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State of the Season: Mid-season followup

Riot··6 votes·60,158 views

Hi folks,

It’s been about a month since the Mid-Season changes went out, and we’d like to share some thoughts on how things are looking. We’d also like to talk a little about what we’ve got planned for the next little while, gameplay-wise. In other words, we’ll be talking about champions, items, jungle objectives, and so on, but not features like the new client, matchmaking, skins, etc.


The Game Right Now:

Dragons

  • We’re happy with the elemental dragons so far, both the amount they’re fought over and the variety they create game to game.

  • We’ve seen some clarity issues with the runes in the dragon pit and the scoreboard icons, recent changes seem to have mainly addressed those issues though.

  • We have been getting a lot of feedback that the Cloud buff is weak. Looking at how each buff contributes to a team’s chance of winning the game, however, tells us the buffs are statistically pretty close to each other. We’re looking at appreciability of what each buff gives you at present as a result, rather than adding or removing raw power.

  • The Cloud buff is also the most execution-dependent buff, empowering coordinated teams in particular, so we also want to see how it performs in pro play before considering any possible changes. Power adjustments might be appropriate at some point, right now we don’t think they’re the right tool to be looking at though.

Rift Herald

  • So far we’re seeing Rift Herald be impactful when it’s taken. It noticeably increases a team’s odds of winning, but not to the extent of one of the dragon buffs.

  • Shifting to a single spawn, extremely long buff duration approach also seems to have created more interesting decisions around when to take it and who to give it to, which was one of our primary goals behind the changes.

  • A lot of teams have been slow to pick up on the Rift Herald changes, and so aren’t yet taking it when they should though. That’s not unexpected, given it takes a while for playstyles to adjust.

  • We don’t have any changes planned for Rift Herald at present, keeping a close eye on it though.

Mages

  • We’re getting individual champion balance under control again post Mid-Season, which should put us in a position to get a better read on how the kit changes (from a non-power perspective) are playing out.

  • Some of the kit changes look pretty successful so far (e.g. Malz passive creating a healthier playstyle or Zyra capturing more of a plant queen feel).

  • Some are still under assessment (Brand, for example looks reasonable but we just haven’t seen enough play on him yet to judge success or not).

  • Vel’Koz at least doesn’t seem to have hit the mark, with his ability to pull of a successful ultimate too restricted by the changes. We’re making some follow up changes to him as a result, allowing his ult to again contribute some stacks towards his passive.

AP Items

  • Are performing as hoped so far. We are still seeing a lot of shifts in terms of which AP champions are popular though, and which items get built. We’re waiting for longer term patterns to emerge as a result, so far things seem reasonable though.

  • Protobelt looks weak, but we’d rather start low, and buff where needed, given the potential power a dash on an item involves.

  • Long term, we’d like to add another AP+20% CDR item that fills a clearly different niche than Morello’s. Goal there would be to offer more build flexibility (old Athene’s, by contrast, was too heavily overlapped with Morello’s, with one of the two items always dominating the other for most champions).

Taliyah

  • Early days for her yet, particularly given she’s got a noticeable learning curve.

  • She seems to be doing the desired sort of things, although it also looks like she’s a bit underpowered on average. Her performance when played by people with a lot of experience on her is pretty reasonable, however. We’re going with two sets of small buffs as a result, checking between each to make sure we’re not overdoing it.

Taric

  • Has settled into a reasonable spot. Main issue at present is that his ult’s still too hard to make out in busy fights, despite some visual improvements in 6.10. We’ve got further adjustments in 6.11 as a result that will hopefully address the problem.

  • We’ll also be investigating some form of universal ‘this champion is invulnerable and won’t take damage at present’ visual language at some point to make it easier to tell at a glance who’s currently immune to damage (Taric ult, Trynd ult, Kindred ult etc).

Death Timers

  • Seem to be around the right length post mid-season changes. We are seeing some games stretch out, with a few more back and forth stalemates. Some of those are slower games, some are pretty action filled, so that’s a reasonable-but-could-be-better outcome from our perspective (stringing a lot of words together there).

  • We’re not seeing as many ‘Clean up 5 turrets and the nexus from a single teamfight before super late game,’ however, which is a clearer win.

Towers

  • Look noticeably more lethal early game and a bit tankier overall. They haven’t changed dramatically, which is as intended. We didn’t want to kill early diving completely or substantially increase laning duration or overall game time.

