[4.10 - 4.11] Systems Team Forecast

RiotXypherous·6/5/2014, 5:33:05 AM·33 votes·53,196 views

Note: As this is a forecast, this won't have many specifics in it. I'll have my usual style of post with the specifics of item changes on Friday when we try to coordinate a PBE push.

Attack Damage - B.F. Sword normalization

Items Affected: item 1038 item 3031 item 3072 item 3139

We're going to be normalizing everything that builds out of B.F. Sword to have 80 Attack Damage with minimal price increases to compensate - as well as shifting B.F. Sword to have 50 Attack Damage at the 1600 Gold price point, instead of 45 Attack Damage at the 1550 Gold price point.

On the whole, we like what this does to the overall decision making when purchasing a B.F. Sword - you know it will eventually morph into an 80 Attack Damage item - the only question being what sorts of side utility you want out of the whole deal.

There's a slight caveat here in that this puts an unfortunate damper on Bloodthirster - whose presence is too dominant and skews the power between Ratio driven carries and more traditional basic attack oriented carries.

Essentially, BT goes down in power - everything else goes up in power - including the midgame where you build up to BT.

Attack Speed Itemization - Dagger Retuning

Items Affected: item 1042 item 3006 item 3086

Attack Speed isn't a particularly attractive statistic to overcommit to at the moment given the natural Attack Speed growth of carries. We're making some slight buffs to Dagger to help mitigate some of the mid-game power issues that carries are facing at the moment where Attack Speed only feels good at the final completed item rather than during the build-up, where it matters.

Basically, you usually do get enough Attack Speed by the end of the game with your build. It's just that the entire way to the end item, you don't have nearly enough. You can expect these items to have slightly more attack speed with a minimal price increase.

For example: Berzerker's Greaves giving 5% more Attack Speed and costing 50 more Gold.

Lifesteal

Going to start with a quick item preview as a framing piece:

item 1055 Doran's Blade

80 Health --> 70 Health
8 Attack Damage --> 7 Attack Damage
3/5 Life on Hit --> 3% Life Steal

For a long time, we were trying to phase out early life steal as a statistic and replacing it with other mechanisms such as life on hit. However, with the rise of non-sustain supports - this avenue no longer makes sense. With non-sustain based supports being the norm rather an exception - Life Steal needs to be easily accessible from a variety of sources in order for the ADC to not be locked into a single early build path - the one that includes Life Steal.

With this in mind, it makes more sense for Life Steal to be more expensive overall but easier to 'stack' from a wider variety of sources rather than have Life Steal be a single specific path.

Hence, we're going to lower the life steal amounts of all items - but introduce it back into Doran's Blade in order for carries to have a wider range of possible % Life Steal values - this allows carries to basically build the 'right' amount of life steal for their carry type, their support and the power of their lane opponents - rather than having one single overpowered choice that tries to cover every situation in which you might need sustain.

On the whole, you can expect there to be less life steal on each of the life steal items but more available % life steal options. What we expect to see is a slightly wider range of potential first order buys - especially since this version of Doran's Blade has more mid game potential.

item 1055 item 1055 item 1055 item 3031
item 1055 item 3072
item 1055 item 3153
item 1055 item 1055 item 1053 --> ?

item 3072 Bloodthirster

70 Attack Damage --> 80 Attack Damage
12% Life Steal --> 15% Life Steal

Stacking Passive --> Removed
New Unique Passive --> Your life steal effects can overheal you, granting you a shield equal to the excess up to X (based on character level). This shield decays if you haven't dealt or taken damage in 15 seconds

Bloodthirster becomes a problem when its too commonplace as it creates a situation where it basically comes down to who acquires it first. This is both due to the power and build path of the item as well as the stacking mechanic on it. Additionally, it favors Attack Damage ratio-driven carries who traditionally have weaker end-games to begin with. We're retuning Bloodthirster to be a more consistent choice and to give other damage options a more favorable comparison point.

We know that this will leave certain ranged characters that rely on Bloodthirster Stacking in a bit of a bind at the moment - Certain heavy AD Varus and Miss Fortune builds will be in a bit of a pinch without a stackable Attack Damage source. However, given how Bloodthirster both supports these characters and suppresses them by being more favorable to other characters - it's not really contributing to a healthier ecosystem.

