Original Post — Direct link

Riot MadnessHeroo tweeted:

Hello Arena players!

We're back from break and have a batch of balance changes coming in after observing Arena on PBE the past couple weeks.

We are grateful for all the excitement around the mode and can't wait to have it hit live servers.

Please continue to give us feedback!

We'll be looking at data from the PBE to assess if there are any more balance outliers to hit as well.

Other than that we'll be spending the next couple days smashing as many bugs as we can.

Items & Class Balance

Ranged Champion Stat Bonuses:

  • AS: 15% >>> 20%

  • Haste: 15 >>> 20

  • MS: 15 >>> 20

Mages. Battle/DoT mages are overperforming, others are struggling slightly.

  • Sorc Shoes: 22 Mpen >>> 20

  • Void Staff: 45% MPen >>> 40%

  • Liandry's: 80 AP >> 70 AP

  • Demonic Embrace: 1.3% ranged burn >>> 1%

Compensation buffs aimed at for Artillery Mages and AP assassins

  • Crown of the Shattered Queen: 90 AP >>> 100

  • Lich Bane: 15 Haste >>> 20, 8% MS >>> 10% MS

  • Hextech Rocketbelt: 250 HP >>> 400 HP

  • Night Harvester: 300 HP >>> 400 HP

Enchanters: Moonstone has strong use cases, other mythics are lacking.

  • Echoes of Helia/Shurelya's Reverie: +100 Health and +10 Ability Haste

Marksmen: Bork/Rageblade users are strong, crit is struggling to keep up in comparison.

  • Blade of the Ruined King: 12%/9% current health damage on-hit >>>| 11%/8%

  • Rageblade: 50% AS >>> 40%

  • Galeforce/Infinity Edge/Navori Quickblades: +5 AD

Starter Items: Guardian's Dirk is intended to be a very strong item for it's users. but the current passive is so strong it's overshadowing other items and giving Ult resets too freely.

  • Guardian's Dirk: 50% increased plant effects >>> 25%

  • Guardian's Blade: 250 HP >>> 300

  • Guardian's Hammer: 25 AD >>> 30, 9% Lifesteal >>> 10%

  • Evenshroud: 20 Ability Haste >>> 10

Augment Tuning

Circle of Death (will be in on Tuesday's deploy):

  • Now procs off regen (previously this was special cased for only Mundo)

  • Heal to damage conversion: 50% >>> 40%

Nerfs

  • Scoped Weapons: 250/150 Range >>> 200/100 Range

  • Shrink Ray: 20% Damage Reduction >>> 15%

  • Warmup Routine: 30% bonus damage over 10s >>> 24% over 12s

  • Willing Sacrifice: Current Health drained and converted to shield: 40% >>> 30%

  • Thread the Needle: 30% pen >>> 25%

  • Fallen Aegis: Shield Duration: 15s >>> 12s, Shield Amount: 75-500 (based on level >>> 50-350

Buffs

  • Frost Wraith: Root every 8s >>> 7s

  • Deft: 40% AS >>> 50%

  • Typhoon: 20% damage >>> 30%

  • Back to Basics: 25% bonuses >>> 35%, 50 Haste >>> 60 Haste

  • Thief's Gloves: 20% bonus stats and item damage >>> 30%

  • Evocation: 40% healing >>> 60%

  • Dive Bomber: 20% max HP damage >>> 25%

Champion Tuning

Nerfs

Taric:

  • Q Base heal 25 >>> 20

  • Q Heal AP Ratio 0.15 >>> 0.1

  • Q Heal HP Ratio 0.1 >>> 0.075

  • E Has -30 ability haste

Annie (will be in on Tuesday's deploy):

  • +5% damage taken

  • -5% damage dealt

Heimerdinger:

  • Q Base Damage: 7-23 >>> 6-18

  • Q Base Damage Beam: 40-120 >>> 30-90

  • RQ Base Damage: 80-120 >>> 70-100

  • RQ Base Damage Beam: 100-180 >>> 90-160

Kayn:

  • P 30 passive stacks per round >>> 25 R damage

  • R Slayer Max HP Base Damage: 15% >>> 10%

  • R Slayer Max HP Damage per 100 AD: 13% >>> 8%

Shaco:

  • W fear duration: 0.5-1.5s >>> 0.5-1s

Syndra:

  • P 15 stacks per round >>> 10 stacks per round

Teemo:

  • R Slow: 30/40/50% >>> 20/30/40%

  • R Total Damage: 200/325/450 (+55% AP) >>> 150/250/350 (+45% AP)

Buff

Nunu:

  • Q Base Heal: 65-185 >>> 85-285

  • Q Heal is no longer reduced against champions.

