Original Post — Direct link

I will be using Riot's own Champion Balance Framework (Found here and here) to prove my point, along with u.gg as the source for my statistics, which has been confirmed by multiple Riot sources to be the most accurate option available. (I am aware there was a Rioter that stated that some statistics there were incorrect, but that was a case for champions with very low playrate samples, which u.gg added an alert for in the same week).

Right off the bat, Malphite is a grave offender in terms of winrate in average play and skilled play, where winrate is considered as a metric. He boasts an overall winrate of 53.1%. This wouldn't be an issue if his pickrate and banrate were low, but Malphite is the 3rd highest picked Champion with an overall 9.8% pickrate and a 29.9% banrate in Plat+, which makes him the 2nd most banned top laner after Akali, which is banned more often because of mid lane than top lane. (her pickrate in mid compared to top proves this).

Considering that the formula they use for nerfing champions is a ratio of 52-54% winrate to below average banrate (ABR) - 5x ABR, and the fact that the average ABR is around 7% (Source is the first Balance Framework Link), Malphite is very much guilty of being a statistically overpowered champion according to Riot's own Balancing system, and he's been like this since the beginning of pre-season, with variance in numbers throughout the patches but always being an offender in regards to the Balance Framework, yet Riot has mostly ignored his blatantly overtuned state and have only given him a small slap on the wrist nerf.

TLDR - Malphite is statistically broken using Riot's own Balance Framework (it's in the title, duh).

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almost 4 years ago - /u/PhreakRiot - Direct link

I'm guessing this is because they've been going after his items.

AP Malphite, for example, seems to be pretty balanced. His most purchased AP mythic in Luden's is ~51% win rate. Considering the last three patches chain-nerfed tank items, it makes sense that they tried to hold off on nerfing him specifically while hitting items that needed it.

That said, Malphite is still broken and should be nerfed.

almost 4 years ago - /u/RiotRayYonggi - Direct link

Originally posted by PhreakRiot

I'm guessing this is because they've been going after his items.

AP Malphite, for example, seems to be pretty balanced. His most purchased AP mythic in Luden's is ~51% win rate. Considering the last three patches chain-nerfed tank items, it makes sense that they tried to hold off on nerfing him specifically while hitting items that needed it.

That said, Malphite is still broken and should be nerfed.

Ye you prob right. We didn't swing at many of the tanks (except Amumu, that guy was wack) because we planned to iterate a few times on tanks. That said, we will be wack-a-mole-ing properly now that pre-season is coming to a close and items are getting more stable. The fact that only a few champions are outliers like this means we are getting close to a (relatively) balanced game!

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by VanillaTyphoon

This is off topic, but you're one of my favorite casters. Every time I play a game, I imagine you shoutcasting the silly names in my head.

Keep doing tons of damage to my heart. <3

Thanks! <3

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by Zhados_Twitch

Any inside infos on why riot chose to ignore GP for so long?

The scaling base AD buff was a joke and didnt address any of his problems

He is still sitting at 46% wr across all ranks. Even in grandmaster and challenger

I know at least one designer was looking into him. I forget what happened and why there aren't any changes at this time.

FWIW people are building him wrong. Not that he's outstanding or anything, but Divine Sunderer is incorrect. Trinity Force and Galeforce both seem to heavily outperform it.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by Abarn279

Agreed, but it's notable that malphs biggest counter (magic damage, preventing armor stacking) has been needed with mythic giving MR (i.e. It's impossible to build your first item and not have mr in your build).

His damage has always been pretty crazy, but with more ability armor scaling introduced in the last few years as well as this preseason introducing exclusively MORE dmg through sunfire, he's a strong boi.

Phreak, how do you feel about the current state of the game, especially compared to season 10 (or even seasons before)

I'm having a great time. It's cool figuring out builds and getting to try out stuff that other people haven't caught onto yet.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by SirJasonCrage

It's funny how reddit usually howls and complains when a champ gets nerfed at the same time as his items.

Yeah Reddit doesn't always leave the best opinions upvoted.

I think Riot went and nerfed champions + items when they had like a 57% win rate or higher. Otherwise, I like the idea of them hitting items first and knocking champions into line once the season starts.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by ACanadianMooseLoL

If this is true this is basically what the community has been asking for (nerf either the champion or the item first and then wait to see what the result is).

