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State of Gameplay: Pre-Worlds Updates and Beyond

Riot··5 votes·40,618 views

Hi folks,

It’s been a while since our last update on LoL’s gameplay, so we wanted to share some thoughts around the current state of the game and our plans for the next few months. As with previous updates, this will be focused on gameplay specifically -- so things like towers, dragons, champions etc. -- rather than features like the new client, matchmaking, skins and so on.

For anyone that missed it, the previous post in this series: State of the Season: Mid-Season Follow-Up


The Game Right Now:

Tower Changes

Some of the biggest changes we’ve made recently have been to towers in the early game. That involved adding bonus gold for first tower destruction of the game and the removal of the fortification buff from bot lane towers. Our goal there is to create more early game interaction, in pro play in particular. You can find more detailed discussion here and here.

At time of writing we haven’t seen pro-play with these changes, so we’re still waiting to assess them in that context. In regular play though we have seen a bit of impact so far. As per the graph below bot lane towers are now slightly more likely to be the first ones destroyed, with both mid and top towers slightly less likely. We feel that still leaves each lane’s influence over tower first destruction around an appropriate level. Bot lane is significantly more likely to decide first tower down than other lanes; it’s got twice as many champions in it on average, though. Mid lane doesn’t go down first often, but champs playing mid roam a lot and so often determine whether or not a tower elsewhere goes down.

Percentage of turrets taken first in a game of League of Legends. Bot lane turret is the left two bars, mid lane turret the middle two bars, and top lane turret is the right two bars. The left bars are pre-6.15 changes, the right bars are post-6.15 changes.

We’ve also got a small change to tower AI still planned for before Worlds. Calls for help (towers aggroing onto enemies that attack champions near them) will function if the enemy champ’s under the tower but their victim’s further away. Example below with Varus and Singed. Previously, Varus could have safely shot at Singed, since while Varus was under an enemy tower himself, Singed was outside the tower’s range and the tower didn’t notice the aggression. With this change however, the tower will hear the call for help and start attacking Varus.

Tower memory by contrast, where towers remember champions they’ve recently been targeting (not just their current target) and prioritize them if they lose their current target, is something we’ll be looking into later. We think it’s got promise as a way to add appropriate risk to aggro juggling; it’s too disruptive for right now though.


Elemental Drakes

Cloud Drake seems to be in an appropriate spot in terms of perceived power after its recent buff. Statistically it’s now also quite strong, though not excessively so. That puts all four elemental drakes in a good spot both perception and stats wise. As a result we don’t have any current plans for dragon changes.

We have seen some feedback that Elder drake sometimes doesn’t feel worth taking. Elder drake’s not intended to be an every-game thing though, more a good option if you’ve got a lot of drake stacks and decent map control (or willingness to teamfight).


Next couple of patches (6.17 and 6.18)

Game Balance in 6.17 and 6.18

Worlds is going to be played on patch 6.18, so our focus for 6.17 and 6.18 is more on balance for pro play than usual. We’re going for small changes to a number of champions, aiming to increase champion diversity in pro play by either chipping a bit of power off excessively strong champs (e.g. Ashe, Jhin, Gragas, Trundle etc) or adding power to champions that are almost in the right spot (e.g. Jayce, Draven, Malphite etc). We’re not looking to do major work on any given champion in this period, these are patches that should be about tweaking things rather than significant change.

Depending on how the 6.15 tower changes play out it’s possible we might adjust those a bit. That would be on the level of slight changes to first destruction reward (+/- 100g?), duration of fortification (+/- 1 minute?) etc, rather than larger systemic changes.


Game Clarity

We’ve been looking a lot recently at improving game clarity, with goals like removing visual noise and improving team communication. A couple projects along those lines are already out, others are coming pretty soon. They include things like cleaning up minimap icons (e.g. Corki’s Hextech Munitions showing up for all players, or the size of Rek’Sai’s tunnels), a clear ‘this unit’s invulnerable’ indicator for Taric ult, Kindred ult, etc, more things to ping in team chat (death timers, objective respawn timers, etc), the option to fade out player names/club tags during combat, clarifying circle ground indicators (e.g. do Corki’s allies need to see his Q radius, or does it just add extra noise?), and more.


