Balance Team Q+A: Ask Us Anything! [COMPLETE]

RiotScarizard··43 votes·222,742 views

**EDIT: AMA'S DONE FOR TODAY! Thanks for coming out and asking questions - If you're reading this and missed this one (or if we missed yours D:), we'll be doing two more this month at the same time! We'll see y'all at 12:30pm pacific, on Friday 10/23! **

**If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard) **

Hey folks,

We've gathered together the team behind the balance and tuning of League to talk shop about the state of the game, balance, and whatever else you might have on your mind!

On deck, we've got:

**RiotTimeWizard **(amazing Morgana player, holds the record for the highest win streak in ranked of 19 games among teammates)

ricklessabandon (obsessed with ffxiv, lowercases, and playing bloodthirsty supports)

SmashGizmo (prolific melee player and toplane scumbag, known for his top Vi, Pantehon, Olaf, and even Nunu)

ManWolfAxeBoss (actually a wolf)

RiotGmang (slayer of playtests)

**RiotJag **(top 10 on the vaynespotting leaderboard of busters and marksman enthusiast)

FeralPony (bard lover and a literal pony)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away: Ask Us Anything!


If you want some more behind-the-scenes insights on how League's balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

917 Comments

Shaian73 votes

Sorry, I´m not native English, there will be several grammatical mistakes.

Hey,

I would like to talk a bit about Zyra. I´m making this post as detailed as possible, so there are no misunderstandings.

So, Zyra has been ignored from competitive play for 1 ½ years now. People argued, that this is the case due to meta changes, but this is definitely not the case. Over these 1 ½ years we had the Bruisermeta → Assassins → Hypercarrys → Assassins → Tank / Controlmages → Juggernauts. She was irrelevant in all of those, although the idea behind her kit is to be good in the Tank / Controlmages and even in the Juggernaut-meta.

She was only picked in 1 game in a highly competitive level: In Game 3 SHR vs YG in the LPL by Yansir. She ended with a 0/8/5 KDA, vs a Kennen Support.

What is her problem? There aren´t many Champions, who offer as much counterplay as Zyra does.

  • Zyra has the 2nd lowest Base HP in the game

  • Zyra has one of the lowest defensive scalings in the game (20 armor + 3 armor per level/ 479 HP + 74 HP per level)

  • Zyra lacks a passive. Even if you assume to get 1 kill per game, 95% of your Passive-kills have no great impact on the game.

  • Zyra has the slowest snare-projectile in the game. Not necessarily a bad thing, because its an AoE snare-spell. But, this spell snares herself for 0.5 seconds. - The snare on enemys scales from 0.75 to 1.75 until level 13. Its basically her only escape when she gets ganked. Its easily dodged (1150 misslespeed), worst case its flashed and you just have snared yourself for 0.5 seconds and became a freekill. You are basically punished for casting this spell at all. It has a 1100 range, but it won´t hit anyone anyway above 800 range with its width and speed.

  • Zyra lacks the waveclear of other Champions. With 75/80/85/90/95 manacosts on her Q she has to invest way more mana for less waveclear than other Mages. You could argue that her W costs no mana, but the plants don´t add that much to solve that problem. The manacosts are balanced for her supportrole, but not for mid.

  • Zyra got balanced as a “longranged mage”. But, the delays on every ability force her to be at least in 700 range, which is infact not longranged. Neither 1v1 nor 2v2. In 2v2 the supports are most of the time slightly infront of their ADC to apply their pressure. So, if you are in 700 range to hit the Q the enemy support can just trade back/all in you, since he will be closer than 700 units towards you. You basically try to get positive trades on the enemy ADC for your own HP and outsustain with potions. To get the full potential of Zyra´s kit you need to be in 575 range for an Autoattack. The delay on the knock-up of Zyra´s ult is 2 seconds. The radius of Zyra´s ult is 500-550 (?). Let´s assume someone gets into 700 range of Zyra and Zyra simply ults him. A Champ with 330 MS can cross a distance of 660 within these 2 seconds. He simply walks out of it. That´s why you have to use Zyra´s ult as counter/secondary engage. If you combo someone, you need the knockup to kill your enemy with a last Q. I already mentioned, that her E is a hard spell to use (especially offensively). When you cast E the enemy has 1.2 seconds time to dodge for a spell which needs 0.7 seconds to hit him (at 800 range). The animation shows how you aimed the snare. Even if you hit it, you need to walk up for 0.3 seconds to cast the ulti immediatly. You probably won´t get the knockup anyhow because of escape-mechanics/dashes/MS buffs like: Ahri Q/R, Azir E, Cassio Q, Ekko E, Fizz, Jayce E/R, Karma E, Katarina E, Kassadin R/ Kayle W/ LeBlanc W/R, Lissandra E, Lulu W, Orianna W, Syndra can Q -> E you out of ult range, Talon R, Viktor Q, Zed W. They are all enough to deny Zyra the knock up and no knock up means no kill for her. Since you have to move up straightaway after casting E for kill-pressure, you are out of position in the case that the E doesn´t hit and you will lose any trade. Zyra´s ability to make plays on her own is very small. Zyra is both immobile and not able to handle mobility. She is not a Champ, who should be mobile. I agree with this. But, the second point is too much. The “If Viktor did not flash (…) it would´ve been an easy kill”

