State of the Season: Preseason Progress

Riot·1/4/2016, 10:37:37 PM·10 votes·83,157 views

Welcome to our experimental "State of the Season" dev blog, where we'll check in every so often with an update on the state of the game from a high-level perspective. Expect to hear thoughts on what we think’s going well, what's a problem, and what we're planning in the foreseeable future.

The first of these is easier because it's all about preseason:


Goals/Expectations of Preseason

Preseason's a time where we focus more on revising systems and challenging established parts of the game than usual. We do this in order to make long-term improvements that just aren’t possible to do bit by bit. That means game balance will be a lot more variable than usual toward the end of each year - which is also why ranked play takes a break and competitive play's much quieter than usual. At the start of the new year, however, we'll shift back to more standard balance patches, particularly from 6.2 onwards.


Game Pacing

For those who speak English, we have some preliminary thoughts on game pacing in the Dev Corner and will have more formal details early this year.

As a summary, however, our goal this season was to introduce changes to games where they could either resolve when they were considered ‘over,’ or allow a team that plays well to come back. So far, overall game length is down slightly (around 7%), which we feel is within an appropriate range. We saw game pacing get a little too stompy in 5.22, but with the changes in 5.23 & 5.24, things appear to be stabilizing if not improving.


Objectives

Rift Herald's currently looking a bit underutilized and we believe it’s still too expensive (in terms of health lost) for many champions to take. We don't want to make the Herald a mandatory objective, but do want to see it used more. There's likely also some learning curve as well, so we're curious to see how teams do or don't work it into their strategies.

Similarly, Dragon doesn't look like it's attractive enough either, which leads to a consistent focus on taking turrets instead. That's not new to preseason, being something we saw as a trend toward the end of 2015, particularly in the World Championships. We're currently exploring changes here to put more value on Dragon, which would potentially include making the second buff stack more appealing.


Keystones

We think that Keystone masteries so far have done a good job of demonstrating how masteries can have appreciable in-game effects in a satisfying way. Satisfaction aside, we don’t think the trees are delivering enough choice, both because some masteries are too dominant or weak, and because many don't have real choices at some tiers. To improve that, we're planning both new masteries and balance adjustments throughout the season.

Our first steps here will be to flesh out the T1 and T2 keystones, and then consider additional T3 Keystones. For the next addition, for example, we're considering a T2 Ferocity keystone that functions like the old Expose Weakness Mastery, amping damage a target takes from your allies if you've recently damaged it.


Marksmen

We're fairly happy with both marksmen and their items so far, in terms of the different experiences they offer and increased amounts of item choice/diversity. There have been some balance outliers we've had to adjust (Quinn, Kog'Maw, Graves, Lucian, Miss Fortune, Essence Reaver, etc) and we expect there'll be some need for additional refinement in the next few patches as well.

As far as specifics plans go... we think Cull's almost certainly too weak, so we'll be looking to buff it a bit so its users can survive in lane to farm. Phantom Dancer also needs help and we're planning on having it offer some constant movement speed, like the other Zeal items, rather than only being about in-combat mobility.


Junglers

There are some AP junglers that aren't well supported in the jungle who we think should be. To help, we’re exploring replacing Runeglaive with a new AP-focused jungle item so it has a less exclusionary design (ie: something that supports broader mage patterns). We're also considering whether we'll need to tweak jungle monster stats as well, with a focus on initial clear capabilities, but will have more details in the future.


Vision

Vision's a subtle system and changes to it take longer for teams to ‘figure out’ and adapt to than most. Understanding that, vision is an area where we're still deep in assessment on the impact of preseason.

So far, it's looking like Blue Trinket's too strong, whilst Yellow trinket in the mid and late game's too weak, so we'll be making changes to both. We've also got some tweaks for the combination Sightstone + gold generation items, which at present have an excessive amount of their power in mana regen, making them unappealing for quite a few champions.


