State of the Season: Preseason Progress
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.
,(because of his ability to burst harder than most AP mages now)
(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.
For example will just splitpush your team to death no matter what because of his ultimate coupled with
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
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.
)... and some just make people grind their teeth out (
). 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.
+
: I like it but
's CDR and Shield saving is a bigger value to me.
:
: "There I got vision now can I please snipe all the kills and carry?!"
: Sadly
's engage power is more preferred to me.
THANK YOU FOR BUFFING THIS!
is bad
:S