https://www.youtube.com/watch?v=v9DLY0Qrcm4&t=3m5s of Zyra´s Champion Spotlight happens usually every game, because Zyra cant keep up.

  • Former favorable matchups for Zyra like e.g. Ahri and Viktor completely got turned around after their updates. Zyra, whose kit counters the concept of Viktor´s can´t match him in anyway except early 1v1´s. When Viktor gets his augmented Q, Zyra finally can´t do anything at all. Zyra was considered as the only true counters of Mordekaiser and Ryze in a 1v1. She can´t handle Ryze anymore and gets overrun by Mordekaiser in the botlane. Viktor saw so much play in competitive level and a Mage, which should beat him pretty hard in lane never sees any play.

  • “Early game - Zyra´s plants make her one of the games best duelists” https://www.youtube.com/watch?v=v9DLY0Qrcm4&t=2m25s . You recently changed the plant AI. But, in the end it wasn´t that big of a deal as it seemed to be/was initially on the PBE. And she is clearly not the best duelist in the league. She is way to vulnerable. Uhm gapcloser? No way to respond to it.

Zyra has more weaknesses than strengths. Every controlmage can do their job better. Siegecomp? Get Azir. You got a lot midgame power? Get an Anivia to scale and waveclear for lategame and kite the enemys. Teamfocussed AoE comp? Get Orianna for a safe lane and gamedeciding ultimate and a lot of utility. Strong Jungler and not a big frontline of the enemys? Get Syndra.

In what comp is Zyra the best? Zyra´s scales good into midgame and falls slightly off. The reason is that she has no damage scaling at level 14/15/17/18. You get 1 sec less cooldown on your seeds and additional 2% CDR and low defensive stats. Not a bad thing, whatsoever. A midlane Zyra offers a good amount of kiting later on to run a Hypercarry-comp. You dont need a Janna for your Jinx/Kog´maw when you have a Zyra and you can go for an Alistar, for some primary engage and e.g. Gragas as reliable disengage in the Jungle. Zyra´s kit as a Champion fits so well in these comps. The numbers in her kit do not interact well with each other on the other hand, making her 1. clunky 2. unsafe as a Champion. You can go other Controlmages for an easier lane, more utility, more reliable damage and to be safer as a Champion.

Most common counterargument? Zyra´s winrate. But, what do you expect a winrate to be, when she has the second highest playerbase average games played? People, who played her in rankeds have ~140 rankeds with her, mastered her, learned to play with those disadvantages. Of course its higher than 50%. And she is rarely seen, thats why people are a bit unfamiliar with her and might not expect the damage she is able to do, if the enemys misplay. Does this make her too OP to help her out? I don´t think so. A champion does not need to be strong in competitive play? Well there is a reason why she isn´t, because she is not oppressive, high risk and a low reward Champion. Professional players play Champions, who bring something special to a team, who are good in certain situations. The reason nobody picks Zyra is, that she does not offer anything unique worth picking up. Why pick a slow AoE low duration snare, when you can pick up safe long duration single target snares? Why pick an 2 second delayed 1 second AoE knockup? Every Champ can run at Zyra. Zyra can´t run at other Champions. She is not abusive as she was in S3.

If you want her to be strong in melee range, give her at least the necessary defenses to stay alive. Or to use the full potential of her kit. The frustrating part is, that she is still considered in your point of view as an OP Champion with no rooms to buff. It sounds like this is the final version of Zyra people have to play with until she gets something like a Viktor-level rework. If you would be release Zyra today, would she be exactly the same as she is now?

Why does she see such a treatment in contrast to other Champions in the game? Is she seen as a Champion unfun to play against like Yorick or Poppy and you don´t want her to be strong? If this is really the case just say it. I feel sometimes that she is kinda a taboo. I would really love to discuss a bit with you about her.

