Check out our preseason Q&A roundup!

Riot·11/19/2015, 9:15:23 PM·1 votes·35,506 views

Early this week we ran our big preseason Q&A on the Dev Corner, where we gave a ‘first impressions’ from the team while also answering any questions you may have banked over the weekend.

For those of you just hearing about this, fear not! We’ve compiled some of the top questions and answers to share. As an aside, we’ll have a larger, more holistic “State of the Preseason” coming in a few weeks so I won’t be pasting the entirety of his first reactions (many of which you’ll see discussed in the 5.23 patch notes), but some things to highlight.

Some early discussion surfaced on the topic of game pacing, and Lead Designer Meddler had some initial thoughts:

“In terms of direction, two of the big things we're looking at are the concerns that games are ending too often before late game and that a single mistake mid game may be deciding things too much, too often. We're also looking at whether games are too stompy in general. Some increase in stompiness is expected for the first patch of the preseason, as people experiment with new things, that's something that should fall off fairly quickly though. If not, we'll need to make some follow up changes.”

Lead Systems Designer Fearless also mentioned in a different answer regarding turrets and faster games:

“Also to clarify, we have not targeted faster game times with these changes. These changes are about ensuring that successful actions promote further aggression to maintain and increase leads. These changes do appear to be shortening game times, but I do want to be clear that this was an acceptable (and possibly beneficial) side effect, rather than the goal.”

Finally, Systems Designer Axes shared some of his lessons from the turret changes:

“The hard thing here is that towers are perceived very differently than their actual effects on the game. Players often want them to be powerful protectors, but when they are, the game grinds to a halt. When you're losing a lane a little bit, your tower should be able to help stave off tower dives, but when you're losing a lane by a lot, your tower's death is often the event that lets you off the hook. If we made towers impossible to kill until 15 minutes - even impossible to kill AND impossible to dive - the game would slow down a lot, and you'd be locked into lanes where you're getting stomped for 5+ extra minutes.”

For champions in the jungle, Meddler acknowledged some weakness:

“We're seeing certain champions struggle more than they should at present. We've got some buffs to Hunter's Talisman and Refillable Potion coming as a result to help out some early clears. We're also seeing some magic damage dealing junglers in particular have issues, so are lowering Magic Resistance on some monsters to help them specifically. If you're currently struggling in the jungle, you may want to try Krugs (or Gromp) > double buffs, as that seems to be a fairly stable approach.”

On the topic of Keystone Masteries, Meddler had this to say:

“Overall, we're pretty happy with how the new masteries are going, with some exceptions. The first of those is that there are some that are definitely too strong. The most notable of those is Warlord's Bloodlust [ed. note: this was recently hotfixed]. . . Other likely outliers are Deathfire Touch (probably too strong on DoT champs, potentially too weak on others) and some of the Resolve tree on health stacking tanks.

On the other hand there are also some champions that aren't sufficiently well served by the current masteries. Starting soon (potentially patch 5.24) we'll start adding a few extra masteries in to flesh out the trees a bit more, probably beginning with the Tier 1 Cunning masteries, since that juncture currently doesn't feel like it offers many champs a good choice.”

Regarding some of the individual champion changes (particularly to marksmen), Designer CertainlyT waded in. First, on the topic of assessing champion strength in the early preseason:

“Winrate data is heavily skewed at the moment due to three factors.

First, a couple of champions are way too strong (e.g., Graves). They will naturally lower the win rate of all other marksmen.

Second, champions with new mechanics ought to go down in win rate as people learn to use them. This includes itemization changes (e.g., we are confused as to why players aren't trying Essence Reaver on Sivir).

Third, not every champion will have a 50% win rate at balance. For example, as we differentiate marksmen, you'll have to pick them in the right circumstances - If you pick Vayne on a team that desperately needs wave clear, you'll probably be worse off than if you'd picked Sivir. Champs that have well defined niches will tend to be more powerful than their win rate suggests.”

He also had some thoughts on how we balance in collaboration with player trends:

“We aren't sure where every champion sits. Obviously we have our own internal assessments of champion power, but they actually differ markedly from a lot of players' perspectives. Unless we take the time to carefully watch and play the champions on Live for a while, we risk just playing musical chairs, shifting a new set of marksmen from apparently weak to actually overpowered. Further, we can't just balance champs. We need to listen to you, the player base, about how you want to use champs in order to get the _right _changes in place. Technically, we could just balance any champ just through changing their base HP and HP per level, but it wouldn't lead to a satisfying experience.”

Regarding assassins, Meddler mentioned:

“Physical damage assassins seem to be in a rough spot after the removal of Brutalizer and changes to Last Whisper. In the short term, we're looking to give some of them a bit of love through buffs to their kits (Kha'zix/Zed), longer term we'll also want to find some other solutions as well (potentially assassin focused items, or item changes).”