Between the World’s Patch and Pre-Season (6.19-6.21)

6.19-6.21 will be a period of low change. We want to keep the game pretty similar to the patch Worlds is being played on so that the game you’re playing is really close to the game you’re watching. It’s also a time when we’re pretty focused on the development of the upcoming pre-season.

There’ll still be balance changes during this period -- they’ll be lighter than usual though. In terms of other stuff it’s highly likely the Yorick rework will be out around here. A new champion’s also likely.


Pre-Season (6.22-6.23)

So, speaking of pre-season, it’s currently scheduled for 6.22 or 6.23. One of the big focuses there is assassins, with moderate-sized changes to four assassin kits and smaller changes (mainly numbers adjustments) to a few others. We’ll also be making some changes to items to support assassin needs.

Additionally, we’ll be looking into other issues, like how much of a mandatory buy Aegis can be on supports, gold/xp rewards for farming versus roaming, Ghostblade’s tendency to crowd out other items etc. Some Masteries adjustments are likely, too.

We’re working on some other projects as well for pre-season; it’s too early to talk about those yet though (still experimental).


A couple of post Pre-Season things

After the pre-season, we’ll look into potentially changing to 10 bans in draft games. We’re just starting to gather feedback on that from both regular players and pros. We know there’s some definite interest in more bans. There are some potential issues we’d want to make sure we were able to address though before adding extra bans, including:

  • We feel champ select’s too long already. We’d want to find ways to not increase its duration further as a result (e.g. multiple people from the same team banning at the same time?).
  • We want to ensure that increased ability to target ban a position doesn’t create issues with how many champions a player needs to be able to play well (extreme scenario, 11 champs for one position - is that appropriate?)
  • Adding four more bans increases the number of champions needed to play ranked by four. Is that a problem? A benefit?

We also want to take a look at the Rune system sometime next year. We’ve been doing some work to address problems with it, via changes like the permanent sale on common T3 runes, availability of T2 runes from level 1 and T2 runes getting discounted to 1 IP each. The system still has some problems fundamental to its design, however. We’re interested in overhauling runes substantially as a result. We’ve been holding off on doing that until the client update’s out, with that coming along well though we’re hoping to make runes a focus in 2017 sometime (mid-year at the earliest).


And that’s it for now. Hope there’s some stuff of interest in here. If you’ve got thoughts on this sort of post, questions, or just feedback in general please do throw them into the associated Dev Corner post. I’ll be responding to stuff in there when time permits throughout the day.

315 Comments

Aeôs71 votes

Again, more focus on Pro Players, less on us scrubs. item 3070 item 3070 item 3070 item 3070 Feelsbadman

EyeDragon124 votes

CasualLeaguePlayerLivesMatter

Lucian Ekko

Foo Dogs46 votes

DongersOutForCasuals MonkeyKing

Galihan19 votes

Heimerdinger

adjoth10 votes

Meh, not like it really affects us much. Or at all really. Most games I've played someone dies before a tower goes down anyways.

Gardaen9 votes

It's only because of worlds. At least they told us.

Ekko Will Rekko 49 votes

Will we be able to ping our latency in chat to our teammates?

Las Corpitas8 votes

Finally, we'll be able to sort out the liars.

SirJobin47 votes

I noticed a while ago that you guys got rid of the spectate banner on the main client page, the one where we can freely spectate pro games. I really miss that and would like to see it come back. I'd rather be able to spectate high skill games than watch streams. Please bring it back RITO!

bill848 votes

You can still do this just not as easily: go to your profile>leagues>top 5v5>find someone playing a game>right click> press spectate. It just doesn't tell you what champs are being played.

Wonder Pet31 votes

I think nunu should get reworked to be like kled, mounted on the yeti. I would get a laugh out of a yeti chasing people around similar to annies tibbers ult lol

OG Elfton16 votes

The yeti has a name Willump Nunu <-- Nunu

Final Raid Boss18 votes

Willump should be the main champ, get rid of that annoying kid on top

Sockmonkey287823 votes

While I am likely a minority, I don't think I am the only one who doesn't really want any more bans. I honestly think that for the most part, three at a time is ok, and that if people were more careful with their bans rather than perma banning Zed because he was "really really op 8 patches ago and I don't want to face him" then the current amount of bans would be fine, and I do think it would be problamatic more OTPs and people who tend to main champs with the addition of more bans.

mvmlego7 votes

Agreed. People ban champions who aren't actually OP, and then complain when the ones who actually are are let through. Riot's solution should be to do a better job balancing the champions, or at least give some sort of indication as to who the outliers are (maybe a link to leagueofgraphs.com or something?), not increasing the ban number.