Jungle Camp Timers

  • We’re still assessing these. Our primary goal with the addition of the timers was to encourage more conflict around the red and blue buff camps, and we are seeing that occur. We’re still determining whether the timers shut down some types of jungler too much, however. That’s a concern that was raised before the timers’ release that we’re still seeing some ongoing discussion about.

  • The other concern we’ve seen raised a fair bit is that these timers dumb down the game. Our feeling is that they shift mastery from one action to another. Without the timers, players were being tested on their ability to determine blue/red respawn times by noticing when enemy champions had red or blue buff then using the remaining buff duration to determine the next camp spawn time. With buff timers, that’s no longer a point of mastery. There is more focus and need to deal with invades, or the threat of invades, which tests a different set of skills. If we’re comfortable with the above point (do timers overprioritize certain junglers?), we’re okay with this skill tradeoff.

Future Gameplay Plans:

We’ll be making balance changes in the upcoming patches as usual. We’ve also got some points of focus for the next little while too. We’re currently in an unusual place where we’re able to talk with a fair bit of confidence about some of our upcoming gameplay plans, so we’re trying that out as an experiment. It won’t be something we can do all the time, however, as work is generally too fluid in terms of exactly what’s in a patch or sometimes even which piece of work will be ready for release first.

It’s also important to note that these are planned, not guaranteed. It’s still possible things might change.


6.12

  • Changes to a few champions, items and systems on ARAM.

  • Champion Mastery on both Howling Abyss and Twisted Treeline.

  • Adjustments to around half a dozen items, most of them regularly used by marksmen, with the goal of restoring some balance between Ghostblade/Black Cleaver and other builds on some champs.

6.13

  • A focused patch on the support position, looking at things like support XP, tweaks to a few items that aren’t hitting the mark (e.g. Ruby Sightstone or Forbidden Idol), small buffs to some champs that often go support, etc.

  • This is not a large class update like the one we recently did for mages, but instead a collection of small changes we can get out quickly.

  • Improvements to how Champion Mastery Grades are calculated for supports.

6.14 - 6.15

  • Balance, with some focus on Worlds Qualifiers. Qualifiers are expected to be mainly played on 6.15, so we’ll have a number of pro play focused changes in 6.14, with 6.15 a smaller patch (gameplay-wise) with time put aside to address any unintended effects from 6.14.

  • Potentially some ARAM followup work too, depending on whether we see any major emergent issues after the 6.12 changes.

6.16-6.18

  • Balance, with a focus on Worlds. Similar pattern to the qualifiers, with changes more pro play focused than the rest of the year in 6.16+6.17. 6.18 is set aside in large part for followup on any issues introduced in the previous two patches.

Somewhere in that run of patches

  • The Ryze update (full visual, audio overhaul, plus some kit changes that have a focus on balanceability, game health and distinctiveness)

  • At least one new champion.

  • And of course plenty of other things that are outside the topic of this post

And that’s about it for this State of the Game - we’ll see you next time. Let me know on the Dev Corner what else you’d like to see from these, and we’ll be around to answer questions there.

538 Comments

Kinder141 votes

[deleted]

lonyo12 votes

it might not be great but it is better than his old one were

  • your Voidlings were pointless

  • you only job was farming and making picks with R

  • and you simply waited with E

PROJECT Leona20 votes

Do you realize that points 2,3 have not changed? His play style is pretty much the same except he can now mass spawn voidlings and clear jungle/epic monsters more quickly.

lonyo1 votes

yes but his shield gives him clear weaknesses (poke) and he can now go in and participate in a team fight

PROJECT Leona29 votes

His shield is not his "weakness." His shield is a huge buff from pre-patch that now allows him to actually do something out of lane.

UberChayChay4 votes

Oh yeah, because Malz definitely doesn't use his W at all. What a useless ability, right?

Itz Rewind Time2 votes

Honestly, my biggest problem with new Malz isn't even his passive, or his damage. Its that if he grabs any spell vamp - good luck fighting him.

TheAbyssalTurtle28 votes

Technically spellvamp doesn't exist anymore

187 Mid1 votes

Yeah but I wish they would put SOME SORT of a vamp item back in such as they had with the hextech, It is fun to play a vlad/morde with vamp quints and build a healthy amount of vamp. but now its meh.