Fearless also had some thoughts regarding AD-heavy champions in general:

“We do have our eyes on AD heavy champions in general, as we've seen a number of them take a hit this patch. Also looking at Manamune, as it might have been impacted more than we expected.”

Getting to some individual champions, Champion Update Designer Riot Repertoir had this to say about Quinn:

“One of the things that I think is important to get right here is how to balance what feels good for Quinn versus what feels fair for the opponent. Though I don't have specific changes for 5.23 to make on this front, I'm keeping an eye on Quinn (her ult especially) to see what kind of adjustments need to be made over the course of the next few patches.

What I'm currently feeling is that it's too easy/annoying to get knocked out of R or the channel (I think minions cancelling the channel, for example, may be out of hand), and that a cooldown or different restriction on the R may be appropriate in the long term in mitigating some of those more earflicky interactions associated with her R at the moment.”

Later in the thread, Repertoir also weighed in on the state of Kog’Maw:

“I'll say outright that we over-corrected on Kog'Maw's release. Both internally and on PBE, everything I had to go off suggested that he would actually be one of the strongest champions in the patch, and so as he approached release, I consistently made efforts to strip out base damages so that he wouldn't be an outright god with just a BotRK or something. That may be difficult to understand, given how he released, but our fear was actually that he was overly base damage driven, and I way over-corrected on that. That's totally my bad, and I am to address this. The good news is, I've seen versions of this W and R that are very powerful and effective, so I do feel it's a matter of tuning, and not that Kog'Maw is doomed to be weak or something like that. . .”

Finally, Meddler had some last thoughts on our itemization changes in the preseason. For AP items:

“We increased item costs generally in preseason while modifying gold income and item premiums. We have seen a lot of early feedback on AP mages feeling punished by that, from the looks of it so far though some are struggling and some aren't however, so we'll need to be more tactical about changes than just straight AP item buffs across the board (Heimer and jungle Nid look too weak for example, Brand and Swain too strong).

I expect we'll look at AP items in the coming year. Immobile mages in particular are one of the classes we're thinking of tackling next and some item adjustments would likely be part of that process as with Marksmen/Juggernauts.”

And if we’re planning on taking action on Essence Reaver

“We are. In particular it's getting champions to the CDR cap too early in the game. We'll be looking at some changes, probably for 5.24, to make some of that CDR come later in the game.”

… And that’s the Q&A rundown! I’m realizing now that these are going to get very large, so you may see us modify the format of these as we go.

166 Comments

Woodmanan11/20/2015, 9:43:50 PM33 votes

Still no cigar item 3070 Graves item 3070

Hoodahek11/21/2015, 1:23:59 AM26 votes

I play this game with my son and have been playing for nearly a year. My son is a plat player and I am silver. Having been a gamer for the better part of 20 years I have a fairly good grasp on "flow". I have to agree with a few of the comments above but I really want to add that the changes made to AP were brutal, at least for me. Whether I play amumu in jg or heimer mid [as examples] I am struggling keep up with my AD counterparts. The changes to the AP item costs, the reduction in their damage as well as sustainability weakness versus certain AD builds is overwhelmingly frustrating. Actually it is discouraging. I hope that the Riot team will take a moment to revisit these changes or perhaps reach out to other players that prefer to play AP champions to get their take on the changes as mine may simply be play style biased.

Respectfully,

Hoodahek

Professor Donger11/20/2015, 9:57:51 PM16 votes

Now we just need the new champ select to be active

Starfletcher11/21/2015, 9:35:59 AM13 votes

I'm honestly not happy with the turret changes. They've devolved into something that you don't have to worry about anymore; tower dives become more like walking into a meadow of daisies while a bee stings you a little bit. Towers need more strength if they are going to be the only defense a team has. Additionally, by weakening towers, you push games that much more to the advantage of a team with an early lead; making it impossible or extremely difficult to come back from an early struggle. #MakeTowersReliable

Rafenguard11/20/2015, 9:55:24 PM11 votes

[deleted]

Arto11/21/2015, 6:13:36 AM11 votes

Riot... do you even have a clue? “In terms of direction, two of the big things we're looking at are the concerns that games are ending too often before late game and that a single mistake mid game may be deciding things too much, too often. We're also looking at whether games are too stompy in general. Some increase in stompiness is expected for the first patch of the preseason, as people experiment with new things, that's something that should fall off fairly quickly though. If not, we'll need to make some follow up changes.”

In the very next paragraph:

“Also to clarify, we have not targeted faster game times with these changes. These changes are about ensuring that successful actions promote further aggression to maintain and increase leads..."