RiotSmashGizmo27 votes

Thanks for sharing such in depth thoughts here, really appreciate the effort you put into your post. I'll try to go through and touch on some of the important parts where we seem to see things differently and hopefully give you some insight as to what we think of Zyra:

  • "she is still considered in your point of view as an OP Champion with no rooms to buff": This just isn't true. We buffed her plant AI in 5.20 and have been considering additional buffs from there. It is true that we feel pretty limited in what we can actually do because her winrate is actually quite high, which suggests that she's probably not as weak as people think, but it's just not true that we don't consider that we have room to buff her.
  • You talk a lot about how we view Zyra as a long ranged mage, but I'd say that we view her as a 'zone-controller', more akin to Anivia and Heimerdinger than say Lux and Ziggs. A large part of what defines a zone control mage is their slow movement and set-up time, but extreme power once they have established a position, which is a large part of why they tend to have low defenses and movement and slow casts. What this means for us is that many of the weaknesses you point out on the character are actually intended weaknesses. Her E is supposed to represent a window where she spends set up time to CC opponents and establish plant control and I at least feel it's important for it to have a longer than usual cast time.
  • You also talk a lot about Zyra's matchups as a Mid laner in the context of professional play. While I think we do want to support Zyra as a Mid Laner for Solo Queue play, it's felt out of reach to get her into Pro Play as a midlaner (similar to Annie). I don't want to say that this is completely off the table long term, but as our team mostly works in 2 week spurts, making Zyra a desirable Professional Mid Lane pick without straight breaking her for the overall game is just out of scope.
  • With all that being said though, I will say that Zyra probably isn't getting enough payoff from her kit at the moment. Personally, I have my eye on the Ult knockup duration and Plant scaling throughout the game as potential areas that we could buff on the character in the near future.
RiotAD Yuumi29 votes

What are your opinions on 3-hit passives and why are they the best?

Keevalroy20 votes

They aren't the best if they're becoming so common that you see them in every game. And if you do continue with this little touch you put on your champs, please consider not senselessly overloading them with utilities they don't need.

Freezman20 votes

Someone didn't get the joke, huh. It's ok. I thought it was funny.

Overlord Forte28 votes

Hello, my name is Overlord Forte, I'm a Masters Syndra main for 1,200+ games (normals/ranked), and I'd like to know what's in the future for Syndra.

Early lane dominance was a key power point for her progression and a cover up for serious faults in her kit. With it gone, she fell into decline as other competitive picks went ahead in the buff/nerf cycles. The resurgence of tanky champions also exposed more faults in her kit, further putting her behind as a meaningful pick.

In short, she was built for an era of glass, where everything died to burst and 'true tanks' were a rare, non-viable handful. Now, ever the victim of meta-shifting and her competitive picks becoming better, she's sitting a quarter way to the bottom of the barrel. Workable, but not fantastic, even when she's fed. The stars have to align for her to achieve anything, rather than her moving the stars instead.

To my eyes, she faces tough problems in her kit not having answers in a … healthy, way. At the moment, Syndra's only viable play style is a 'pick off' sniper approach, using her long range E+Q combo to make plays. Her ability to sustain DPS is only practical against other carry-champions, since devoting all of her resources to fighting the frontline (tanks, bruisers, etc) is detrimental at best. Having no mechanics other than her stun to by-pass the frontline, she's forced to deal with them, and she doesn't have the tools to effectively do so.

Other issues arise, conceptually/mechanically, in that her kit doesn't fully convey 'unleashed power' (once overshadowed by her early dominance). As the game progresses and she 5 points her abilities, her passive is to make them significant power spikes, but doesn't. I'm aware this is being worked on, as of at least some months ago, so I'm not sure what's planned for there.

This is a kind of broad overview of her problems, since I'm conserving space. The core principles of her kit, I feel, are good. I'd like to see them maintained or refined, since the ramping/tempo + control playstyle is what I fell in love with. The success of that style, however, has been in decline for quite some time now. I've mused on such ideas over here, which might shed light on where I'm seeing it from.

Thank you for your time.

Riotricklessabandon7 votes

hi, hi~

reading over your post, it sounds like your analysis of syndra is pretty aligned with our current understanding of where she's at, how she functions, etc. to recap (and make sure we really are on the same page), here are some key notes about syndra:

  • role/function - if we were to 'zoom out' and pick just one threat that syndra's opponents should be mindful of, it'd be her ability to make picks. opponents should need to be more mindful of the space around them when fighting syndra, and mistakes in positioning shouldn't be forgiven very often. we'd want syndra to be functional in this regard above most other threats she could provide.
  • power timing - syndra's 'thing' is about her ascension to more powerful states, so we'd much rather have larger amounts of her power come from things like her upgraded abilities than her first few levels in lane. currently, this is an area where we have a lot of room to improve. changes to address her power/impact/satisfaction in the later phases of a game (e.g., levels 16-18) are likely the next project we'd want to take on for her.
  • cadence - i personally feel like syndra is in a really good position to have one of the more satisfying and clearly represented 'ramping threat' profiles in league, especially since it directly ties in with her threat relating strongly to a need for spatial control and cashing in on good play there by making picks. i'm not sure if we'd have a strong reason to make further improvements here in the near future, but i can imagine a world in which we get to play this up even more and that makes me excited! practically speaking though, making refinements in this area would likely be a larger undertaking since it's tied so strongly to the feel of playing the character (which i personally find quite enjoyable) so prioritizing it over other projects can be a tricky proposition.