  • Q Champion Base Damage: 60-220 >>> 100-340

Yorick

  • Q now spawns a grave in a random area within 600 range every 6 seconds.
External link →
10 months ago - /u/RiotRayYonggi - Direct link

We will continue to keep an eye on Arena balance, ESPECIALLY on live, and react to make sure the gameplay experience isn't too heavily disrupted by disproportionately imbalanced items, augments, and champions. We appreciate all the player feedback and excitement thus far!

10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by CuantosAnosTienes

Any updates on that bug regarding Ornn?

Any significant bugs/exploits will be resolved before live. We are aware of all the major ones afaik.

10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by Ninja_Cezar

What is your opinion on combos like Millio & Kog'maw? Eventually they will outshine and autowin if left unchecked. Even if this specific combo is not OP to break the game, eventaully a combo with such idea in mind will come to exist and actually break winrates. Will you take action and nerf or even remove interactions to fix such issues?

We intend for some combos to be strong, it's part of the appeal of the mode. With that said, we recognize some on-hit+enchanter combos are OP which is why we nerfed Rageblade+scoped weapons with this update. We will continue to keep an eye open to outliers but if an intuitive combo (enchanter + marksman for example) is strong, that's actually intended.

10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by Caosunium

I said it around 5-6 times and it still hasnt fixed, wow. I will reply with this every time i see a rioter message.

The augment "+1000 hp -10% damage" actually grants 750 hp, not 1000

thank you

Thanks!

10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by Ok_Regular_9436

theres the jeweled gloves (abilities crit for 20% extra) augment and its really strong in niche cases such as GP, are you aware/fine with the interaction? it can be good on stuff like kayn too.

Yes :) We will nerf if it's too OP but it's meant to have pretty strong combos with frequent spell casters

10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by wharblgarble

Any thoughts on Global/semi globals with channels? I am thinking mostly Quinn and Shen who's ults lose a ton of viability in this mode.

Removing or at least reducing the channels would help a ton without needing to do something crazy.

If we find they are weak with more data we can take a more measured approach. But currently we are targeting the outliers first as we don't want to just slap +X damage -Y damage on every champion to save time

10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by South_Bend13

Why hasn’t aram had a similar thought process in mind? Ability specific buffs and nerfs instead of modifiers has been desperately needed for years now and this new game mode is receiving them within not even a month of being on PBE. Just a bit weird to me but hope this idea will be out towards aram if it proves to be successful.

ARAM has started doing this as well recently. Currently the individuals who do a lot of that balance are helping get Arena out the door at the moment, but I expect them to continue doing tailored changes for ARAM in the near future.

10 months ago - /u/RiotMaxw3ll - Direct link

Originally posted by RiotRayYonggi

Any significant bugs/exploits will be resolved before live. We are aware of all the major ones afaik.

You have high expectations I see.

10 months ago - /u/RiotMaxw3ll - Direct link

Originally posted by RiotMaxw3ll

You have high expectations I see.

But seriously we’re going to try and address all the ones we’re aware of

10 months ago - /u/RiotMaxw3ll - Direct link

Originally posted by bayonetworking123

Buying navori and selling it causing you to retain navori passive :o

Yep, working on this one today

10 months ago - /u/RiotAxes - Direct link

Originally posted by RossCoomSocks

Maybe it's been said before, sorry if it was, but is this targeted at being a permanent game mode?

Cause I'm not going to lie, as an old WoW Arena, Bloodline Champions, Battlerite player, and a guy that sucks at CS'ing this would be a great hobby to replace my ARAM addiction. :P

At this time, our goal is to make a great summer event mode.

In the longer term, I think there's a really good chance we would aim to bring back a significantly upgraded version - it's not a guarantee, we need to see what the player response would be like, but I think it's likely.

There's a world where this version of the mode is so successful that we never turn it off and immediately staff up live support for it, but I want to temper expectations - that would take a really huge player response that sustains over time.

So tldr we would love for it to be permanent, we will probably (but not definitely) aim for an upgraded version at some point (no timeline yet), and if the player response is strong enough we'd change our plans around that.

10 months ago - /u/RiotMaxw3ll - Direct link

Originally posted by blablalala10159

I've also seen people dc'ing during the augment phase and somehow being able to select 2 on reconnecting

yep, we're aware of this one, working on a fix.

10 months ago - /u/RiotAxes - Direct link

Originally posted by WeeklyAdri

Man I'm sorry but this comment does not give me much hope :(

I have hope, but not confidence yet, so tempering expectations.

This mode (or another like it - high variance, lowered competitive expectations, 15 minute run time) being a huge success with the legs to sustain a permanent population would probably be the single most valuable thing we could deliver in the gameplay space for League. And I'm personally hooked on it, having played 110 games and counting on PBE just for fun. If I had a magic wand to wave to guarantee that this would maintain a population so we could keep it online forever, I would 100% be waving it. But I don't, and at the end of the day it's going to be about how players vote with their behavior.