Archadria2 votes

They removed spellvamp and replaced it with a %return by damage dealt. Because it would moreover be successful in hybrid champions. I feel they should put a small %return on the revolver as compared to the current lightning on hit effect, as it is nearly useless in the champions that build it.

Whut Thuh 3 votes

spell vamp doesnt exist anymore stupid

TyDieGuy9916 votes

Morgana still has it, its existent you just can't get through items now.

Wayfinder226 votes

Gunblade is amazing for Malz. Plus, if you're running AD Malz (so much more viable now that voidlings scale from total AD), Death's Dance + Gunblade is terrifying amounts of sustain.

excel8645 votes

[deleted]

Swift Nasty47 votes

Rammus ok

loftedmage19 votes

Rammus

Raysns5 votes

"Some are still under assessment (Brand, for example looks reasonable but we just haven’t seen enough play on him yet to judge success or not)." yet according to http://champions.pickban.com/compare/10-54/Brand-vs-Malzahar brand has a 6.0% pick rate while Malzahar has 3.7%

Xevozz5 votes

Malzahar You know how everyone has one champion they love playing with, well before rework malz was mine and now i dont play him because he has a weak dull gameplay and his visual wasn't a update more like a new champ, not something i liked

I still will not understand why people ban him now a days since he is literally a joke

flamesnitro5 votes

I mean, he does still have a 57% win rate in mid.

Senna Mist6 votes

It's a healthier playstyle, because he doesn't take damage.

Artvonder61 votes

"So I see that Ryze is getting Another FULL REWORK." -Yorick

Wind Whistler16 votes

It's not another. This one is much larger than the others, or so they say. But yeah, Ryze is getting as much reworks as fucking Skarner. Speaking of which, Skarner is bound to get another rework.

Sir Gankselot13 votes

Before Yorick

muchochi37 votes

who is this Yorick ... is he a new champion? [slayer-pantheon-thumbs]

ShinkoMinori42 votes

Why is there no "Fixing Dynamic Queue" in there?

Or how about "listening to community feedback and bringing Solo Q back"?

Hyper10sion110 votes

Or actually pay attention and accept that Solo Queue is gone?

Gamebird88 votes

That was in the Ask Riot thing. Solo Q isn't coming back, but they are gonna make tweaks to Dynamic queue to balance how it patches together players.

ShinkoMinori19 votes

{quoted}

That was in the Ask Riot thing. Solo Q isn't coming back, but they are gonna make tweaks to Dynamic queue to balance how it patches together players.

So far their solution was to bring Autofill to Diamonds+. And the Pro-players decided to switch to private servers... So I don't think Riot knows what they are doing.

Noblewind6 votes

Pros are more on private servers to have no queue times/only pro competition for training purposes. Remember their game schedule went from 2 games a week to a minimum of 4.

PROJECT Leona13 votes

Read Bjergsen and Doublelift's tweet about DQ and how system is broken right now. Doublelift had a game with 4 challenger + 1 master on one team and 4 diamonds + 1 master on the other team. Bjergsen had a game where 2 players got roles that they didn't even pick. It's not only because of queue time competitiveness. The system itself is broken.

Caled23 votes

I don't get why people want SoloQ back so badly. The only reason I can think of is that maybe your just unhappy about your rank and want to go through provisionals again to maybe obtain a higher rank. Besides that I don't see why people care. I personally enjoy the new DynamicQ due to being able to queue up with more then one friend and because of the fact that we can now add teammates along the way. For example, lets say I am duoing with a support main as an ADC and we encounter a good jungler in one of our games, boom, we can add them to the queue and build up a team like that. Overall, I think DynamicQ is a very great addition to League and I think people are just salty that they can't start fresh again.

Drunk DaWg12 votes

it's reason like this that people want solo que back. not everyone wants to make a full group or maybe their friends aren't on at that time so they have to join DQ as a solo then they get a team of 5 solo players going against a team of 5 players on teamspeak which gives the players who joined together a huge advantage

OHminus18 votes

The main issue with DQ is that people are getting ranks they don't deserve. I've seen plenty of people in gold/plat and even diamond play to a level that does not fit their rank. When I looked up these players, the majority of them were bronze/silver last season. They've literally been queueing up with higher rank friends and getting to ranks that they don't deserve.

