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https://youtu.be/PY4boPCTeoo?si=GMVl5VscUrNcYUNJ

I think it would be very cool if more riot devs shared their thoughts about any game specifics through youtube as it feels alot more personal than just text

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4 months ago - /u/endstep - Direct link

Hey, that's me!

I'd be happy to make more videos if people are interested (probably shorter ones though), but I found myself in a weird spot on the Seasonal pod where we don't ship content very often so I don't have frequent content drops to talk to players about in the same way that the Live pod does (e.g. Phreak) or like I did when I was on Wild Rift, so I'm not sure what kind of topics/discussion/thoughts people would want to hear. Besides talking about new patches, are there topics people have in mind?

4 months ago - /u/endstep - Direct link

Originally posted by Beats29

As long the content is great I'm sure people will like it, I don't mind it if you can't do it often. At least I prefer quality over quantity. I recall you making a small twitch stream with another rioter (I'm sorry I can't recall atm) where you answered several questions. You even answered one I did about the "demonic embrace spiritual successor" for AP tanks due it's removal and it was very insightful (before we had any ideas about what items would gonna come). So yeah, I'm sure people will like it as long the content is engaging, I think the way you have in explaining decisions makes the viewer interested in the content.

Besides patches, at least for me I would like insights about the goals you had before the official patch. For example, the awareness I got is that the goal this preseason was to reduce ganking, are you afraid for example that ganking paths may be too hard or it's scaling needs something? Also 2nd question, in terms of mage itemization (although they may seem a bit strong), are you happy with the diversity goals, or do you think people may end buying the same items over and over as before?

Thanks for you answer and content, and sorry for the longer comment, you'll probably get other requests as well.

Yep, sounds like the stream I did with Phlox last month. Thanks for watching, I had a lot of fun on that one.

Quick answers to these questions:

  • It's definitely possible jungle will need further adjustments, but we expect that with the changes to the jungle and there being more objectives in the earlygame to take that there will still be a lot of earlygame power in the jungle.
  • It's definitely too early to tell on diversity goals - to be clear here, the type of diversity we're looking for is quite different from the goals of the mythic system, where we are much more accepting of champions being bound to specific items or combination of items when appropriate (e.g. Rumble buying Liandry's first every game is not a failure, but an expectation). We do still want to provide some variety, but it doesn't have to be in every slot in this system, and it's simply too early to tell what the actual long-term structure looks like, especially given there's balance work to be done here.
4 months ago - /u/endstep - Direct link

Originally posted by TropoMJ

First of all, thank you so much for making this video - I've not gone through Phreak's yet but I've just finished yours and it was really fascinating. This sort of communication is super niche (as you said in the video, you have to be super-invested to find yourself watching it), but it's really rewarding. I found myself reading the patch notes being a bit sad at how little context there was on why the item system was changed the way it was (even the dev blogs left a lot of detail that you covered out), so getting to see such expansive thoughts is great.

In general, if this is content you'd be able to make, it would be amazing to get discussion of I guess game design philosophy as it currently is at Riot. Stuff like current thoughts on how various classes are and should be interacting with various systems. One thing which came up a lot in the run down is the idea that mages should be less threatening against tanks than they were in 2023, and the item changes reflect that goal. But what I'd love to know is the why of that, and also what a world where mages are less threatening to tanks should look like. Are we hoping to get to a spot where mages and assassins are mostly tasked with being anti-carries, while the ADC is hopefully left alone to shred the tanks? Is the intention that a burst or control mage faced with tanks should just give up on the idea of touching them and build to target solely enemy squishies?

I would also be really curious to hear your thoughts on how the playerbase is expected to perceive certain major changes. So for example, mages gaining AP in exchange for losing utility stats is well-explained in your rundown, but it obviously leads to a world where a substantial amount of champions are doing and taking more damage. The community naturally notices that mages are bursting super hard, and don't register the slower rotations or the fact that a newly bursty mage is themselves much more fragile. How do you guys prepare for this kind of community reception when you make a change like this, and if the community ends up coming to the consensus that mage damage is unpleasantly high, what options do you have for addressing that, beyond just replacing damage with haste and defensive stats again?

