Original Post — Direct link

https://twitter.com/RiotPhroxzon/status/1665895744715513857

A big patch now that things have had time to settle.

Buffs are focused at champs that have itemization earflicks (eg. Kaisa evolves), champs that have been languishing (Sivir, Ryze, Nasus, etc.)

Nerfs to Pro staples and soloq overperformers. Ivern looks strong, but no nerfs.

https://twitter.com/RiotPhroxzon/status/1665895746544209921

Item changes are mostly for over/underperforming items from ADC/Supp item changes.

We're monitoring Tri Force

Lucian changes are to have him perform better with more supports (other than just Nami) and Rumble changes are to have him perform better in extended engagements.


System Buffs

Kai'Sa

Sivir

Ryze

Nasus

(More? Idk it's missing in screenshot and I have to sleep).

System Nerfs

Ardent Censer

Bloodthirster

Galeforce

Imperial Mandate

Overheal

Rapid Firecannon

Red Buff

System Adjustments

Duskblade with R (Katarina, Samira) bug fix

External link →
over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by THESuperStuntMan

Buffs to champs that have been languishing? Can't languish harder than Vel'koz so buffs confirmed?

We currently have a backlog task for “mages who lost their home in mid.” I don’t know when that will be picked up or by whom but it’s something we overtly want to address.

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

Originally posted by Javonetor

seeing those nerfs on systems makes me think if they have a hotfix to triforce prepared, idk if monitoring will be enough

and the overheal nerfs are weird?, Aphelios is like the only one taking that rune consistently now

Yeah so I got us to buff it in 13.1b with the hope that ADC players who felt like they couldn’t survive could tech into a defensive rune. Same logic as the BT buff.

Thing is, most players don’t change their runes. Pros do. So this just ended up being a pro ADC buff, which is the exact opposite of what we need.

So yeah it’ll be weaker on ADC, which won’t effect 99% of players but does hit the ones we care about.

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

Originally posted by Altruistic_Milk

I hope Xerath is one of them. I don't know how he can be made more satisfying without making him more toxic but I look forward to it if so.

Xerath has some sweet changes in dev atm.

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

Originally posted by WoonStruck

Any chance you can make only the greatest source of lifesteal apply or make it a unique passive so it doesn't have to be tuned on the weak end due to having to consider the possibility of stacking?

I'm sure people would love a universe where the only good time to build lifesteal isn't just if you're stacking or a source is OP/zero opportunity cost.

Neither BT nor Shieldbow are tuned around stacking.

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

Originally posted by enflame99

I amnt trying to argue that things should be nerfed when they are out of hand I feel this kind of NERF is silly and sets a dangerous precedent. I legit change my runes every game specing into match up specific runes every game. Now there is an issue were pros are just gonna funnel they carry super hard. But I like rune choice and think it's important. I think it's good that my knowledge of runes nets me LP over say another player using auto runes. I also think runes should beade to be competitive with each other before that change overhead was never picked but now it's a big consideration in that line please don't remove meaningful choice from the game.

Listen, I am a build tweaking enjoyer myself. It's why literally the first patch I worked on I tried tweaking runes. It's why I later nerfed Lethal Tempo to try to get more ADCs to try the other keystones.

But most players just don't engage with the systems that way.

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

Originally posted by SilvertheHedgehoog

Do you think there are possible avenues that can force players to actually think about their rune choices instead of defaulting onto one set for multiple games?

Not easily. Players want to net deck. It's just how things work. Out of game optimization is just not something most players enjoy.

I think games like TFT have it right: You're offered a mutator, pick the one you like. You're offered some units at random, pick the ones that fit you the best. You can try to force a comp (and people do) but it's probably weaker than just adapting. But people still force comps. You have to be so incredibly overt about it to get people to break out of their comfort zones and they'll still just go to their comfort zones.

That's just an entire redesign of League's out-of-game systems at that point and probably not one that's correct for a sport-adjacent title.

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

Originally posted by Estrald

Oh cool, so in cases like Nasus, it won’t really affect him? It’s more tuned around ADCs? Was there someone else it was overtuned on, like Draven or something?

It'll actually be stronger on Nasus.

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

Originally posted by ShotoGun

He lost his home in support too. Vel’coz has been abandoned by his most ardent mains.

I can't imagine Ardent Vel'Koz is any good.

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

Originally posted by shinomiya2

so are you gonna revert lethal tempo? buff pta or conq for ranged to make them actually viable choices?

For most ADCs Lethal Tempo is not their strongest keystone. Stuff is plenty viable. Y'all can at least try.

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

Originally posted by MoonDawg2

Yeah it's most likely that. Idk why they turned the primary lifesteal item into just more damage with some LS tagged onto it.

If BT falls out of meta thornmail will become dominant again like it has done in the past f**k

Ideally there's a clear distinction between BT and Shieldbow. One is the offensive option where you shot call that you aren't gonna get oneshot and the other is burst protection.