Melee will generally come out favorably as they have a very offensive life steal item (Hydra) and a more defensive one (Bloodthirster).

item 3222 Mikael's Crucible

Lastly, I want to talk about Crucible - this item is too commonplace and negates a lot of decision making in the end game. Crucible does odd things where it devalues long cooldown initiation patterns in exchange for repeated pick patterns.

This heavily suppresses utility centric carries like Ashe or Varus who rely on these patterns to be strategically interesting.

We do like that Crucible is an option in the game but it is currently too broad of a pick and appearing too frequently on a much wider array of supports than intended. Mikael's is just as good as a buy on offensive tanky supports as defensive ones - which skews the balance of power even farther away from initiation based carries as their unique niche both gets countered and replaced by the same character.

We're going to both raise the cost of this item and adjust the statline to favor more Mana intensive supports to shifts Mikael into favoring more mage-centric supports rather than Tank supports. We'll be adding another support item in Mikael's price point in order to grant a wider breadth of items - the details of which will be on the PBE post on Friday.

Note - 11:43 a.m.: Gotta run. Won't be responding to posts for the rest of the night. I'll check back in this thread tomorrow.

Note - 1:11 p.m.: Can't.. respond to every post in this thread based system. Nested hierarchy too strong. Also need food.

Note - 3:55 p.m.: Okay - way too many comments. I actually need to work on the items some more based on feedback from this thread. I'll be responding again when I post the specifics on PBE. Probably won't reply to this thread - though I'll probably read it again - then my attention will be focused on the PBE post.

Notes - 8:34 p.m.: PBE specifics post is up! I won't be responding to this thread anymore. If you note the specifics - there's already some minor numerical adjustments based on concerns raised in this thread.

Link: http://community.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback

426 Comments

Sjokz and Awe6/5/2014, 5:52:23 AM20 votes

What do you mean that Mikael's is too commonplace? I can't even remember the last time I saw that item.

Jibaku6/5/2014, 6:30:42 AM16 votes

I have a concern with these changes - the viability of Infinity Edge rushing. Due to the crit chance given by IE combined with its passive, having access to Infinity Edge during laning could decide the lane by RNG. If both carries rush IE then it could come down to whoever crits first. While this could be considered a concern to crits in general, the impact is bigger in lane as it involves less autoattacking compared to lategame teamfights, and players will feel "haxed" as a result.

Now I'm all for buffing the autoattack oriented carries, but bringing IE rush back into viability seems dangerous for lane purposes.

Just my 2 cents

Hellioning6/5/2014, 5:49:59 AM6 votes

Really, Riot? You're not gonna change how easily accessable vamp scepters are? The reason that non sustain supports are so popular is that, given how easily available life steal is via vamp scepter, runes/masteries, and psuedo-lifesteal on Doran's Blade, sustain supports are basically redundant, and because it's easier for an ADC to lifesteal up by hitting creeps than it is for a poke support to try to poke them down with their skills, burst damage is the only way anything is getting done bottom.

Once a marksman gets a vamp scepter, they become unharasssable unless they're losing lane incredibly hard, meaning poke supports have to poke the other support, since any mana spent on harassing the ADC is wasted mana due to the ADC lifestealing up simply by last hitting and pushing the lane.

When I heard you guys were addressing ADC itemization issues, I was hoping that this was gonna be one of the things you're gonna change.

Iron Angel 20036/5/2014, 6:54:24 AM6 votes

Hey guys remember that bruiser rework they were talking about?

Thales6/5/2014, 5:53:36 AM5 votes

ADC itemization is currently the smallest and most linear path, in part because ADCs tend to be more homogenous. You're talking about AD-ratio driven carries vs. more autoattack driven ones, but the builds are usually just geared towards a pure optimization of DPS numbers. These changes are certainly a step in the right direction, but will there be other changes to spread out ADC itemization further, especially lategame?

GhostStalker6/5/2014, 5:45:58 AM1 votes

So did we forget about Blade of the Ruined King or what?