so, getting back to your original question, i think the future of syndra includes a lot of focus on getting her timings right regarding power curves. we'll most certainly look at her passive (a lot to be gained there, i feel) and anything else that lines up with a project in that vein. when making those adjustments, we'll be looking at preserving her baseline function as a control/pick mage and playing up the good feels around her cadence if possible.

hopefully that covers your question!

Inphernal27 votes

Want to address the ABSOLUTE REFUSAL to reply to any Mordekaiser threads?

And dont give me that "we wont listen to angry people just hurling insults at CertainlyT" crap because there are hardcore fans out there willing to do anything it takes to restore morde to his former glory (including respectful and intelligent discussion)

RiotJag14 votes

Don't know if there was a refusal to reply to those threads. I will have considerably less context on all things Mordekaiser than CertainlyT but I'd be glad to talk about it. What's on your mind?

Inphernal9 votes

[{quoted}](name=Riot Jag,realm=NA,application-id=cIfEodbz,discussion-id=vWEoZ6X0,comment-id=00470000,timestamp=2015-10-16T20:18:38.240+0000)

Don't know if there was a refusal to reply to those threads. I will have considerably less context on all things Mordekaiser than CertainlyT but I'd be glad to talk about it. What's on your mind?

I have somebody else i think you should talk to instead. Malicious Metal ring any funeral bells?

http://boards.na.leagueoflegends.com/en/c/story-art/kqtsql6J-shadow-isles-and-death-why-mordes-title-feels-wrong-and-more-making-everyone-happy-kinda

http://boards.na.leagueoflegends.com/en/c/story-art/wenaTJAb-every-mordekaiser-main-please-come-and-share-your-story-with-me

http://boards.na.leagueoflegends.com/en/c/story-art/mcEb9js0-look-at-all-this-ghostiness

http://boards.na.leagueoflegends.com/en/c/fancreations/AzEjfikL-no-longer-the-master-of-metal-comic

http://boards.na.leagueoflegends.com/en/c/story-art/End8yIEd-mordekaiser-and-metal-riot-please

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Evahb9Zd-looking-at-him-more-closely-it-was-the-metal-mage-stuff-that-didnt-really-seem-to-fit-cohesively

Mordekaiser http://boards.na.leagueoflegends.com/en/c/gameplay-balance/c8AfRTvA-you-might-want-to-take-a-hint-riot Mordekaiser

Honestly, take your pick. There are literally too many to copy and paste without wasting about 30 minutes

RiotJag12 votes

Ah, I totally get the feeling there. We're Rioters in this thread of course, but I don't have a ton of influence on the renaming stuff going on with Morde. Could chat a bit about balance stuff if that's something you're into.

Inphernal4 votes

[{quoted}](name=Riot Jag,realm=NA,application-id=cIfEodbz,discussion-id=vWEoZ6X0,comment-id=0047000000000000,timestamp=2015-10-16T20:37:24.199+0000)

Ah, I totally get the feeling there. We're Rioters in this thread of course, but I don't have a ton of influence on the renaming stuff going on with Morde. Could chat a bit about balance stuff if that's something you're into.

Any plans on reworking Leona into solo-lane or jungle viability (REAL jungle viability)? I would LOVE to see Leona be able to proc her own passive on jungle monsters.

RiotJag16 votes

Don't see a way we could do that without compromising on her duo lane power. One of the reasons we make Leona so incredibly powerful and tanky without many items is because her base values are calibrated around her not having a gold source.

SettDownShutUp20 votes

YOU HAD ONE CHANCE. One chance to get an honest god damn answer on "Why is Mordekaiser still how he is? What are you planning? Is he still in development or has he been handed down to you folk to fix?"

b...but no. We have to ask the BALANCE TEAM, not the LORE TEAM, the BALANCE TEAM, why mordekaiser's got a new title.

I... ARG. ARRGGGGH item 3070

PapaGreg2117 votes

Can you comment on champions that were nerfed because of items and then left like that after the item itself was nerfed? Sejuani is a great example as she had 2 nerfs that took her w to about 50% of it's original damage and then was left like that even after the multiple nerfs to cinderhulk.