Mages

For our next class update we'll probably be looking at some immobile mages. This will definitely be a long-term project, so a very rough guess is they won’t be out before the middle of the season. We can, however, talk through some details in terms of which champions we're thinking of working on (and why), early this year.


Conclusion

Overall we feel the preseason changes are trending in a good direction, though there’s plenty of work still ahead, both in the refinement of existing changes and some new content. Now that the new year is upon us, we’ll be pushing for more communication and transparency in the coming months. Do let us know if there are topics - preseason-related ones especially - on your mind that the above hasn’t covered, would love to talk about them where possible.

1,174 Comments

Gajeel Reedfox1/5/2016, 9:14:34 PM1094 votes

Reduce surrender time to 15 mins.

Earl Eulrich1/5/2016, 9:23:34 PM429 votes

there´s a lot of contradictions:

drake has no priority vs game-length is improving -> obviously drake has no priority because you almost never get to 5drakes anymore, as games are deceided way to early by snowballing and vision-denial (blue/pinkwards don´t do well if you can´t defend them). SO obviously gamelength isn´t healthy and buffing drake won´t fix the real issues at hand.

masteries: the only satisfying thing about the masteries are the actual keystones, as they are right now you could just offer 1pt and only keystones and do away with everything else, as it´s just sth. you fill to get to the keystone anyway.

marksmen/items...i feel like you guys are beyond help if you think the current state is even remotly acceptable (crit is more feast or famine than ever, ad-caster itemization is dead, diversity is still not really there if you want to be competitive).

jungle: still the question - why replace runeglaive when you easily could just add the new item and leave runeglaive as an option (maybe even helping - heavens forbid - actual diversity in the jungle)?

vision: there´s not enough of it, especially if the jungler doesn´t go sightstone/wardenchant - and even if he does most of the vision comes with pink/bluewards that can be easily taken out once a team has a lead...so we´re back to S2 where the winning team would oracle down any wards and have their opponents in utter darkness so they have to make mistakes -> no comeback available

mages: considering the last reworks...i´d be happier you forget about this one and invest the time in actually salvaging what´s left of the game after this preseason first.

more work ahead: oh yea, here we can agree.

Yordle Xayah1/5/2016, 9:35:22 PM355 votes

Dear Riot: I'd like to see a world where picking a Tank leads to you being a beefy front line, not both a front line and a damage dealer. A world where the support is a source of utility, not even more damage. Where building over 3K HP doesn't let you perform still like an assassin, soloing the enemy carries. Make picking a role meaningful, don't blurr the line between what everyone does, where everyone can be everything. Be tank, a damage dealer and a utility source all at the same time.

How Do You Meta1/5/2016, 10:03:42 PM316 votes

In a good direction? That direction is making me want to quit this game and I have been here for years and thousands of games. Own up to it Riot, I would love you a thousand times more if you tell us you screwed up big time and worked on fixing it, no one likes someone with too much pride to never admit they were wrong. Your entire list of things other than marksman talks about decline, that doesn't sound so positive overall to me and even there you are telling us you need to fine tune most of the reworked adcs.

The state of the season is out of control snowballing and everything is getting more frustrating. The games get decided pretty quickly because the amount of gold you get for being ahead vs the amount of gold you scrape away from being behind is a big difference, along with towers being paper thin and minions getting stronger if your team is ahead. 7% shorter games is a big red flag, it's a slippery slope, you shouldn't have to wait until it gets to 50% or more shorter games before doing anything about it.

The warding game is botched, you can use wards from the blue trinket, but stealthed wards were a vital part of the vision game, and without purchasing them or using the horrible trinket, the map is always dark. I wouldn't be so annoyed if I could have had the option of purchasing a trinket upgrade as I always had for the stealth wards, but instead I am forced to make the choice of having a short duration stealth ward that has a long charge time or a one hit visible ward that gives the enemy team more gold to stay further ahead.

Everyone is taking Thunder Lords, it is because the other masteries cannot hold a candle to it, they just do not offer the same amount of usefulness unless you are a DOT mage like Malzahar or Brand and you will take Death Fire's Touch which got nerfed recently as well.

