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State of the Season: Coming up on mid-season

Riot··8 votes·62,592 views
Hey folks,

It’s time for another check-in from the dev team on the ‘State of the Season’ - an experimental dev blog where we run through some of our thoughts on different parts of the game. In the sections below we’ll cover how we feel recent work (pre-season changes, new champs, reworks etc) has gone and current issues we see.

We’ll also be talking about our plans for a mid-season patch. Mid-season’s going to be like a smaller version of a pre-season, with significant changes focused on both short term problems and longer term opportunities.

Note that things outside of the core SR experience, like Hextech Crafting, Dynamic Queue, Rotating Game modes, etc, won’t be covered here. This will be focused on the part of LoL where you’re playing on Summoner’s Rift.

Andrei “Meddler” van Roon, Lead Designer


Champion Updates:


Right now:

Shen’s our most recent update and so far seems to be both fairly balanced and has improved game health compared to his previous kit. Overall, however, we don’t think he’s completely hit the mark thematically, with the floating sword feeling a bit disconnected from his fantasy. It’s not something we have plans to change - there are other champions that would benefit significantly more from having update time spent on them - but a lesson for when we take on future projects.

Taric’s going to be our next significant update and is close to release. He’s a full update, with new abilities, models, spell effects, voiceover, etc. Our goals with Taric have been about adding more skill expression and distinctiveness to his kit, with an accompanying update to his aesthetics. We’ve worked to maintain Taric’s core gameplay contributions (he still stuns, protects, etc) and his fundamental personality. He should look and sound a lot better though, while feeling like a more cohesive part of Runeterra.

As far as the Marksman update from preseason goes, we’re pretty happy with how distinct the different marksmen have remained. They’re doing different things in different ways. That said, some of them - Corki, Graves and Quinn, specifically - are a little too strong, and that strength’s leading them to be successful regardless of position. We like the idea of classes being able to occupy a range of positions, and are happy seeing those champs played outside of a duo lane, but we hoped to see them there for specific reasons. Right now these three are just good universal choices, with strong laning and team fight contributions.

As a side note, we’d eventually like to get more non-Marksmen into the farming position in a duo lane. Doing it without the right systems and support in place (items, ways for other classes to take turrets, etc), however, is a lesson we learned with Mordekaiser and something we don’t want to feel so forced.


Future:

Updates to a number of mages will be the single biggest part of the mid-season patch. Those updates will be aimed at giving those mages more distinctive gameplay, better ‘playing against’ experiences and more cohesion with their themes. We’ll be making moderate sized changes to 6 mages (Vel’Koz, Zyra, Malzahar, Vladimir, Brand, Cassiopeia) and smaller changes to a number of others. Those smaller changes, by the way, will generally be about amplifying existing strengths and weaknesses using a champion’s current kit, rather than significantly changing abilities. We’re still locking down exactly which mages, but the likely candidates are: Veigar, Annie, Ziggs, Anivia, Xerath, Syndra, Fiddlesticks, with room for a few more.


New (ish) Champions:


Illaoi:

Illaoi’s been quiet for a while - in part since she came out during the preseason, and so was harder to assess than most new releases. We’ll be making some modifications to her E in particular, aimed at reducing frustration and lack of options when playing against the Vessel state. That might potentially give us room to buff her late game, given she performs pretty well in lane but feels like she falls off a bit too much later on.




Jhin:

Jhin’s looking a bit strong at present, but he seems to be in a pretty good position in terms of overall style of play. We’ll be trimming a little power off, then assessing whether we need to do further work. At present, Jhin’s Q’s doing a bit too much work and the correct play is to sometimes not use E much - or even put a point into it early.




Aurelion Sol:

Is finally out! Initial reaction so far is that he’s difficult to play, and we’re seeing a lot of young dragons struggling on the Rift. That said, once he gets a number of games under his belt, Aurelion Sol’s success ramps up past almost any champion release thus far. We’re shaving some power early and then we’ll assess again thereafter.


Items:


Right now:

We’re happy with how Marksmen item variety’s stayed significantly higher than it was before the pre-season. Overall balance seems reasonable too. It’s been good to see Zz’Rot Portal getting some use (finally), though it’s probably still too strong. If a niche item is being used all the time, its stats are almost certainly too high.

