.

Also, by removing the GP10 component, it will allow "madstone" junglers to become unstopable. Imagine an udyr with sotel and ff. And while giving the slow tank junglers a way to get more gold (getting talisman fx) it will also allow every other jungler to do the same. Removing the GP10 component will not open the gates for the tank junglers, it will make every jungler more powerful INCLUDING the ones who are currently dominating.

ShadyWolfe3 votes

Warwick utilizes item 3160 pretty well but item 3207 needs a buff for tank junlgers like Nautilus and I have no clue what GP10 is.

SwordSeizure2 votes

GP10 Means Gold Per 10 Seconds, Refering To Gold Income Items that supports and some junglers utilize like: item 3301 item 3093 item 3302 item 3303

Cronovey2 votes

This is why, in my solution, I specifically said they should only allow a single Hunter's Machete item to be built. This will remove any chance of using a Madstone build at all, which heavily reduces the power of these super-farming junglers who are getting the massive experience leads with their infinite sustain speed clears without having any negative repercussions on the tank junglers who cannot realistically use this build for any period of time.

Rhayz33 votes

What about an item with bonus damage to jungle monsters depending on

item 1011 HP and item 1031 item 1057 Resistances?

item 3207 Spirit of the Ancient Golem would be perfect, one could reduce the % bonus damage to monsters and add a scaling for tank junglers who almost always buy this item anyway. This would:

  • Increase jungle clear time for tanks
  • Reward them for building tank without hitting farming speed
  • Not be abusable by dps junglers (because less % damage bonus than, say item 3209 Spirit of the Elder Lizard
  • Not be abusable by top laners because no pvp stats are added

Number tuning would still have to be done, but I can imagine that there is a way to make this item a good choice for any jungler who wants to build tank and bring them back to an even level with dps junglers.

StoryDuck4 votes

I like the idea of giving the SotAG a buff. Something along the lines of bonus damage to monsters based on health. They won't be carrying but they will be able to farm jungle well and rewarded more for building tanky.

Rockghost6 votes

Let me say this, you are looking in the wrong direction.

The problem with jungle carry and jungle tank/support isn't about the exp from jungle camps nor about the gold income, is about gold efficiency.

By now the difference that make jungle carry so strong compared to jungle tank is only one:

Jungle carrys have a lot of free tankiness/survivability from early level through all the game while still being able to dish a very considerable amount of damage, whereas tank junglers have no tankiness early with no reliable defensive steroid most of the time even in late game (Maokai and Nautilus are perfect example) that need a lot of gold investiment to become tanky while not having the tools to accumulate enough gold (a combination of not-so-good clearing and the needs to do gank but with not enough damage to assure the kill 9 time out of 10)

With Lee, Panth, Kha ecc. that can simply build pure damage on the first half of the game and still survive even a 3-man focus, tank junglers with their weak early game and big gold dependecie simply don't have any chance to compete.

To resolve the problem the way is simple: decrease the gold dependecies for jungle tanks and make them tanky at all stage of the game.

I Main Swain7 votes

To resolve the problem the way is simple: decrease the gold dependecies for jungle tanks and make them tanky at all stage of the game.

While I agree with what you are saying that they need to be tankier faster, its also important to make sure they still have weaknesses in order to not create a League of Tanks. I like the idea by rhayz above:

What about an item with bonus damage to jungle monsters depending on

item 1011 HP and item 1031 item 1057 Resistances?

item 3207 Spirit of the Ancient Golem would be perfect, one could reduce the % bonus damage to monsters and add a scaling for tank junglers who almost always buy this item anyway. This would:

  • Increase jungle clear time for tanks
  • Reward them for building tank without hitting farming speed
  • Not be abusable by dps junglers (because less % damage bonus than, say item 3209 Spirit of the Elder Lizard
  • Not be abusable by top laners because no pvp stats are added

This would allow the tank jungles to get tanky faster without being too crazy.

Hadriel30 votes

"Kayle right now is being played as an AP-scaling supportive mobile ADC because of her consistent burst, her high ramping damage and her high utility."