In one you're saying "People are concerned the game has become to stompy after one mistake, we'll look into that if it keeps up." In the very next you're basically saying "We intentionally changed the game to the point where a small gain easily translates into a lead from in which there is no return"

Come on!

0ptical ILLUCIAN11/20/2015, 9:58:46 PM10 votes

So what I got out of this was: Quinntessence Reaver.

Also, Graves is OP because he's been going through Nicotine withdrawals. Super. Angry. Guy.

Arto11/21/2015, 6:44:40 AM8 votes

I want to say that the changes to the environment surrounding mages/mana heavy champs were absolutely brutal. Two of my favorite champs are Ezreal and Kayle . How am I supposed to work Manamune into Ezreal now? How am I supposed to Muramana/Essense Reaver with anyone? Changing the mana restore to benefit a crit instead of on hit is a nerf to anyone who was using it before... and benefits only your precious marksmen who actually go for crit. Mana build ezreal didn't go for crit, now if I get essence reaver I restore mana on 1/5 hits instead of every hit. And since Q can't crit, I mean holy crap the nerf to ezreal's mana if he builds Muramana. And let's talk kayle. Raise your hand if you know a viable ranged jungler aside from kayle who works with on-hit effects? Unless you see a vayne, exactly, effing NOBODY. So what's up with sated devourer only giving ranged champs the proc 1 in 4 attacks? Basically nerf directly to Kayle. Not Xin, not Yi, not Jax, not Vi, JUST KAYLE. You couldn't make it 1 in 3? Hate odd numbers much? And if you decide to get out of jungle and perhaps lane mid or top, you nerfed the crap out of essence reaver since kayle doesn't even build crit. You removed Clarity, you removed mana potions, increased some costs to mage items, nerfed values to mage items. There are 3 effing ways to build last whisper... Why aren't there 3 ways to build void staff? I have never seen one role's environment so unanimously buffed while nerfing their opposition right into the ground. You gave AD infinite sustain with warlords while giving AP mana and money problems.

R.I.P. to the following: item 3042 summoner 13 (Can't even link a mana potion because all memories of the damn thing, including the picture was removed.)

Darkslayer8511/21/2015, 12:22:15 AM6 votes

I personally liked having more mastery choices. Bit more complicated but it was more interesting to build it.

Journey With Me11/20/2015, 10:59:46 PM5 votes

Um, what about Soraka and how broken and unfun she is?!?!?!???!???!!??!?!

WarlordOfBarsoom11/20/2015, 10:39:26 PM5 votes

I am failing to understand why there were changes AP at all. I Feel that after it was just "buffed" there was no need to make these changes. On top of that you added in tons of new AD items and crit healing? I understand marksman were in need of some help but if you wanted to do that why not just give marksman new items. The amount of changes that were dropped make it impossible to adjust the game easily. As a race car driver you don't fix everything all at once to make the perfect game. you adjust little camber and toe here and there to make the car drive the way you want to. Some changes are fun, but this patch made me frustrated.

ParadoxOfChoice11/21/2015, 9:41:11 AM5 votes

RIOT! infinite rebalancing can only do so much.. it deletes as much as it creates in half the cases. It makes things a little fresh but it's fundamentally hollow. This game needs diverse custom games - don't forget WC3!

At the very least custom games could have the various game modes available (doom bots, URF, etc.) and All for One mode should be made anyone pick anything (no uniques = 2+2+1 vs 3+1+1) for maxiumum possibility. However, the much better option would be to have these modes possible as a derivative of the custom game options interface, rather than being some toggle they would be the culmination of a large subset of flags/values (halo 3 did it, I'm sure you can too) This would allow CUSTOM GAMES!

I'm still waiting for LoL's version of Enfo's wave defense, or LoL jungle troll tribes, and I'm pretty sure there's a million other things that can be done with these champions aside from remaking them 100 times each! You could try to churn out game modes like you do sometimes, but you cannot manage them all constantly, and by having your name on them they are subject to constant criticisms from the playerbase - yet if a player makes them the framing of a custom game is vastly different. If you make a good enough in-game editor for custom games, you will see amazing things start to happen. Go go gadget game modes! No seriously, go go go! HOST AFK?!?!

You can have your omega RIOT modes still man, just make them based off the most popular custom games, after all that's the idea that created you ;)

Kaeblen11/20/2015, 10:01:37 PM5 votes

So... KogMaw buffs to base damages. item 3508 now gains only 1/2 crit chance as CDR. jungle and turret tuning.

sound about right?

Oh, yeah. And that Masteries thing. Can we get an option to use keystone mastery icons on the boards, similar to champion, summoner spell, and item icons?

zXr66611/21/2015, 3:22:43 AM5 votes

I'm beginning to think riot just makes changes to break things and piss players off so they have something to do every day.