We’ve also seen mixed defense/offense builds be too effective (Titanic, Maw, Sterak’s). There’s value in not requiring champions to be all offense or defense, like allowing for flexibility to game needs, less binary ways to shut down a fight (teams being able to choose between protecting a single glass cannon vs. fielding multiple offensive threats), and potentially more calculated risks in personal build paths (if I feel I’m tanky enough, can I build an offensive item? What if they pull ahead?). That said, having a ‘default’ offensive/defensive core build can lead to really flat experiences, pushing out the champions who don’t benefit from said items and nullifying those who rely on burst damage to take out high-priority targets. We’d like to see champions (like Graves) who opt into the mixed defense/offense build make some tradeoffs for the extra survivability.


Future:

We’ve got some changes to AP items coming in the mid-season, with a focus on better meeting CDR needs for mages and making mana components in items more functional by themselves. We’ll also be making changes to both Devourer and Rageblade, both of which have created some balance and game health issues with their current designs.


Game Pacing & Objectives


Objectives:

We’ll be making adjustments to a number of objectives in the mid-season patch. At present, a number of objectives aren’t offering sufficiently powerful, or appropriately focused rewards. That leads to teams focusing primarily, or purely, on turrets. Objectives like Dragon, Rift Herald, Red, and Blue Buff should be valued and contested significantly in most games, and we’ll be making adjustments to their rewards and encounters as a result.




Death Timers:

We’ll be lowering death timers a little shortly, targeting the 30-45 minute period. In an ideal world, we’d like there to be some tension - losing a teamfight equating to real loss - but not losing an entire lane of objectives and potentially the game on one bad fight.




Turrets:

Turret diving’s a bit too safe for the aggressors, so we’re experimenting with having turret damage to champions ramp up harder on subsequent shots (if you didn’t know, turrets hit harder the more they hit champions). Early game pushing, in pro play especially, also looks a too strong so we’re considering making turrets a little more resistant to damage early on.


Final Thoughts:

Overall we’re happy with the diversity we’re seeing in team compositions and how players are adapting to the shifting landscape. Now that we’re getting comfortable with these ‘roster’ updates (juggernauts, marksmen, and mages), our hope is to continue on this path with larger, targeted updates aimed at making each champion more distinct and have a reason to be played. Where we’re hoping to improve is on the objective-level pacing of the game - providing more reasons to be fighting on the Rift and opportunities to counter your opponent's strategies. You should see more in the mid-season, so we’ll talk then.

If you’ve got followup questions and/or comments, we’ll be discussing things in English for a bit in a Dev Corner thread that can be found here.

627 Comments

Lightßringer425 votes

What about the fact that building tank on assassins is more effective than building dmg? And Solo Q, that too.

Zelgoth000236 votes

Fully agree with the Tank Assassin problem, and wish riot would work a little faster on that problem. Up-vote for that.

BUT... Everyone complained not stop about SoloQ when it was here, and now that its more Dynamic, everyone complains its not here... Give Riot a break already.

Dynamic queue is exactly what people have been asking for, for years. If you do not what to play ranked since your team will have a chance of being more coordinated(as a 4-man-premade-team) then before, then don't. This has no downfall to your queue since after about 400 ranked games, most players are withing 1-2 divisions of me almost every game, meaning I would have a good chance to queue with them EVEN IN SoloQ. PLUS having a whole other queue will increase queue times to more then 10m. I have yet to see one person give a good reason as to why SoloQ should be a thing again, but there are LOTS or reasons why it should not.

Ideality36 votes

This comment on building tank on assassins is very true. I can't even play damage Akali in normals anymore without my team wailing at me about how I have to build tanky. I get that Akali might not be a full-dmg assassin in Riot's eyes, but then could you give her some changes to her kit that reflect it? Akali item 3070

Roaranor4 votes

I think the first one is covered in the second paragraph of the Items section. They only specifically mention Graves as an example, but I think they're referring to anyone that unconventionally builds juggernaut (like Akali, Yasuo, Fiora, Master Yi, etc) who can go like Titanic, one other dmg/def item, then a bunch of defense and still do obscene amounts of dmg without being a juggernaut by nature (like Darius, Garen, Illaoi, etc)

Kyutoryus13 votes

NB4 people like Rengar who can/should have the option to build more healthy/tanky and still do good damage (Cause they're fighters/assassins) get that attention too. Though, i have to say, fighting a tanky Yi who can essentially decimate a team with little to no skill is something i highly hate.