While I understand putting Kayle into words might be difficult, this description is a sensationalist exaggeration of Kayle's strengths. She is an AP scaling supportive autoattack based carry with burst mobility, with high ramping DPS and strong windows of utility. She is not a "mobile ADC" because, for one, she isn't an ADC, and her mobility isn't an instantaneous movement spell nor does she have high base movement speed. She is on the harder scale of midlaners to position with because she deals her damage at 525 range with only a high cd speed burst to aid her that also forces her into the choice of using for heal or repositioning purpose. This renders her rather immobile in the midlane ecosystem. Also, there is no such thing as "consistent burst." A champ either has burst or DPS. Lich Bane is the culprit of something like "consistent burst;" address that if you have issues with it, but Kayle's kit offers nothing of the sort.

On the topic of her nerfs, I can't understand why you've decided to do so or take this approach. 525 is already low range for an autoattacker, what you propose is absurdly severe and doesn't address any problem she might pose. The percieved problem with Kayle isn't she can't be reached, that's preposterous. Under this scope, Caitlyn might as well be immortal.

The new build is problematic, but there are are far more elegant solutions for this issue than removing her from viability by giving her literally Urgot range. If she needs more risk, then do the thing every Kayle detractor has always rallied for: give her ultimate a higher cooldown. She has her ult ready for every teamfight and sometimes can afford to use it TWICE. If you nerf her ult CD you create windows in which to force fights because she has to fight at short range and always relies on having her ult to insure she will get autos off even if she dies. THIS addresses the problem you cite, "having no weaknesses" which is also an exaggeration. She is weak to CC, AS reduction, reengagements, target changes and assassination provided her ult is unavailable. Most of these solutions require team coordination, which is why she's a good solo queue champion.

On competitive, the newfound build seems to be overwhelming, but you need not to gut her to fix the issue: you can code e so it isn't considered ranged and inhibit Runaan's use, or make it so the secondary bolts don't apply her passive (only on primary target). If you don't want to address the item (you should, then see how she dissapears once more like the FotM she is), you can make e's splash damage unable to apply her passive. If this proves to be insufficient, you can try to nerf e's slash radius, making her even more position intensive, and her enemies better equipped for fighting against her (space out).

My point is please, don't exaggerate what Kayle can do, don't downplay what she can't, address the real issues and don't target her before she can find opposition naturally (Akali murders Kayle, a fact not widely known). Don't pretend a range nerf isn't the most severe an AA based champion can receive. Be GRADUAL in any changes you apply on her and gather data before going further if needed. This is a champion who received a 0.4 AP nerf on top of a 0.25 AP nerf on Lich Bane which was a linchpin item on her.

Her ult is the issue, try a flat 120 second CD (huge nerf) and you'll see immediate changes.

gibe d pusi b0ss6 votes

I too believe this is the best possible nerfs for kayle without rendering her useless. I don't even know why they removed mana cost on the ult in the first place.

WoefulMe2 votes

This is one of the most reasonable and level-headed responses in this forum.

0range4563 votes

I would agree with increasing the cooldown on Kayle 's intervention, it's so ridiculously low for its strength. Also, I think the numbers on her e is fine; she is a late game carry like Vayne she will just wreck people late game, it happens. However I believe the cool-down should be increased so that she will have to manage that skill instead of just using it whenever like you do now.

Braggleshnorf19 votes

"Hurr durr. How do we fix Kha'zix? He's so problematic. He's being played and built like a brute-force fighter who can initiate a team fight while also being able to survive to clean it up. We can't find out what the problem is though!!!"

This is the kind of stuff that makes people question you balance team. He isn't being build any more tanky than any other fighter/bruiser. Look: http://www.probuilds.net/champions/Kha'zix

How do you not realize the problem? How do you not understand the power of a flat 50% damage mitigation? Honestly. People only started evolving his ult and playing him more as a distraction initiator when you buffed his ult in 3.08, and then continued to increase the time in which he was stealth, and nerfed his other evolutions. How do you not understand how strong his ult evolution is? Do you know what that is? Do you know what you gave a god damn dps assassin??? You gave him an Alistar ult, mixed with a Twitch Q. Do you know how stupid that is? It's not a weaker version or something. It's just as strong as those abilities. 50% damage reduction, stealth, movespeed.