RISE Shlack12311/22/2015, 6:55:47 PM4 votes

Turrets can be taken if you back after a successful gank without shoving the wave. And if you can't shove the wave (ex: having <100 hp after winning a fight) then you end up losing a chunk of tower health on what should have been an advantage for your team.

I understand trying to speed up the flow of the game, but right now, you get too punished for even winning fights in lane. And making a minor mistake gets amplified way too much, meaning it's very frequent to see a game decided before the 15 minute mark with you having to wait 5 minutes to even be able to /ff. Champion mis-matches can also cost you the game - you don't even have to make a mistake but rather just be outclassed by your lane opponent. And since the game ends so fast, you can't even hope to have a better teamfight more than half the time since lane-phase is pretty much determining games well over half the time now.

Since the Preseason started, I've played probably 60 games. Only a handful of them have gone past 30 minutes, and only a couple have made it to 50+ minutes. The vast majority of them have been decided pre-20 minutes either due to a person being beaten in lane or champion mismatch winning the early game.

Gilgamesh Prime11/20/2015, 10:59:58 PM4 votes

all i want is mystery crafting

Taz the Kitsune11/22/2015, 3:56:43 PM3 votes

Every time i try to play kha i m falling off easily.

adwbrandon11/21/2015, 10:57:55 AM3 votes

are they gonna make a mastery for sups cause they get no more exp if they leave lane now unlike last seaason where they could go killing with the jg

Chalawann11/21/2015, 2:22:51 AM3 votes

When ao shin? In 4 years? ok

FireStirringRuby11/22/2015, 6:11:39 AM3 votes

Please give Valor back his moveset. I think you all are just getting tired of having to balance both quinn and valor. It's very sad Quinn feels more like a really bad nidalee now.

Kolrog11/20/2015, 10:38:19 PM2 votes

Yall nerfed kogmaw to oblivion, changed his playstyle by a shiton (i was mainly palying ap kogmaw + poke kogmaw in lane) and upped his mana consumption to ridiculous levels. I really do hope/expect to see some compensation for my favorite champion that i cant even play anymore.

Ashcraft11/21/2015, 2:19:26 PM2 votes

I dont know where to post this for a employee to respond, but are you guys working on fixing client crashes? A friends client is very unstable and he is barely about to play the game.

I love the updates so far though

Petrico11/21/2015, 10:36:05 PM2 votes

Kogmaw is the late game GIGA carry

makes games last 25-30 minutes

Mountie Maniac11/22/2015, 12:39:40 AM2 votes

Not sure if this has been mentioned yet, but the Champ Yasuo is now super over powered. Yasuo before the buff was a very strong champ, but was at least balanced by the fact the he took skill to use. Now anyone can pick up yasuo and wreck havoc with him. The other night I played 10 games in a row in normals, and in %100 of the games there was at least 1 yasuo in the game. I realize it is difficult to make a game such as this perfectly balanced but when a champ in non draft pick is in practically all of the game something has gone horribly wrong. Maybe I'm the only one that feels this way but something has to be done.

Shiryu of Rain11/22/2015, 4:02:26 AM2 votes

I feel like with the new update the game is becoming more and more like Heroes of the storm..and I hate that.Last season seemed to be the best so far..hopefully they will be able to flesh things out.I know you can do it riot I am rooting for yah!

wjTRcMZMNv11/20/2015, 9:57:36 PM2 votes

Can you please not nerf warlords or essence, it finally made AD assassins fun and viable. Stop balancing around the 15% of the player base, that is the slowest to pick up on new builds.

Spyanide11/21/2015, 4:41:06 AM2 votes

can we talk about guinsoo's insane gold efficiency when stacked? seems a bit cray atm

Porogomi11/21/2015, 2:06:30 AM2 votes

illaoi pls nerf. Just not fun to play she can 1v3 and can't kill her. her q ad scaling and ult has to be nerfed before it reaches LIVE servers

Karishalla11/20/2015, 11:42:46 PM2 votes

yet still no comments about Poppy surely they must have SOMETHING for her by now

TrollFan0111/21/2015, 4:13:19 AM2 votes

When does pre-season end?

HellBringer811/22/2015, 5:56:48 PM2 votes

masteries were ok from the last season and why cant we have a stable game,every season we have to deal with useless stuff try to find one set of masteries and leave it at that changing it every season isnt a good idea its annoying and frustrating and btw these new masteries are just shit

Kogane Jidai11/21/2015, 4:54:19 AM1 votes

Riot please implement the rival system in the game. Like if Lucian and Thresh are on opposite side of the team. They would get some status indicating they are rival. Example on Thresh there would be a buff saying " Wife Snatcher " and on Lucian it say " Lost my wife ". Each time Lucian killed or assist killing Thresh, Lucian would automatically laugh and vice versa to Thresh.