Prophet of Ganja106 votes

Logged in just to upvote this. Fuck this meta and fuck tanks. How is running around with just tank items and outDMGing actual DMG dealers ,who have to build DMG items healthy for this game rofl. You can build any champ whos using mana with sunfire IGM combo and start gaining that freelo.

macromite15 votes

you know what, fuck damage dealers in general, tanks have been boosted because your damage has been way to high forever. if you didn't want it to be this way then you should have been calling for damage nerfs on adc's assassins and mages forever ago.

BPottz160 votes

Hey there friend before you go on complaining about "Damage Dealers" doing "Damage" why dont you sit there and think of why "Tanks" should be doing more "Damage" than "Damage Dealers"

sherb14 votes

logged in, just to upvote this

Virgin Ray63 votes

Ekko

V Khat8 votes

Dear Riot. Why not just add stats to certain champions that amplify items to avoid building a damage champ with them. Low stats on non tanks/supports. Slighty reduced on bruisers and same with damage items on tanks.

Affected only by primary and secondary roles. It would make more sense and would actually just make use of these said roles. There, perfect balance.

Sentinos173 votes

Can we add the mercy system where if we have an afk for a large part of the game in ranked we can have less lp loss or prevent that loss from counting against us?

Mershadowbane57 votes

Or take like five lp loss from the players who werent afk and add it to the afk person to discourage afk even more.

Zelgoth000228 votes

Aslong as the afk is not part of your Queue Party, I think this is a great idea. Riot, please?

Oblivious Denial139 votes

Or just do what Dota does and makes the match not count towards your record all together. "This game is safe to leave" when someone afks or DC's for longer than 5 minutes.

Sergeant Hawk67 votes

THIS IS GENIUS. WHY HAVENT THEY DONE THIS TO LEAGUE YET?

Whatisthemeta8 votes

i agree.

1Maza46 votes

Because Riot thinks we're all a bunch of cheap assholes that would try to cheat the system with premades dodging to save their friends. Even though this could completely be made null be a "If you're in a premade and you afk, your premade doesn't get the Loss Prevented". But Riot would rather just say screw you than actually fix it.

ProfessorTallguy94 votes

Seriously- How did you guys come up with Floating Weapon and not think- "Shouldn't we save this Mechanic for the Irelia Irelia update" ?

Herenzious36 votes

Hire this guy

Osmoney77 votes

Pretty random but, how about some new items or altered current items that build from a item 3155 or item 3101 as there is only one for each right. They are pretty cool items that could potentially be popular items if implemented in some other way.

Zonomai Treshtau7 votes

for stinger, they had zephyr, but the removed it, i don't think hexdrinker had anything else though.

Faent08985 votes

quicksilver sash too. its a defensive item...that only builds into an...offensive item? Give it better use elsewhere too!

rema110 votes

i'd love if item 3140 could build into an AP alternative item, since it only builds into item 3139.

Memorial Art65 votes

100% agree asitem 3140 needs more build paths

Kiyo Crescent9 votes

Or even a tank equivalent for it. even an ad equivalent of the item 3115 would be awesome

The Fat Bastard44 votes

that used to be zephyr

godfl0w8 votes

Well I feel like that would give AP champions too many defensive options, as they already have Zhonyas which is a very powerful defensive item. Building Zhonya and an AP equivalent of QSS on an ap champ seems like a very unhealthy combo for game balance.

Redesignated15 votes

Zhonya's Hourglass and Abyssal Scepter are literally their only noteworthy items that give split stats, and Hourglass is a mage's only means of dealing with AD. They don't really have many options as it is.