Other champs (they're called tanks btw), spend the entire game trying to achieve that amount of tankiness. Their runes. Their masteries. Their entire item builds. Some barely even get more tanky than that. "Oh but they're tanky all the time so it's ok." NO. It doesn't make any difference. He's tanky when he needs it. He can activate it as abilities are getting thrown at him. And you give this to a champ with one of the highest single target burst AND sustained damages in the game (from level 1 all the way to level 18).

I would rather have the old W evolve Manamune poke-until-you-one-shot-everything Kha'zix than this new bullshit tank dps assassin. I understand that you changed him back then because you "want champs to more accurately fit their archetypes" and all that bullshit. But you can't say you have that philosophy, and then GIVE A DPS ASSASSIN 50% DAMAGE REDUCTION. Hell, while we're at it, let's give Leblanc 50% damage reduction too. When she clones maybe? Ah who gives a shit she'll be 90% ban rate anyways.

Not only is this a bullshit contradiction of philosophy, there isn't even "counterplay" to it. It's not "Kha'zix gets 50% damage reduction against the first ability/attack that hits him" or something. It's "Press this R button here when shit starts getting thrown at you and you won't take damage". Do you know how fucking stupid it is when you throw down a pink ward, your whole team throws everything down they have at Kha'zix, and he still walks away with a few hundred health after murdering or near murdering your adc? Why the hell would you give tank stats to Kha'zix? Honestly? Not only does % damage reduction effectively give him twice the health, it makes shields twice as effective. As well as heals, regen, reduces their lifesteal/vamp, etc.. Do you still not understand the power of 50% damage reduction?

Pardon my fucking french, but what the fuck? Who commands all of this? Hire me. Just for a day. Let me tell the balance department things to change. Test them. Watch the community stop hating on the team so much. Obviously this is just a joke. You more than likely haven't even read this far, and if you have, you're probably going to disregard everything I've said simply because I'm cussing and implying that your balance team are dumb asses. But obviously there's a problem. Idk if it's too much mutual respect when certain people are just bad at their jobs and have bad judgement. Or if seniority opinion is overvalued. Or if the balance team simply doesn't have enough resources. Or if the team is full of perfectionists who's egos have reached a new standard over the years that brings them too much shame to bring their older amateur work into viability - and on the same note, are too proud to nerf things that they are proud of and/or invested in. Idk. It could be a multitude of reasons. Riot is a very amateur company with recycled talent. Take advice more often.

Prometheus85633 votes

non-egotistical translation for you:

  • You don't seem to know what's wrong with Kha, but the universe has been telling you what's wrong with him forever
  • Don't put tank stats on an assassin
  • Furthermore, don't make the tank stats stronger than actual tank stats
  • You have a hardon for this champion and keep contradicting your goals with your actions
  • Seriously, don't give assassin's tank stats
  • I am very egotistical
  • There is obviously some sort of miscommunication around Kha'zix's power
  • Tone back the Hubris on the balance team please
Callag3 votes

Hahaha great comment thanks :P

Amumu On My Butt4 votes

Pardon my fucking french, but what the fuck?

My god thank you for putting so many of my thoughts into words and you had many valid points within your post. I understand hesitation to take advice or receiving blowback from the community (See proposed Lee Sin rework) but god dammit. If this is what they're going to to do to his kit fine but give him the Annie treatment then. If people prefer to play him as a tank archetype retune him to reflect that as Annie was when she came into prominence as a support.

To me it appears as if the "balance" changes are constantly just taking paths or least resistance. Instead of buffing what is too weak for the meta we get thrown into a constant series of unneeded nerfs and reworks. Players want specific things in a champion. Look at Gragas, sure he was very strong but he worked and worked well. He wasn't anti-fun like Kassadin or AP Yi, he was bursty and he was used because that's what people wanted. Gragas became such a prominent pick because of nerfs to Fizz, Ahri and Zed. LeBlanc became more and more popular because of the nerfs to Gragas. I realize the rise of damage junglers was due to a buff to them however it was not balanced with consideration of tank junglers therefore it lead to an immediate switch to what was strong. Pros and Players are going to play what's strongest because they are playing to win. If there's one clearly strong pick that's above all the others that's what is going to be played. The meta demands a burst assassin mid laner because they do everything the late game scalers like Karthus or Anivia can do but way earlier in the game. If that's the case who's going to play those late game scaling champions? If other styles of play were viable at the same time on the same patch then perhaps things could change but by buffing one thing and nerfing another on the same patch then you've really just put yourself in the same position as before.