Shieldbow landed weak and BT landed strong but there's meant to be a fair tradeoff there.

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

Originally posted by WoonStruck

Why is everyone suddenly pretending he's allowed to be in the game?

Like this has been standard ever since his release, but a week of him being decent and people forget that he will inevitably get nerfed when he's decent.

Aphelios is a full 2% win rate higher than he was before the buffs from 13.4. The dude could fall meaningfully just from systems changes and still wind up stronger than before.

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

Originally posted by shinomiya2

like who? unless youre counting build changes like varus going on hit lethal ap hob or lethality comet, aphelios using all 4 depending on game, who takes lethal tempo as core but should use something else?

  • Jhin: Fleet
  • Ezreal: PtA
  • Jinx: Fleet
  • MF: First Strike, PtA, Fleet
  • Kai'Sa: Hail of Blades
  • Lucian: PtA, First Strike, Fleet
  • Caitlyn: Fleet, First Strike, Dark Harvest
  • Aphelios: PtA, Fleet, Conqueror

Those are literally the 8 most played ADCs in League of Legends. All of them have better (at least situationally) options than LT.

So that nerf seemed to line up pretty well. Got a ton more variation in keystone choice now.

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

Originally posted by MoonDawg2

Fair enough, thanks for the insight phreak it's always appreciated.

As a suggestion, would either upping the LS on shieldbow or somehow moving the 30% atk speed break shieldbow? Atm one item is just plainly better, not just because of stats, but because one has a constantly working passive while the other item only really has its own base stats. LS on BT alone makes it so you can stay in the map for much longer and be safer on teamfights where the isn't a 100-0 threat.

There's also the issue that by the time shieldbow's shield is popped (on the situations it would be better than bt, like a rengar or talon burst) you're honestly more preocupied on running away than fighting, so the atk speed steroid goes to waste by a good amount.

That's the feedback I can give as an adc after I tried it out. Hopefully it helps out

Edit: Kraken is also feeling really good this patch as a situational build. Kraken > IE > ldr/seal item is doing really well on the few adc I've tried it on including lucian.

TBH Shieldbow is ideally niche. It's meant to be strong enough that when you're getting oneshot by Kha'Zix this item will help you not get oneshot by Kha'Zix. But it's not meant to be a default purchase. There's meant to be a real damage loss here.

I'd argue the life steal on pop should be to coax you into fighting back. Maybe that's directionally wrong for a defensive item, but the thing has life steal. Attacking is literally a durability output. But I'm not sure if "gain damage output on shield pop" is the right shape. It at least tells a story.

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

Originally posted by blublub1243

Can you go into why pro play ADC needs nerfs? The problems with bot lane in pro seems to me moreso that the meta can be somewhat stale, not the overall power of the role (and, tbf, I don't really see a good reason to care about role balance too much as far as the pro play viewing experience goes), and I don't quite understand how making it harder for basically every ADC to survive would actually address that.

Pro play ends up thought-leading regular players. An example of this from recent history is Azir's play rate doubling in the middle of last year with zero changes, driven purely by sustained pro presence.

League is a game that is as much about strategy as it is about individual mechanics. Right now, the best strategy is to play around bottom lane and it doesn't appear to be close. That's boring, stale, and honestly pretty hurtful for players of other lanes.

I don't think ADCs are specifically overpowered (we see very few in top/mid/jungle), but their receptiveness to gold is clearly very high. If only pro players take durability runes and pro players use gold funneling better, then you very quickly get a congealed playstyle.

Overheal nerf hits nearly zero non-Aphelios players outside of pro play. It does affect deathball ADCs in pro play. This is a positive for the game.

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

Originally posted by KiddoPortinari

Out of game optimization is just not something most players enjoy.

You're wrong, at least you WERE wrong, before the last few years of changes like this drove the majority of thinking players out of the game

The ability to switch around runes is at one of its highest points of all time. This is just factually true.

Most players just don't do it.

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

Originally posted by Guest_1300

Oh I have a question on lifesteal items. It's pretty noteworthy that both BT and Shieldbow start scaling later into the game, which I assume was intentional. Were there specific reasons you wanted lifesteal on adcs to be less prevalent or nonexistent before 3rd item or so?

Shieldbow is more important here where if you give a champion sustain + damage + burst resistance exactly what are you meant to do to them? The item does literally everything. This is mostly a problem in the early game where one champion can't really hope to burst through a Shieldbow.

Bloodthirster is less important here but sustain is still a pretty scary stat to give early game. If BT is meant to be a satisfying life steal item, it makes many lanes completely uninteractive. You get to side step those issues by telling players "Look, this item is good, but you have to buy it later."

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

Originally posted by Guest_1300

Yeah, I guess that's more or less what I expected. Thanks!

NP!