Maxx74724 votes

But item 3157 makes sense for only mages because they need to pump out small bursts of damage. With that being said item 3157 give them time to get abilities off CD while also giving them a better opportunity to survive. Keep in mind ADs need to auto attack CONSTANTLY to do damage so item 3140 and item 3139 gives them survivability without the need to drop off their damage. Yes you can make the arguments why mages could use them, but overall this is reason why it will never happen.

xVaxious24 votes

I logged in just to say this but I'll prob get downvotes. I don't think making a defensive item with it is very balanced at all because if you think of it try playing against a tank like ali or naut with a cc remover item. ADC's will die in like 2 seconds and it would just kill part of the challenge of team fights if a naut can just get rid of cc and pounce on adc's. Also mikaels is close to a defensive version of that maybe they can make variations of that.

IICrowII59 votes

I am profoundly disappointed that the word "vision" didn't even show up in this post. The vision game is much less interesting than it was before this season, with much less play and counterplay involved for all players. This has contributed a lot to the game health issues. And whereas in previous seasons, the trinkets were tweaked virtually every patch to make sure that core game component was as good as it could be and constantly improving, this season it's just been left to rot.

Kalonia Mink52 votes

Please don't touch Vel'koz, I think he is in a really good position right now.Velkoz eye see no reason to change him

dbrans14 votes

First post ever, because I feel strongly about this, don't touch velkoz or syndra please. They are both good where they are at.

WadeWilson133729 votes

Syndra is absolutely awful right now. She is one of the worst mages in the entire game against tanks. She is also one of the most mana hungry, with a somewhat subpar range, and her burst is surprisingly low. She relies on her base damages, but her base damages are so law its fairly embarrasing to hit an enemy with a Q for them to outdate you with just an auto. There is literally no reason to pick Syndra over Annie other than a few more units of range while being far less threatening.

Pÿrö20 votes

As much as I LOVE Syndra, I have to agree :/

Lugg50 votes

Thank God they are finally waking up and buffing Turrets.

Defender3197 votes

Exactly! i'm so sick of how easy tower dives have become

Loud Af Tigga44 votes

Any updates on my boy Yorick ?

Ninfreak9530 votes

"Turrets:

Turret diving’s a bit too safe for the aggressors, so we’re experimenting with having turret damage to champions ramp up harder on subsequent shots (if you didn’t know, turrets hit harder the more they hit champions). Early game pushing, in pro play especially, also looks a too strong so we’re considering making turrets a little more resistant to damage early on."

So basically reverting all of those preseason changes that made games end too easily/quickly? Yeah you might as well say you messed up, instead of waiting long enough to pretend you didn't make a mistake.

Ozlo Zozo15 votes

This guy gets it. They should have admitted it months ago, season 5 was so much better, in terms of game flow.

BluePaw329 votes

Ooooh I get it. MID-Season? Thresh NYEH HEH HEH!!!

Ninfreak9522 votes

In the mage updates to items, can you add an AP item that builds from item 3140 ? They really need some help against cc heavy tanks.

FridgidShadow15 votes

I cannot help but notice... nothing was said about how absurdly strong tanks and tank items are...? Any plans to change? And the crit build path for "marksman" (since they cant really carry anymore) who can't abuse essence reaver is still extremely weak.

Tinybrew6 votes

[deleted]

LatetotheRace21 votes

Annie is flavorless, and syndra is useless against tanks. (like quite a few mages right now.)

dbrans15 votes

Why do you need your mages to be good against tanks??????

ThèRedBaron22 votes

Because Tanks are overpowered right now. Tanks that also do damage? that's stupid. If they are gonna do nuke damage then mages should be able to nuke them down faster, or whats the point of a burst mage?

1000wattWarlock33 votes

Because the assassins are building tank.

InsanitysTheName13 votes

The MYMU is not about correcting flaws or 'fixing champions". The roster changes are designed to make each member of the class feel unique and distinct to play. When I think of what a burst mage should be, I think of Annie or perhaps Leblanc. Annie is a fairly binary character who's unique ability/playstyle is centered in Tibbers. However, Tibbers doesnt feel impactful after that initial summon. Riot is looking to make Tibbers more frightening post-summon to highlight that iconic interaction. Syndra on the other hand is super unique. However, syndra doesnt see play becasue of her low ratios. Riot has her balanced this way because she is too good at evrything. When you have single or multitarget cc and tons of damage, somethings got to give. Riot has stated that they want to focus on the fantasy of her balls becoming more menacing over the course of the game. Hope this helps.

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