A Normal Kitty11 votes

There's over 130 champions in the game. The last time they added a pair of bans that number was less than half. This is just keeping percentages cleaner.

mvmlego7 votes

If you're saying we should keep the bans proportional to the total champion pool (which is what it sounds like based on your comment), then there would be 12 or 14 bans total. For one thing, that makes for a monstrously long champion selection, unless they come up with a very, very innovative solution. I'd also argue that it's a sign of poor game health if there's a perceived need to ban 10% of the champions each game, and it's a sign of unhealthy standards if that's something Riot's fine with.

I think the larger problem, though, is that significantly increasing the number of bans would result in some champions almost never seeing play. That would be fine for Warwick during the preseason-5 patches, but I imagine that, more often then not, reasonably healthy champions would be permabanned because it's the fad. I understand that many people find those champions frustrating to play against, but I imagine it would be even more frustrating for, say, those who have mained LeBlanc for three years, and who achieved their ranked position through maining her, to be denied from playing her in 90% of cases for any reason other than them being objectively, unbearably overpowered for the period of a patch or two.

DrCyanide22 votes

There are champions that are more unfun to play against than others. Sorry if you main Leblanc Fizz Zed Blitzcrank , the rest of us feel like the champion needs some significant changes to become tolerable to lane against.

In an ideal world no champion is so OP as to demand a ban, resulting in people banning what they least-like playing against. 10 bans moves us closer to what that's like, allowing people to ban what's OP that patch as well as what's annoying.

Arbiter of Chaos5 votes

Yes zed with the 47% winrate still deserves to be nerfed. Ya know as an ex-zed main people who still regularly ban him make me laugh. I agree with the 10 bans but if you waste one on zed your a salty adc main who can't learn to deal with him. I know I switched back to adc since he got an 80% banrate.

woodvsmurph4 votes

I'd agree that zed shouldn't be anywhere near top of the ban list. Also, this whole season has been adc's whining until they are given everything they want. Tanks nerfed into oblivion as soon as enemy adc gets Lord Dominic's or Mortal Reminder. Seriously losing 15% of the armor you bought from 1 cheaper item purchase by enemy adc? Carry tops buffed (irelia, jax) just to make sure champs like malph can't be played without major help from jungle to keep them alive and relevant in laning. tower 1st blood and bonus resistances on towers mid and top to ensure bot is the ones who will probably get that extra gold. Nerf tp timers to give bot more time to run away. Adc's think they are supposed to win 1v1 vs anyone except maybe vs mid. Too many have no concept of kiting and don't realize they don't win or are not supposed to be able to 1v1 if they don't kite.

ItageHanarou22 votes

I think you should make a change to where you have to have at least mastery 4 on a champ to play ranked with them and a certain amount of normal games played. I had a game once where TWO of my team mates had JUST hit level 30 and immediately jumped into rank with no runes set up at all. I've had games where they don't even have mastery 3 on any of their champs but jump into ranked and they get stomped. If you make these changes it fixes the issue of newer players ruining the game for their team, people can't first time in ranked so then maybe you could add the free rotation into ranked again so people can still use champs they're good at but just don't own, and it makes boosting a bit harder to do since the have to play however many games to even get into ranked.

Satori Komeiji7 votes

Interesting idea, but that feel when you need to have 16 champs at mastery 4 just to play ranked (20 with the 10 ban change coming up). I could see it working with mastery 2 or 3 instead, though.

Eskimo50319 votes

I think for the new Tower global "call for help", some special cases need to be accounted for- maybe damage over time (Brand , Malzahar , Darius ) effects don't proc the global "call for help", as it would be real cumbersome to wait for all enemies running back to base to stop bleeding in order to go back to attacking the turret.