Top lane tanks came into prominence because of the destruction of viability of tank junglers. Why have a jungler that takes 40 minutes to get as tanky as a top laner who can be at that point at 20 minutes. As a Season 2 Jungler I may be biased towards tanks but I loved that meta. You could start boots, cloth armor, vamp scepter, red elixir basically anything you could make work (Jungle Karthus and Ahri S2 Main <3) . You had so many options and contrary to popular belief damage junglers did work then we just didn't have any or many (Nocturne Xin?)

I feel like support and adc have the best balance of niche champions each able to fill a necessary role and each is viable. ADC preference changes depending on the meta. Lucian and Jinx are favorites because Towers are by far the most consistent source of income to the team. Ezreal Varus and Cait were prominent during the poke/seige meta. Twitch and Vayne work in a pick or split push meta. Kog'maw and Tristana were for the CLG Eu meta.

TL;DR Patterns are simple. Nerfs aren't working. Small Buffs e.g. More base health for Maokai Naut Mumu etc. Consider rolling back previous nerfs e.g. Jarvan IV combo hitbox, Shen taunt hitbox.

/rant

exec38 votes

The LB changes on PBE seem pretty crazy atm. Is this intentional with you guys planning to slowly scale the values back up over time to a decent value (basically testing very low values to see how much they affect her) or did you guys think that she was exceptionally out of line? And since you mention DFG i'll offtopic ask, why does it increase all damage dealt? It's only ever bought as a selfish damage amp so why does it increase the damage from your whole team?

The Kayle nerf also seems pretty strong, part of me wonders if this is a case of gutting a champion until a rework is done (she needs one) though I doubt it'll affect her much just like all the previous nerfs because as long as she keeps that disgusting ultimate on that super short cooldown she'll always be super strong.

RiotRiotChun15 votes

At this point, we are just doing experimental changes to LeBlanc/Kayle and there is a good chance that we will not release those changes for 4.9.

To be more specific, I personally believe LeBlanc's damage is a little too high as she has above-average base damage and very-high AP ratio (3.7 ap ratio for a QRWE combo -_-). Changing the Mimic damage is a good direction to try but we are still trying to find a way to balance her tricky / precise burst while making her fair to play against as I mentioned in the OP.

For Kayle, it is not the case you are afraid of. There are high strengths of Kayle and she just needs some real weaknesses. Range reduction would be effective but we are still exploring.

Get Swoll Son8 votes

The Kha'zix commentary seems to suggest that you may have finally realised how bad kha'zix's mini rework was and how it completely broke him.

The problem with release archetype kha'zix was simply that his numbers were too high and his passive applied on W. You fixed the latter, but instead of adjusting numbers completely broke his kit. His Q is now an insanely high damage, low CD execute (which in turn breaks his E as resets are so easy to get) and his R is now a complete get out of jail free card. This whilst his previously most favoured evolution (W) is now unviable.

In essence, you turned an over tuned champion into a broken one.

PhantomCorsair6 votes

Please reconsider the jungle changes. Nerfing the XP that junglers get makes it much worse for people who want to play tanky junglers. (E.g. Nautilus/Sej etc.). You need to look more into whats making the carry junglers strong and find a way to make more jungle champions viable. The jungle consists of very few champions currently, and to be honest I feel that it is hurting the game itself.

I am Razgriz15 votes

A comment on Reddit:

Kayle is very strong right now, but her range isn't the problem. That nerf would only make her trash. She wouldn't be able to deal damage in teamfights without the whole team jumping on her. You don't want to use Intervention on yourself every time.