RiotRiot Time Wizard13 votes

We tend to let champions like Sejuani (who thrived close to a 60% win rate for a while) level off after we nerf them in some way. We're not intending to leave them to die and be forgotten, but in the interest of keeping the live environment fresh, we don't want to rebound and throw more buffs at her, since she only just stopped being picked so much. She'll be back -- we're just trying to let other champions have some time in the spotlight!

Armanyte40 votes

Wait wait wait, I just read from FeralPony's post that you guys are trying NOT to make a rotational meta? Is this an inconsistency in the balance team's ideals, or just a misunderstanding?

RiotRiot Time Wizard11 votes

I think I miscommunicated! We don't want to rotate the META, but we want to make sure that champions all have time to shine at one point or another. The meta shifts itself!

Freezman25 votes

But what shifts the meta is champion shifts, item shifts, summoner spell shifts.

For example the tank jungle and top meta with cyndrahulk and smite was there not because the meta shifted itself, it was because the item was introduced and was more powerful than what would be considered balanced.

I'm not saying the meta doesn't shift itself as well (ziggs, sivir) but champion balance definitely has huge impact on shifting the meta.

Thus if you decide that right now control mages are too strong and you nerf them, suddenly assassins come in, when assassins come in the tanks start to rise up, when the tanks rise fighters rise, poke mages rise, etc. etc.

RiotFeralPony9 votes

For clarity, a rotational meta to me has some pretty explicit goals where you aim to make a totally new set of characters the dominant choices, often with the subgoal of focusing on selling more content. This is NOT our goal.

Our goal on the team is consistently bring up champions below the balance bar and bring down champions above the bar so we get progressively towards a better state (which will get shuffled around during preseason most likely).

This can have a rotational style effect where the "top tier" of champions is often changes but it's a very different approach. Sejuani in this case is pretty middle of the pack right now by most metrics (data) and perception, which is a good spot to be for any champion but generally means we won't revisit her for a little while, as our primary targets are the outliers at the top and bottom.

LankPants19 votes

Our goal on the team is consistently bring up champions below the balance bar and bring down champions above the bar so we get progressively towards a better state

Sejuani's bellow the bar at the moment, she's 35 out of 44 junglers in terms of winrate. If you're working consistently she needs to be brought back up to it.

Sejuani in this case is pretty middle of the pack right now by most metrics (data) and perception, which is a good spot to be for any champion but generally means we won't revisit her for a little while, as our primary targets are the outliers at the top and bottom.

Sej's win rate, pick rate ect. don't matter since she's just 100% outclassed by Amumu right now. You guys overnerfed the hell out of her again and aren't even willing to admit it.

HeartPalpitation16 votes

Can we address the elephant in the room? Are there going to changes to riven to make her feel less oppressive? I mean she is the only champion i can think of that benefits from something that was not intentionally designed into her kit, and honestly i think it's overdue. que riven main item 3070 s

RiotRiot Time Wizard38 votes

Yes, we are looking into nerfs for Riven, and fairly soon! We don't wanna 'gut' her, though. Riven players love their brokesword.

Retillin42 votes

And Morde players loved playing solo lane....

Noble Fox12 votes

[{quoted}](name=Riot Time Wizard,realm=NA,application-id=cIfEodbz,discussion-id=vWEoZ6X0,comment-id=00800000,timestamp=2015-10-16T20:52:20.769+0000)

Yes, we are looking into nerfs for Riven, and fairly soon! We don't wanna 'gut' her, though. Riven players love their brokesword.

Whatever you do, don't just give her another flat damage nerf :( I have i think around 500 riven games, 100k mastery points on her, currently plat 3

In my opinion, shes fine the way she is, considering she's entirely dependent on the enemies being semi-bad enough to let her run around in the team fight unchecked, and she absolutely NEEDS to win lane or she can only really kill an isolated target.

The nerfs to her ult speed and movement speed really made her just feel clunky, but i've grown used to them and it's not as bad anymore.

Her E cooldown is the only thing that springs to mind that maybe could use an extra 1 or 2 seconds cd at rank 5. I believe with 40% cdr it goes down to about 3.9 seconds, which is rather strong for the amount it shields and moves you.

I also might be saying what you guys are thinking, but thats my 2 cents.

Aksinha17 votes

I thought the game was balanced around the highest levels of play where people have learned how to play against riven. Most people in diamond + (relative to the other elos) don't have any complaints about riven being op, just the player being better than their opponent.

Tcalogan14 votes

So I'm an avid Shaco player and whenever I'm playing him I always notice a couple odd interactions with his clone, and I was wondering if you could explain their purpose to me.