This is probably even less up your street but I would also be curious to see more of a deep dive into the philosophy behind particular items and changes. Shared support system changes were particularly interesting to me - the starter item losing all of its offensive stats during the laning phase probably pushes the laning phase to be a bit more friendly to passive enchanters and tanks at the expense of mages, aggressive enchanters and AD supports, as well as making ADCs a bigger part of the lane's damage output. Was any of that a design goal of the change or just a side effect? I would be even more interested to hear about the Wardstone changes. Previously, the item's stat passive was clearly designed to be useful to every type of champion who could possibly find their way into the support role. It's now been reworked to give purely defensive stats (+ haste), meaning there's a significantly higher trade-off for non-tank supports to build it than previously, while tanks are as comfortable building it as ever. I know that Wardstone is a niche item because it comes so late in builds that supports often don't get to buy it, but is there a reason that we moved away from it feeling good on every class in the role to being specifically friendly to only one of its classes?

These are probably all terrible ideas for things to cover but they were just the things which came to mind after watching your rundown!

Thanks for the thoughts - (maybe) helpful quick answers to these in case I never get around to another video:

General thoughts on how we structure classes - a lot of this comes down to power budgeting classes as a whole and deciding what to trade off when looking to shift a class strength or weakness to a different spot. Using a (somewhat incomplete, but hopefully illustrative) example here with mages, compared to other classes, mages generally have the most AoE and high teamfight impact as strengths, with immobility and meaningful resource costs as weaknesses. By making them less target-agnostic by removing some of their anti-tank outputs, we then generate room to add more AP which is the most satisfying stat we can give mages and this has the side effect of raising the variance of the mage class (since they are now sharper, dealing and taking more damage overall due to the loss of HP + haste and higher AP) which is generally a positive in this case considering that they were lower overall variance as a class than we wanted. The goals aren't specifically around "each class gets to do X" but moreso "how can we change these class itemsets in order to make them more satisfying/fun/tunable."

On perception, we know that any time we add damage to the game (especially burst) there's a perception cost, but in this case we believed that it would be worth it and that over time players would understand what the mages (or in this case AP champions in general) are giving up when they find themselves in scenarios where the mages don't have their cooldowns or miss their spells or get bursted themselves. If we found ourselves in a situation where players found mage damage unacceptably high (and we couldn't find a middle ground that was still higher than previous AP values), we'd have to reconsider some foundational assumptions about the system but could push further in other systemic counters like offer stronger MR itemization or more accessible anti-magic-burst options to other classes in order to relieve the pressure on perception.

To be honest, I'm not as up to date on the support item stuff like the statline but my understanding was that there might need to be some adjustments to some support laning phases due to the change in stats, but that overall would be low cost compared to the value of having all supports branching off of one item rather than multiple.

Wardstone I don't recall much about - we tried a few different versions of it in testing, and we've generally been unhappy with how niche it is but I don't remember what led to this version specifically.

4 months ago - /u/endstep - Direct link

Originally posted by Wemnix

THANK YOU FOR THE AMP TOMES, ABILITY POWER USERS EVERYWHERE THANK YOU

no problemo

4 months ago - /u/GalaxySmash - Direct link

Originally posted by endstep

Hey, that's me!

I'd be happy to make more videos if people are interested (probably shorter ones though), but I found myself in a weird spot on the Seasonal pod where we don't ship content very often so I don't have frequent content drops to talk to players about in the same way that the Live pod does (e.g. Phreak) or like I did when I was on Wild Rift, so I'm not sure what kind of topics/discussion/thoughts people would want to hear. Besides talking about new patches, are there topics people have in mind?

You have no idea how long this guy wanted amp tome to be 400 gold. Literally years. He talked about it before he was a designer. Thats dedication right there