Instead, Riot can:

Reduce the AP ratio on Divine Blessing movement speed. With full build (~700 AP) it gives a total of 80% movement speed boost for 3 seconds. So nerf the ratio from 0.07 to something like 0.05. That would mean 65% movement speed boost with 700 AP.
Increase the cooldown on Intervention. Kayle builds a lot of CDR and her ult's cooldown is too short for what it does. I suggest changing it from 90/75/60 to 90/80/70.

I believe these 2 nerfs would be reasonable and Kayle would still be strong after them.

And I completely agree with him.

MajorPain94 votes

Where is Skarner in this patch?

Jingerbeardman7 votes

It is hard to say how to regulate le blancs power without making her to weak...

The only thing I find most frustrating when facing her is her ability to use distortion and instantly return to the initial cast point. If it had a .5-.75 second internal CD before you could jump back I think it would really help make it feel like there is an actual risk to using the spell, whether it be for trading or farming.

With regard to Braum I don't think the speed in which players are picking him up and doing well with him is necessarily a bad thing. To me that means he has a solid and well made design. His early harass is a bit strong though, changing winters bite's scaling to bonus health from max health would be worth trying out if changing the base values dont seem to work out.

YoshisToadies7 votes

Skarner? :(

Thales6 votes

LeBlanc currently has (and has had very consistently) an extremely low win rate in soloqueue across every MMR. I know that win rates aren't the best way to evaluate champion power, but is there something else suggesting she's problematic outside of competitive play? How do you plan to deal with the fact that bringing her in line in competitive play may leave her unplayable outside that environment?

Krshna8 votes

Some champs need to be Olaf'd or Eve'd. They don't do that to be fair to the champion, they don't do that with respect to winrate, it's all about game health.

If the game overall will benefit from LeBlanc being Olaf'd until they can figure out what to do with her, then that's exactly what they should do.

Winrate doesn't really matter. Her core concepts are totally without counterplay. The mechanic that's really really broken is the jump, and the fact that you can double jump with the ult gives her too much mobility. She is ungankable. She does too much burst damage without the opportunity to dodge (the size of the jump AoE is dumb).

The hitbox on the chains is also out of control, how many times have you seen the chains whiff, and then magically the chain particles like, shift mid air and somehow catch onto the target. The champ is poorly designed. It's time for her to be Eve'd until a full blown rework.

Thales15 votes

Here's the thing about Olaf: he was crap in solo queue. A bunch of people tried to play him there, and they all lost because the tremendous power he had was only accessible to the very pinnacle of players. When he was Olafed, he was weak enough to be balanced, if perhaps weak in tournaments, but so horrifically weak in soloqueue that playing him was basically a 4v5.

LeBlanc is much the same as prenerf Olaf. Sure, she can get very ahead, and that can be scary. You remember the games LeBlanc got fed and oneshotted everyone on the enemy team. What about all the games where she got lots of kills, but was utterly unable to convert that into anything productive? What about all the games where LeBlanc plays awfully, and is effectively nonexistent after laning? From her abysmal win rate at all MMRs, I'm going to guess those games are a lot more common than the LeBonkers games.

Outside of competitive play, she is not a problem. Sure, she's snowbally, and good at killing people who she has enough damage to kill. So is Akali. The one difference? Akali doesn't see competitive play. There's lots of champs like that, and LeBlanc is just the one who is doubly unfortunate: her skill ceiling is massive, so she's overpowering in competitive; and her skill floor is equally massive, so she's already terribly weak outside of competitive. LeBlanc is not OP in any way that affects you.

Regardless, this is a poorly considered nerf. It's a direct strike to LeBlanc's core mechanical identity of burst mage. It's crippling her strengths, rather than emphasizing her weaknesses. If you want to destroy her for competitive, make it so that her W only damages champions. This wrecks her already dicey waveclear, and forces her to rely entirely on single target autoattacks and spells to kill creeps. Actually, do that, and she's probably more viable as support than as mid.

To summarize, the LeBlanc you see is not strong. The LeBlanc that needs nerfs — the LeBlanc these changes are supposed to bring in line — is the LeBlanc of Bjergson and Hai. And I think there's ways to do that without rendering her completely unviable to all the rest of us.