Blue Moon Wolf13 votes

Will there be any changes to vision coming up?

adjoth60 votes

Dam I hope so, I miss my pick trinkets and buying wards. Freaking Stealth champs, why must I have a pink taking up a spot in my inventory just to deal with you.

Arrowe16 votes

Logged in to up-vote

FoF Qazaqwert58 votes

You know its a problem when your support cant buy a 6th item because they need a slot for a pink ward.

PROJECT Obama2 votes

This ^

woodvsmurph2 votes

yes. LeeSin will no longer be blind because Velkoz gave him a transplant and no longer has his eye. Sadly this made him grow tentacles on his head too and now Illaoi has left Gangplank for good and is trying to hook up with LeeSin .

ThinkFed3 votes

Illaoi didn't realize Gangplank was cheeting on her with Evelynn because she would turn invisible when Illaoi would show up. If she finds out she and her new bf LeeSin r gonna get revenge by getting Ziggs to blow up Gangplank 's house worse than Xerath destroyed Azir 's empire. Evelynn is gonna feel worse for Gangplank than Nasus did for Azir

EUW is pepega12 votes

i either want to be able to upgrade to pink ward trinkets again, or a variant of the SightStone where you get a stack of 2 pink wards to place instead of up to 4 green wards

Gyedude11 votes

GG RITO?? After the pre-season, we’ll look into potentially changing to 10 bans in draft games. [zombie-brand-mindblown]

Gyedude4 votes

yea ikr*[zombie-brand-clap]*

funischum6 votes

And when is this Yorick rework coming in? Btw just lolkinged this beast player gyedude and he's plat*[slayer-jinx-wink]*

Knight Sky55 votes

The more intresting thing then that hes plat is that he responded to his own comment above

duck077476 votes

i think he meant to post the reply as a smurf, and finally realized and switched on his third post.

Jason Sepht8 votes

brofresco (i resent saying this cause im not a fan of his but he is the only person posting anything relevant) has a theory on the yorick update you should check it out

adjoth39 votes

It's brofesco, any point he's trying to make is invalid.

Keido desu11 votes

I feel that the assasin update is very cool, I like how were making assasin burst windows bigger to allow for counter play. BUT PLEASE TELL ME why annie can burst a whole team out in 0.65 seconds??? where's the counterplay there

Miniman656514 votes

It's annoying but I recommend playing her for a while so you understand how she works and then you'll know how to beat her. I did it with Illaoi and it worked wonders.

Patrick face3 votes

How do you deal with Illaoi though?

Glory ln Death31 votes

Move.

Ultimomos4 votes

That is actually the answer. When Illaoi ults, run. She excels in zone based combat and becomes pretty useless when she's not in that zone. I've seen so many situations where Illaoi ults 2-3 people and then the whole team piles on her only to get wrecked. When she hits that big ult just scatter and reset the fight.

The only thing I think is a little unfair about her is how much damage transfers to the target of her E. Granted if you're a squishy you probably shouldn't be close enough to her to get E'ed in the first place but ya.

TrueCrusaderBoB2 votes

the entire time your fighting Illaoi she tells you how to beat her "this is motion". dont ask how to beat Illaoi just listen and learn. (also why is illoai's champion # 420?)

JacobcKrA11 votes

so uh... WHERE ARE THE KALISTA BUFFS.

256Bit12 votes

^ Please

Veltox2 votes

Kalista needs a rework no sane melee without a gapcloser wants to deal with that passive.

Tamashii Kitsune10 votes

I was interested in Braum (being a support main) as my next champ. Until i realized i need to spend roughly 15,375 ip in order to have the appropriate rune page. But hey! At least i have something to grind 50-100 (average on win/loss)ip a match for. [slayer-jinx-unamused]

Tamashii Kitsune5 votes

edit : exact maths! (205 x 9 greater marks of armor = 1845 ip) (820 x 9 greater seals of health = 7380 ip) (2050 x 3 greater quintessence of health = 6150 ip)

  • 15,375 ip total. So what's 6300 ip for a rune page?
Zallamance7 votes

Yea, it can be a big chunk to bite off, but quint's, rune's, glyph's and mark's are all re-usable. If your a support main, odds are your going to use a lot of these things when making other support champion rune pages.

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