Mid Laners that use AP are taking Frost Queen's Claim because of how much worse the AP items have become and how bad mana regen is and how great the active is. I don't see anyone building TOA anymore and fewer people build Targons because a lot of the supports are mages that are too weak on their own or too dominant supporting role for easy cheese in bot lane (looking at you Brand). Almost no one builds the sight stone hybrids.

I don't understand why ADCs can get 40% cdr easier than Mages now, and they can now build 70-100% crit builds and get away with it too.

Grievous Wounds are awful, they have little to no more meaning now, they only reduce healing by 40% for self healing, not all sources of healing, GW were a counter measure for heal bots like Soraka, but now there is no way to prevent that from getting out of hand.

WE STILL HAVE THREE BANS PER TEAM AND THE CHAMPION POOL IS OVER THREE TIMES THE ORIGINAL CHAMPIONS RELEASED In a lot of my games I read people complaining "This is why you should have banned _______", but each team only has 3 bans and there is too many champions or changes to them it is impossible to shield yourself from a good portion of them.

Also I am really pissed about the Malzahar nerfs recently, they really hit him hard. Given that Riot already nerfed 6 immobile mages in one patch (Swain, Brand, Malzahar, Karthus, Anivia, Twisted Fate), I can only imagine even more nerfs for immobile mages, I am scared. There was no need to suddenly swoop in and nerf an entire class of champions just because a small minority of players play them, you did it for the sake of the glorious adcs because mages counter them.

Overall these preseason changes brought some fun parts to the game but also brought out a lot of stink, I think the last straw on my back is going to be the Mario Party Queues for "solo queue" ranked, I will pretty much not want to bother playing SR anymore and play on the other maps because I don't want to bother trying to solo queue in ranked as I already hate being singled out in premades and it will only be worse in ranked. I have played thousands of games across different maps and queues, and it looks like I am about to pack up my bags because you guys are making the game way too unstable.

Also, new client and hex tech loot, WHERE!?!?

Tribbles Foxfolk1/5/2016, 10:00:55 PM210 votes

Can we STOP replacing AP jungle items and just make two seperate ones, please? One for casters (Fidd, etc) and one for AAers (Fizz, etc)? Would that be too much to ask? Cause ADs have 2 options: Mid-to-late winning through Sated Devourer or gank-heavy mid-game destruction through Warrior.

God Went MIA1/5/2016, 9:54:38 PM155 votes

By Keystone masteries I assume you mean "Thunderlords" because that's the only one I've ever seen in game.

Antarctic1/5/2016, 11:12:32 PM120 votes

Personally I think what we are missing in the game is a fourth ban The champ pool has expanded dramatically as well as the champions that are just downright annoying to deal with during the preseason. We all have champs that need to be banned likeJax,(because of his ability to burst harder than most AP mages now)DrMundo (His ability to impact the game more than someone who is fed even though he is 0/7 and has less farm) and numerous other champions. These are champs that have a severe impact on the game and there are numerous others as well. But there are also champs that you want to ban because they are impossible to deal with, but just downright annoying to. Tryndamere For example will just splitpush your team to death no matter what because of his ultimate coupled withitem 3124 and a few others make him very difficult and annoying to deal with (No matter if he is behind or ahead!) As much as I'd like to say Illaoi is Impossible to deal with, the truth is she is not, however, she can literally 1v5 Your team and stop your top laner from farming if she lands 1 ability just once. These are annoying champs that you would prefer to have banned but can't because there are only 3...As more champions enter the game there becomes a wider base to pick from but only a same small base to ban. The odds grow ever in favor of more and more annoying/obviously broken champions entering the game. As a mid main, I wouldn't have complained about this much in season 5 because of my ability to at least keep these champions at bay by having the same number of items. But now since ALL the AP items cost so much, I fall behind even when I am ahead of and AD lane opponent/Pretty much any AD champ in the game. I hope you might consider adding a fourth ban or at least helping us AP laners out a bit.