  1. Whenever I die and my clone is out, he follows the most recently targeted champion around but never attacks them. He doesn't blow up. He doesn't even follow them into bushes like a Maokai Sapling. This has caused me to lose several potential kills since he becomes useless once I die. Is this intended? If so, why? Often times I feel cheated since he won't even die when I do.

  2. This is the same for many champions with similar mechanics, like Annie, but why does controlling Shaco's clone with the "R" key acts differently than controlling it with "Alt+Right Click"? Whenever I use R, it feels very clunky and delayed, to the point where I'm forced into using A+RC, which is fine usually, but when my clone dies and I still use A+RC, it'll instantly change to controlling me, causing me to turn around and either give up chase or get killed for free once every couple games I play Shaco.

  3. This is more of a request, but would it be possible for Shaco's clone to have a range indicator on it similar to the one Orianna has with her ball? It'd be very useful seeing the max range and judging how far my bait can go.

Thanks for reading and hopefully responding! Shaco means a lot to me, and I find all of these interactions odd, confusing, and limiting.

RiotFeralPony17 votes

So to be frank, our control over clone behavior isn't great and I'm not a great Shaco player but I'll answer as best I can.

1- Yeah the clone is super derpy after you die. I imagine this was intended in the original design but I'd interested in improving this somepoint in the future. The illusion of deception is gone at that point anyways but it'd be a nice QoL feature.

2- Unsure.

3- Yes, I believe we are adding this come Preseason (soon-TM) to Shaco and one or two other champions. #Clarity

Xenogearcap10 votes

Hey, thanks for doing this Q and A! I have a few questions I’d like to ask:

  1. What stats do you use to decide which champs to re-balance? How do you weigh each of these stats (e.g. winrate could be 3x more important than playrate)? Do you have a quantitative criterion to warn you if a champ is somehow becoming more unbalanced, or is it usually just a feeling from you and/or the community?
  2. How are assignments spread across the balance team? Does a small team handle champ x and another small team handle champ y?
  3. What are the backgrounds of the people working in the balance team? Bachelors in Math/Physics/Engineering, perhaps even a Ph.D? How do the individuals with these different backgrounds tend to contribute to the process?
  4. What other teams do the balance team collaborate with in order to gain additional insights into a champion design? For example, do you work with Lyte and Co. to understand how changes affect the toxicity of those who main a champ?

Thanks for taking the time to read my questions! There are just so many interesting statistics in League at your disposal that I can’t help but wonder about these things.

RiotMANWOLFAXEBOSS10 votes

Hey dude,

  1. We have a ton of different metrics that feed into our balance decisions. For example, we look at base win rate across all elo, Plat+ win rates, pro win rates, and experienced player (more than 30 games on a given champion) win rates. Aside from win rate, we look at picks and bans, popularity, player perception, etc. We monitor this stuff from patch to patch, so it's pretty easy to pick up on trends as well as predict them.

  2. We get together for each sprint (basically our tasks per patch) to both pick tasks and assign them. We use a healthy mix of data and intuition to select our projects and then assign them pretty organically (whoever wants it, takes it - though we tend to have people who "own" various champions because they have more experience with them than anyone else)

  3. Like most of Riot, and really game development in general, we're pretty diverse. We have people with no college education up through PhD's. It creates a really unique design atmosphere because everyone sees things in a different way. Some people are very good about thinking in systems, others better in numbers or thematics. It's a lot of fun.

  4. We work with pretty much everyone in "core" LoL, Champion, Champion Update, Game Systems, and so forth. It's super important to understand not only what everyone is working on, but also why. Cross-team alignment can be tricky, but it's a must for game health and balance.

corylulu9 votes

Unit collision... thoughts?

RiotFeralPony16 votes

We have a few changes to pathfinding that should make Unit Collision a little smoother in lane for Preseason.

illionaire6920 votes

Have you considered getting rid of friendly unit collision? This is probably the most frustrating thing in the game when your own minions prevent you from getting a kill. This isn't a skill mechanic and doesn't add value to the game... and currently, the only way to avoid it is to build a item 3046, which is only really built by ADC's who are ranged, thus don't really need that passive anyways!

Mascot 30007 votes

Hi Riot Balance Team,

Specifically for FeralPony, you are the first Rioter I've been in a game with that I know of, and it was a lot of fun. Did you purposely buff Veigar so that you could play him in ranked?

For some general questions, do the members of the Balance team use their knowledge of the current state of the game to play champions that are stronger than commonly believed (hidden ops)?

How much math goes into the balance between different abilities and over all power allocation for a champion?

RiotFeralPony15 votes

Totally bro, gotta climb that ladder.