Tl;dr - The entire point of ranked was to get a sense of how good you were (your rank and mmr) and to improve and climb to higher ranks. With the introduction of DQ, rank =/= skill anymore. It's quite sad. actually.

DJ Reverb42 votes

I logged on just to say I truly appreciate the future lay out patches to come. They may change, as is life. But just giving us a goal in mind of what to look forward too is really nice and speaks to how riot wants to communicate with its following.

I7A6X2v239 votes

**So no Yorick relaunch until preseason 7? item 3070 summoner 3 item 3070 **

The One True Don12 votes

Yorick has been slated to come out this year and has been being worked on longer then Ryze, but Ryze's is smaller and thus faster out the door.

Pokemichael15 votes

I heard it was coming this year at some point; and that Urgot's rework would be the first in 2017

Endreus2 votes

So that makes Warwick the one to be reworked mid 2017?

Nuyinto4 votes

warwick should come before urgot

his is actually ON the champion update list. urgot isnt

A Shiny Vaporeon37 votes

I agree that we need changes to how support grades are calculated, like for example, it's almost impossible to get an S on Janna unless you went 2/0/25, because she doesn't have a constant heal like Soraka or Nami, and she doesn't do damage like Lulu or Brand. It's really frustrating when I try to get an S on her for champion mastery, and I played really well, but I don't get a good grade because I didn't do damage or heal a bunch since most of Janna's kit is utility from her constant shielding and her disengage. Other supports also kind of feel this way and I think a change to that would help a lot, and I do realize that it should not by any means, be easy to get an S, but it shouldn't feel impossible.

Report Janna7 votes

Still trying to get my Janna to level 7. =( You practically have to go deathless and get a few kills. Its pretty lame.

PROJECT Leona5 votes

What goes into grading system? How do you calculate it?

"It’s based on the champion and role that you just played in a game. So, for example, we look at Annie mid differently to Annie support. We take a series of performance metrics and compare how you do to all other players in your region in your champion / position combination. It is percentile driven - so earning a high score means you performed in the top x% of players on that champ in that position. The grade itself governs the point gains."

http://na.leagueoflegends.com/en/page/features/champion-mastery

It's not that you're not getting good grade on Janna because you're not doing damage or healing but rather that a lot of other players who play Janna have high KDA, etc.

azure sparrow13 votes

It overly favors kills/damage dealt even for supports. You basically need to be fighting the goals of the role, and build for damage and take kill intentionally to get a better shot at an S.

PROJECT Leona4 votes

If what you're saying is true, how did I ever get S ranks on my Leona. And you're not getting the point of the answer Riot gave. It depends on champions/roles you're playing. If everyone is scoring 0.5 KDA on specific champion, you only need like 1.0 KDA to get an S. The point is, not everything is dependent on KDA/damage. It depends on how well you are doing RELATIVELY.

Janna is one of those champions that is easier to get higher KDA on, which is why pro-players ran Mejai on Janna because she can easily get assists without dying. Therefore, higher KDA doesn't mean as much compared to other high-risk champions like Leona.

Tricky Sharky7 votes

complaining about supports a bunch, but what about the playmaker champs like gragas? how well ur doing on gragas can't be measured by numbers, for example a BAD gragas would gank lanes and take every kill and get an S then lose the game while a GOOD gragas would gank and set up a kill for his laners and then win the game with a B+ to A+

BobSilverwind32 votes

I went 3/0/25 as Bard, A

not A +, just A.

im working on cheating the system gathering 5 players and go a full AP kill frenzy bard just to get my ranks. Because LOGICALLY HAVING A FIVE MAN PREMADE GIVES YOU 10% MORE MASTERY POINTS.

Makes sense you are CLEARLY BETTER WHEN PLAYING IN A PREMADE. -_-

Oh but when i got stuck as Mid braum and had a crappy 5/7/23 game, thats S+!

Sqkerg15 votes

Its because it judges you based on how other people in your elo play the same champ in the same lane, people playing Braum mid were probably trolls, and you probably did much better than them.

Demonic Khan26 votes

For the universal invulnerability thing, you could change the color+texture of the HP bar, maybe to a metallic style, to visually identify that "This champ cannot be damaged".

SulkingKING9 votes

I think simply put, invulnerability should be a silver version of the "Zhonias hour glass" invulnerability. If you can move and are invincible, silver. If you cannot move and are invincible, gold.

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