And this is why sometimes Riot does both. And sometimes they do it perfectly. Jhin got weaker with his lethality builds, took a Q nerf, and is still the #1 ban in the game. (OK yeah Galeforce is giga-busted)

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by afjlkdflgkj

Is there an item balance framework?

Yeah they posted about it before the preseason changes hit.

almost 4 years ago - /u/RiotRayYonggi - Direct link

Originally posted by potatorunner

What about champions on the other end of the spectrum? According to u.gg Veigar has a 44.74% winrate in diamond+, 42.96% in d2+, and 47.65% in plat+.

Is the data inaccurate and he is actually doing ok? Like near 50? Playing him FEELS really bad atm. ass well as some others are the bottom of the winrate table.

Yeah we will be "reverse wack-a-mole-ing" as well and buffing up champs that need it. Not sure about Veigar specifically (winter break and all that) but we will be doing our regular buffs/nerfs.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by mocaaaaaaaa

Yeah, I can understand after what happened to Amumu they want to be more cautious

I mean Amumu is in a completely reasonable spot right now. I'd say they aimed their nerfs pretty accurately.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by Atheist-Gods

Looking at the publicly available info I can see that Trinity Force and Galeforce outperforming Divine Sunderer makes sense but I don't think the 47 -> 49% winrate with lower playrate would qualify as "heavily" outperforming.

2% winrate lift is a pretty big deal for something as small as "pick a different first item."

In general though, GP's winrate is low is because people are building him wrong. People will eventually figure it out. You don't buff a champion because people are misplaying him. Something as simple as "buy the right first item" puts him easily within normal winrate bounds. Anything but a very small buff would just be wasted work that could go to a champion more in need.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by UltmitCuest

Curious as to how galeforce is broken. Ive only ever seriously seen jhin build it and it seems like an odd pick on other champs. Also noticed a few sett using hail of blades and galeforce because they could galeforce + E at once then burst, but that seems like a niche interaction.

To be fair "giga-busted" is hyperbole. Maybe not the place for it. My bad.

It's ultimately the most damage and in many cases the most survivability of all the competing mythics. The cherry on top is also the target access.

Most champions who are building Shieldbow/Kraken should actually be building Galeforce and just haven't realized it yet. The cooldown cut to 60 seconds is really meaningful and it's snowbally as hell since you're pretty much always in range of whomever you want to kill.

I'm not sure it's SUPER out of line, but I'd confidently call it the strongest of the three crit items. It's even singlehandedly turned Master Yi's best build back into Crit because it turns out giving Yi a free-target dash and more move speed is really really strong.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by Raknorak

What's something you enjoyed that other people haven't figured out? I play mostly top and jungle

Galeforce Yone / Master Yi.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by Arcanineleader

I don't like this approach. I'd rather them hammering the problem so it is guaranteed to disappear for sure the next patch AND THEN if the hammer was too big, buff them back up the following patch. Instead of these pats on the wrists for sequential patches until finally, the accumulated nerfs are enough.

A few thoughts on this:

  1. It's technically not hard to just throw on a random change like "-10 Q damage" and revert if it's too much. But...
  2. Submitting a change and reverting it is not as trivial as going into a tool and modifying five numbers by lowering the tens place. More people are always involved like QAing the change or consulting with playtest over how big the change actually is. So there's a flat amount of work that comes in on top of simply implementing the change itself, no matter how small.
  3. I believe the designers try to (and usually do a pretty good job of) identify what element of a champion actually deserves to be nerfed. This is why there are designers at all and not an automated script that pulls in a random nerf from a library of "Nerfs that will lower winrate by 1%." For example, and I'm honestly curious about this, what would your ideal Malphite nerf be?

Anyways, I still agree that they could assume how impactful their changes would be and do more on top as a result, but I also totally understand not doing that.

almost 4 years ago - /u/PhreakRiot - Direct link

Originally posted by FCVanillaIce

But wouldn't that also hurt other champs using said items?

Going after items instead of the champion itself seems like using a grenade to dig a hole.

It really depends on where you think the problems lie.

Day 1 of preseason the top 8 champions in virtually every role were tanks. Tank Mythics were OP and this wasn't up for debate. So you have to nerf those items into line, or at least into a point where you're comfortable with their power level. Then sort out individual champions from there.