Kidding aside, I stay far away from pushing for buffs for any champions I'm playing to avoid conflicts of interest. Additionally, I've never pushed for any buffs on any champions I've designed for similar reasons. The champions I'm currently playing are,

  • Bard
  • Tahm Kench
  • Udyr
  • Heimerdinger
  • Miss Fortune
  • Cassio (just starting to pick her up)

I generally steer away from Mid Lane, but I find Veigar's Q double-tap farming pattern really fun. I'm more of a Support/Jungler.

As for do members of the balance team use their secret insider knowledge of the state of the game? Generally no, but it depends on the person. I play Bard and Udyr as my two main guys in Ranked. Neither is exactly topping the win rate charts, but I enjoy playing them and can carry a game with either.

It doesn't give you much of an edge anyways, most of the data we have available is essentially public knowledge. It's not really a secret for example that Wukong is reeeeeeeeaaaallllly strong, just not seen professionally. The best advice in League generally is play the champions you know, and you'll do better then just grabbing the "OPs"

RiotJag17 votes

{quoted} Specifically for FeralPony, you are the first Rioter I've been in a game with that I know of, and it was a lot of fun. Did you purposely buff Veigar so that you could play him in ranked?

He did. I tried to stop him but then he casted Dark Matter on me and Smashgizmo held me in place to get hit by it (he probably didn't need to do that this patch).

For some general questions, do the members of the Balance team use their knowledge of the current state of the game to play champions that are stronger than commonly believed (hidden ops)?

Yes. Refer to Riot Jules's entire match history.

How much math goes into the balance between different abilities and over all power allocation for a champion?

Pretty open-ended question there, and not as many obvious troll responses. Well, let's say that we do a lot of different types of analysis for what a champion's numbers should look like. Sometimes we look at pretty basic comparables (i.e. this is Lucian's full combo at 9 with a BF Sword vs Graves) to get a first sense that something may be off. Then we can look into much more detail. For Ekko before release, Gypsylord and I looked at multiple different burst profiles (poke damage, full damage besides ult, full damage including ult) and measured them against other champions in his class that either had similar burst styles (maybe Diana) or had really spikey high-ends with huge AP Ratios (Leblanc, maybe Annie).

We also have a pretty decent read on knowing what small base stat changes will do to a champ because we've seen the effects of them so often.

That said, a lot of what we do is pretty well tied into both the objective aspects of playing a champion (i.e. this guy has X base damage at 13), as well as the subjective aspects (i.e. we have a huge amount of expertise on this topic, and we can confidently say that Darius is overtuned...that one may be a gimme).

iGrappleFTW6 votes

So I noticed that recently, ever since the worlds patch, there haven't been any drastic balance changes or even that many small balance changes. Do you guys think League is currently in a balanced state? Are you just waiting and preparing for Preseason? Is the more diverse Worlds meta affecting your decision making in any way?

RiotScarizard28 votes

Mostly prepping for Preseason. 5.19 and 5.20 were relatively small, and 5.21 will follow suit as we're putting the finishing touches on our preseason work.

Then, we will open wide each of our 10 mouths and sing the song that consumes the earth.

ModWuks6 votes

Thoughts on Veigar's balance?

RiotSmashGizmo13 votes

Definitely a bit on the strong side. I still believe that the changes made in 5.18 were important to make his W feel like a reasonable skill on it's own (not just a slave to his E), and take away the weirdness around missing champion last hits on his Q, but it does appear to have put the character a bit overboard. We're currently investigating some nerfs to the guy and I think are leaning towards easing back on his base damages a bit to soften up his lane and play up his role as a hyper-scaling evil mastermind.

Blackquill13 votes

Currently his ult works with 100% of his own AP and 80% of his enemy AP. Could you imagine that you swap these 2 scalings to put him more into the situation that he needs to ult the APC? A farmed Veigar can at the moment also flash ult the ADC and blow them up which kinda takes away from the "anti-mage" enemy AP scaling he has.

BiIly Herrington5 votes

What is riots current view on Rengar do you see him as a balanced champion or is he too strong?

RiotRiot Time Wizard17 votes

Rengar, balanced?! IMPOSSIBLE.

Joking aside, Rengar's win rate and pick rate for the average player are actually reasonable, but as with any other feast or famine type of champion, when he gets strong he feels awful to play against. He's been a tricky one to keep balanced, because there's a fine line between removing his cool stealthy burst combo and making him feel 'fair'. As an assassin, he also is strongly affected by meta shifts. We are still considering ways to make him less faceroll-one-shot feeling without alienating players that really love to play as him.

Solideus1 votes

I really hope you follow through on this in some way; Rengar is the bane of my sanity. The "!" doesn't help at all, there should be an opportunity to respond either before he jumps or after. Or, idk, keep the jumping to bushes; stealth & MS on ult is powerful in on itself.

