Original Post — Direct link

https://twitter.com/LoLDev/status/1639040926072066050


[P] Fired Up!:

  • Target's AD scaling: 15-50% >>> 15-35%

[W] Cozy Campfire:

  • Total healing: 80/110/140/170/200 >>> 70/90/110/130/150

[E] Warm Hugs:

  • Shielding: 60/90/120/150/180 (+30% AP) >>> 60/80/100/120/140 (+25% AP)
  • Cooldown: 17/16/15/14/13s >>> 18/17/16/15/14s
External link →
over 1 year ago - /u/RiotRayYonggi - Direct link

We expect milio to have high early winrates relative to other new champs due to his easy-to-play enchanter play style, but he still landed too high. This set of nerfs should bring him closer to long-term balanced but we will keep an eye going forward.

Apologies for the miss on release tuning, hopefully this quick adjustment will bring him closer to fair so everyone can enjoy fuemigos guilt-free!

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by daswef2

How do you guys feel about the fact that he landed with EWQ max order being so much stronger than everything else? Is this intended to flatten skill max order a little bit or is the designer intention still that he should be maxing E first but its just less effective?

We intend to support EWQ and WEQ as max orders. Currently, the vast majority of players max Q on the first day so his winrate is a bit lower on average due to that.

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by mikael22

Was the goal of these nerfs to get rid of his more generic power, damage shielding and healing, while keeping his unique power, the cleanse and range increase, fairly high? He might be more of a counterpick type of champ, which I'm unsure if it is the goal. If Milio is blindpickable and a decent champ when blind picked, even when there is no cc that can be cleansed, is that a problem?

Yeah he has some very unique tools (range increase, AOE cleanse, periodic damage), but his standard tools were performing as good as (or sometimes better) than our traditional enchanters like Lulu, Janna, Soraka. So we are hoping to bring his standard “I keep teammates alive through effective HP” outputs below his peers who are designed to specialize in that.

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by mikael22

Was the goal of these nerfs to get rid of his more generic power, damage shielding and healing, while keeping his unique power, the cleanse and range increase, fairly high? He might be more of a counterpick type of champ, which I'm unsure if it is the goal. If Milio is blindpickable and a decent champ when blind picked, even when there is no cc that can be cleansed, is that a problem?

Oops, as for if it’s a problem: We want Milio to be broadly appealing and pickable for the majority of players. In pro/optimized play, it’s totally possible he’s little more than a counter pick or niche pick, and that’s okay. But as long as the average player can find success, we are happy.

Inversely, we will watch to make sure his mechanics don’t disproportionately favor pro players over SoloQ players.

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by YeetBenji

"So his winrate is a bit lower on average due to that"

Yet you nerfed him because of his winrate lmao?

In spite of that* would be a better phrasing. Even with players actively lowering his win-rate he was still above 50% on day one.

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by Kengy

Is there a reason the level up guide in game pushed for Q max if EWQ/WEQ were the expected supported orders? What does the day 1 system base it off of?

I believe it was a mistake with early implementation. It should adjust correctly next patch to match what’s actually strongest.

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by Wolgran

Why nerf the Healing on the W if you can aswer. The passive i understand, but the healing already was low for such high cooldown and mana usage. Now it seems even more insignificant

Because W max first was technically optimal, and the only ways to nerf are range extension, heal, and cooldown.

We believe the cooldown likely can’t get much higher, and the range is the cool thing that quickly becomes unfeelable, so the healing seemed like first to be knocked down.

over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by Reinheardt

Just admit you release new champs overtuned on purpose

I wish that was true, it’s more like releasing balanced (and worth playing) is a tough task I haven’t mastered yet :(