Squidblimp1/5/2016, 10:37:35 PM107 votes

We need a way to place pink wards when you have a full inventory. Preferably, a pink ward trinket.

1davidj1/5/2016, 9:19:34 PM74 votes

what good does replacing runeglaive's sheen effect with luden's effect do when it's just going to push out the champions that don't want to use luden's instead? Why not have both options available instead like how ADs can go for either warrior or devourer for damage?

DaNinjas1/5/2016, 9:19:18 PM71 votes

But still no cigar item 3070 Graves item 3070

AnnieBortion1/5/2016, 10:00:50 PM64 votes

Tanks realllyyy need to be nerfed, as in, some of the tank champions damage output. If you're gonna make someone as tanky and as insane as Mundo, He doesn't need to be carrying the team. I was playing as Jarvan IV Jungle, and I could NOT kill Mundo Support, for the life of me, and when he ran, and I couldn't catch up, his health would be regained by that time, and he would turn around and kill me. Some other tanks like Cho'gath kindof have that problem but I don't see if often. Tanks don't need to be Carrys

MrSolomon1/6/2016, 12:01:35 AM55 votes

My opinions:

Game Pacing: Games are mostly too short. Average times definitely down and more people eager to surrender. Too much snowballing at times and rarely do I see a game go past 40 minutes.

Rift Herald: The very few times I see people going for this, they never take full advantage of the buff. They usually recall right away and lose precious time on the buff, or if a small skirmish or trade happens when you catch them attempting it, they run off and ignore it for the rest of it's time. 90% of the games I do no one even attempts to ward the thing because they assume no one will ever go for it.

Dragon: Dragon doesn't seem to be worth in a shorter game after 1 or 2 dragon buffs. The only games I see 5 dragons are longer (compared to current average) games with one team having the general majority (5 dragons to 1 or 2).

Keystones: If you see a game with less than 5 Thunderlord users, contact your local optometrist because you might be seeing things. It seems to just be too strong. That extra layer of burst that's triggered so easy and a short cooldown to add on to the power. I like the others but having a free extra burst of damage every three hits a few times a minute sounds too valuable to other players. Almost mandatory to use it. Even Supports are going Thunderlords and just building full damage now.

Marksmen: Some are greatly done! Some are underwhelming (KogMaw )... and some just make people grind their teeth out (Quinn). Same can be said for items. I do agree on a buff for Cull however. A risky item that paints a neon "Deny me farm and murder me." sign on your head just for a shot at bonus gold.

Junglers: I like the opportunity for AP junglers with the new AP jungle tool. I like the new itemization to allow warding without wasting a slot on Sightstone. I just wish the item 3931+item 3124 combo was looked at however. Those two items alone can provide an extremely deadly combo and make their common champions that build em as core a major hassle.

Vision: item 2303 : I like it but item 3401's CDR and Shield saving is a bigger value to me. item 2301 : Lux: "There I got vision now can I please snipe all the kills and carry?!" item 2302 : Sadly item 3069's engage power is more preferred to me.

Whilst on topic of support items; item 2045 THANK YOU FOR BUFFING THIS!

Mages: I'm hoping to see some good ideas on this.

Adalore1/5/2016, 9:37:39 PM45 votes

Aww, no mention of the fairly insane amounts of Ice queen claim poaching? That item feels like it's choking out interaction with the enemies with it, especially when support, mid AND top all have it.

If you want to fix it and kill mid lane taking it, revert the active back to the ice spear, that would destroy the "Fire and catch" status that is abused with it.

Spartan 7211/5/2016, 11:31:19 PM38 votes

I logged in just to log in.

ßæÆæÆæÆæÆæÆæÆæÆæ1/5/2016, 9:44:19 PM28 votes

"We're thinking of working on (and why), EARLY NEXT YEAR." -Rito Plz

Ok so 2017?

Bradsome1/5/2016, 9:35:43 PM8 votes

Kindred is bad :S