RiotRiot Time Wizard12 votes

I'm an ADC/squishy support main, so I definitely empathize with how awful it is to play against people that delete you from the game.

Blackquill10 votes

There is one thing that i really dislike with how Rengar works. Have you ever seen a Lion, a Tiger or any other cat jump out of a bush when their prey had full vision of them? I do not know either but letting Rengar jump from a warded bush seems so wrong when his gameplay resolves around "you do not see me so i do cat things and jumpscare you from this completely dark and unwarded bush". But then again - i am biased and i tend to play Morgana and Janna to counter Rengar because the one ult reveals him and the other denies him.

Elisai3 votes

Hi! I'm not sure who should answer this, but I guess you guys will pass the question(s) along to people that balance her.

Quinn! Yes, that awesome duo champion similar to Kindred. I was wondering what you guys have planned for her. A while back you said you had a couple of small tweaks for her and I'm assuming these "tweaks/changes" will be going out with the "Marks(wo)man Update."

How would you "fix" her correctly? She's probably one of the more awkward champions, but the fact her base stats are so high are what makes her really strong. She also has many bugs such as the 'E' Vault bug where she will displace herself wrong. Will the bug fixes go out with her rework? I believe the last thing I heard about Quinn's potential problems lied within her ult. Which I completely agree with. It isn't so much her ult alone that makes it awkward on her. It's that to get the rest out of it you have to max W to get the attack speed.

I just have so many questions but to keep it short.

How will you elaborate with Quinn's problems? How will you change her? (Side note I hope you plan to keep her "Fighter Markswoman" Style with her. I really like her as a dualist, fighter, markswoman. Rather than an ADC or Assassin.)

RiotJag11 votes

I'm not sure how much I can get into with Quinn. All I can say is, we have been testing some changes to her that I am super excited for, as something of a Quinn enthusiast. You may be able to ask RiotRepertoir for more, he's been doing some really cool work there.

ddrox133 votes

Site isnt loading properly, so these may have been asked

QUESTIONS THAT MATTER

  1. I kinda understand where you get your numbers for most roles, but I was wondering if there are any other numbers you look at to judge Support brokenness.

  2. How much do you consider champion counter-matchups when balancing?

3, which champs need buffs atm?

QUESTIONS THAT DONT MATTER

  1. Leo buffs pls?

  2. Best support in the format?

  3. Why is Rengar so broken?

COMPLETELY UNRELATED QUESTIONS

  1. Best Rioter at Smash 4?

  2. Smite, DotA, ot HotS?

RiotScarizard21 votes

I'll do my best to respond, not sure how many of these I saw answered elsewhere!

  1. Numbers actually don't discriminate when it comes to things like pick rate, win-rate etc for supports like you might imagine - though they're often banned far less than other champions unless they're wayyyy out of line (A little while ago, Janna sported a higher win-rate than maybe all but ~6 champions in our game, but was banned in less than 1% of games). TL;DR - We evaluate supports on similar metrics to the rest of our champions, though we've seen large swings from small changes in this category specifically due to the smaller pool of supports (so even a small nudge could make someone played a ton or played a little, because the next one replaces it).

  2. Heavily, actually. Our changes to all of the Juggernauts in 5.18 (where all 4 + GP/Fiora were nerfed) were actually done with champions like Gnar in mind, who we consider to be a popular and effective counterpick to these champions. Worlds has proven this to be mostly true, though obviously GP and Mordekaiser need further work.

Often times if some champion or strategy is domineering, we'll think a lot about why that is - and in some cases, endeavor to buff a champion or item that's part of that champion's counter-matchup (such as making Spectre's Cowl more efficient/better when mages are everywhere top, etc).


1a - Leo's pretty strong, definitely in the top 5 of star-signs for the moment. Unsure if we'd buff, will have to check my horoscope.

2a - Best support in the format is definitely Evolving Wilds. Battle For Zendikar's proven to be a more diverse limited format than Rise of the Eldrazi in terms of color identity and strategy, so the windows you open yourself for a 3 color deck (4 if green) by early-picking Evolving Wilds outweighs some of the power you lose in the process.

3a - Rengar spends most of his time hunting monsters much larger than him, which I imagine translates into a large amount of fractures. Pretty good shape considering.


1b - SmashGizmo had a pretty good Sheik until he got frustrated and went back to playing Melee full time, but ya boy scarmander's got the dirtiest DK this side of the Mississippi

2b - It's really hard to walk around and not see people playing some of these games at their desk, but for our team specifically? Probably HotS the most (my valla goes IN). Pwyff is a big DotA player. ManWolfAxeBoss is super good at Smite!

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