(Note: I do not myself play LeBlanc, though I do of course run into her a fair amount)

Deceiving Death3 votes

i'm a Leblanc main and a lot of what you said is correct. i can only now play her and carry games successfully after two years of playing primarily just her and really starting to do competitive stuff for the last 9 months. that's hundreds of games as leblanc and before that my win rate was below 50% which it should be. yes leblanc is a high burst assassin but isn't that the point of an assassin? just like you said if you take away her power what does she have left? she's really not a problem in solo queue as she's only picked 10% of the time when left open and when she is picked she only wins 45% of her games where as amumu has the same pick rate of 10% but a win rate of 55%. people are copying their fears from the LCS thinking that Leblanc is somehow freelo when she is actually far from it. i'm afraid that after these new changes they want to make to leblanc it really will make her unplayable as a champion. the PBE changes literally crushed her early game and hindered her late game even with the ap ratios. i'm not sure what riot is thinking but it really doesn't make sense to change Leblanc's numbers when she is already hard enough to play and make useful in the game. i believe that if they left leblanc alone and focused on working on other champions eventually she'd be forgotten about as other champions do more and require less skill to play.

all i know is that if it's as bad as i think it is i'll probably just uninstall. it was hard enough to learn how to play her when she was considered weak and then a couple people make her good in competitive play and all of a sudden she's OP. they nuke her early and late damage into the ground on PBE leaving her with no strengths at all. all of this because people can't think to hold their CC before leblanc goes in...

Zalfier5 votes
  1. Kayle

Nerf her Ult cooldowns. It is too short for how powerful an effect it can be.

Pada14 votes

are you guys going to buff up early game dragon again back to Pre S4 values? that is the only way to stop the constant laneswaps

the Anarchit3cht4 votes

I think the main problem with Pantheons R is the fact that he comes too slowly after the warning pops up to the enemy players. Unless they are CC'd down or engaged in a fight with your allies, it's basically a gauranteed miss because every single champion is fast enough to clear out of the circle before Pantheon hits. It works great in team fights, causing the enemies to disengage, but when you are trying to stop a BD or someone from getting a turret or something, you mostly end up just wasting your R as they can just run out of it without even having to worry that you'll ever come down in time. It'd just be nice to see at least one Pantheon actually land the damage portion of his R(and not just use it for the mobility to jump stun an enemy) without being one of the exceptional few who have completely mastered its timing relative to enemy position.

Prometheus8563 votes

it serves purposes besides damage, which is why (as a current Pantheon main), I'm pretty okay with it. His pre-11 is still tremendously strong despite it not utilizing it's full potential, because it gives him tremendous mobility in the form of a free teleport (or 35 gold if you buy a mana pot for it...) and can turn the direction of a push into a complete 180. His post-11 suffers, but that's because Panth is an early game champ anyway. It's useful for ganking, for stopping inner tower pushes, or for initiating fights, especially if you ult in towards the back of the group, rather than the front. I find my primary purpose when ulting with Panth isn't to do damage with it, or to make use of the slow, it's to force the other team to either deal with the damage/slow and my team's follow up by running into the circle, screw up their positioning by pushing them into the sides of the lane, preventing an escape, or in the best possible scenario, pushing them into my team while I hit their back line.

It has it's utility. As far as I'm concerned, they should just play off of that and lower the mana cost and CDs, so it can be used for plays more often. Heck, get rid of the damage and give him defensive stats when he lands it instead. That is IF anything about it needs changed in the first place.

Sarchiapon4 votes

I frankly believe that nerfing the junglers as a whole will just make people more unwillingly to run them. Even so, to trust that people would like to run tanky junglers in response, cause they will have eventually to survive while having less gold or less xp and facing more dangerous jungler monsters, is just delusional. I think we all know that this is a game which GREATLY favors mobility over tankyness. Expecially in the jungler role, as you want to get kills and assists and get ahead. An immobile, skill-shooting Nautilus will never be played as a slowing, jumping, invisible Kha'Zix which deals even that much damage.

Nerfing the jungle will just make the most powerful champs more spammed, while the occasional Nocturnes or Shacos will have an even harder time than now. The end result would be almost nothing: more Lee Sin and Kha'ZiX in the jungle, as it is now. Hardly a deal in exchange for nerfing the game to all people who occasionaly like to run other champs.

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