@Spideraxe30 They'll be more disruptive, but we're not too concerned. It's still our best time to land some bigger work, even though these weren't really planned long term projects like previous seasons.
@GodDerpes_Leona @Spideraxe30 Coup is still most popular I believe. But I think they're at least closeish in power for now. Imo it's noy a big deal if coup remains most popular.
@Spideraxe30 It seems manageable for pro but less so for solo queue, as these strats tend to go. I don't think the team feels like we need to act on it yet, but I'm sure it will come up today.
@AdamVinkovic There will be some tuning adjustments for Aatrox still this PBE cycle. Shipping in 9.9 feels pretty tight, but that's still what we're aiming for. Tuesday's PBE will have some tuning most likely.
Aatrox current list (see image) updated for 4/23 PBE push. General stuff going on:
Testing showed him to be a bit overtuned. Nerfed some stuff.
New healing amp on R seems cool but needed tuning.
Switching Q CD paradigm to start CD after sequence (Q CD reduced as well) http://pbs.twimg.com/media/D4zWI4IWwAAfGAB.jpg
@LimitlessChaos That's what I thought too. The original number I tried was 4 at max rank, but got some playtests from the playtest team and they suggested we bump it up to 6, which ended up feeling more in line.
@iCr1sS It's actually probably a buff. The cooldown mechanic now triggers on monsters as well, which wasn't true last iteration. So he gets a LOT more of them during his clear.
@heirjodans The Q CD change is to nerf zoning pressure from holding Q, and it's intention is that it's slightly favorable in the case where you spam them out, as is more frequently done later in the game.
@HashimMurtada Removing the E will affect him, but it's also easy to understate how far a Q damage buff can go. 20 damage at rank 5 if you hit all sweetspots is an increase of something like ~112 damage.
Final 9.9 Aatrox list (see image). Reverted the 'Time between Q casts' change based on feedback and made its CD based on the last cast of Q rather than last cast of Q1. Then did some final tuning around these changes.
We'll follow up quickly during 9.9 if/as needed. http://pbs.twimg.com/media/D43-ZAmUwAA4L76.jpg
@AVampyr17 Sure. It means that in the case where the cast sequence expires while sitting on Q2 or Q3, the cooldown is calculated from the time when you cast Q1 or Q2 rather than from when the cast sequence expired. In the case where you cast the whole sequence, there's no difference.
Some last minute updates have been made to the Tahm Kench changes for 9.9 (see attached). Still has the pretty rough hit to allied devour, as planned, but a couple more buffs elsewhere on the kit and in base stats have been added. http://pbs.twimg.com/media/D48FMG4U4AAxVof.png
@AlanGonto It basically means how much your attacks per second get increased per %AS you get from attack speed items and buffs. Higher ratio, more benefit.
Here's an image of a solo queue OP line we've been discussing next to 9.8 champ performance. A bit simplified, but a decent conversation point about performance. In it you see every champion's WR/BR, and a line where we're trying to establish consistent standards of OP. http://pbs.twimg.com/media/D5GExsoUwAEMIe6.jpg
@lordredstonenr1 Pick rate is something we want to be careful about considering heavily in balance discussions (for most solo queue divisions, that is) because we're wary of nerfing champions that players find more fun. Pick rate does have correlation with power at higher mmr though usually.
@TopherJenis5 We definitely could! That would most likely be a much more nerf-heavy approach, but that wouldn't necessarily be wrong either.
Love the squiggle OP line btw. gj phone
@lordredstonenr1 That makes sense. We're essentially looking to find the right amount to consider ban rate. The sharper we make the slope of that line, the more we're effectively considering it.
Some early 9.10 Master Yi stuff (also Rageblade because relevant). For Yi, looking to take some stats out (especially in the late game) and do some QoL, counterplay, and skill expression improvements. http://pbs.twimg.com/media/D5GO5RkUwAAM3Lq.jpg
@reactivenote29 Tahm Kench is there on that graph BECAUSE OF his W. We want to move him up closer toward everyone else on this graph by nerfing his W and buffing other things.
Assuming 9.10 PBE goes out tomorrow, here's what will be on it for Master Yi. A little less nerf/change heavy than last Friday showed since I think we're leaning toward the Rageblade nerf as well. http://pbs.twimg.com/media/D5XVJpaUwAA4W35.jpg
Also looking to see if we can do a little Zyra plant adjustment where the plant will no longer take damage from most basic attack effects that don't proc on-hits (e.g. MF passive and Corki passive)
It's possible those missed the deadline since that happens very early in the morning, so if it doesn't look like that today, that's what it tentatively is planned to look like tomorrow :)
Current Vayne. Might not be the one that makes it to PBE today if it didn't make the deadline in time. Also keep in mind Rageblade is tentatively nerfed. http://pbs.twimg.com/media/D5babFIUYAAgUyr.png
Hotfix for Aatrox should now be Live (and I believe updated in the patch notes):
Armor :: 33 >>> 38
Health Growth :: 80 >>> 90
Passive Damage/Healing :: 5-10% >>> 5-12%
Q tAD Ratio :: 55/60/65/70/75% >>> 60/65/70/75/80%
@Sabroesel @RiotMeddler Patch notes are wrong. Gameplay is correct as is on Live. Effective cooldown is the number you see in the tooltip relative to the last time you cast any of the Q spells.
@LSXYZ9 We hotfixed him because his solo queue performance was very poor. Usually when that's the case for majorly changed champs, they climb in performance pretty noticeably over the first 24 hours, but Aatrox didn't, suggesting he was weak.
@LSXYZ9 We want to make sure we know whether he can hold a better average solo queue performance by the time pro play picks up again in a patch or two, since that was the goal of changing him this time around. And we didn't think we shipped him at a power level that would teach us that.
@MalaclypseDC @LSXYZ9 Yeah, we'll see on that, and I don't even mean that sarcastically. The other argument to be made is that his output isn't reliable enough to be a mainstay blind pick.
@MonstrousYi If he dips too low we'll buff him. Trying not to increase the power he holds at lower skill levels relative to higher skill levels, and the worry was that changing the R that way might do so.
@MonstrousYi I don't think he'll be weak after the changes, and he has some good QoL stuff for players that can play around it well. Unlikely he'll be as strong overall, but I don't think he'll be weak.
@darmausgang Yes actually. @chaseshaco and @Pinkwardlol suggested a change to the ult cast that I think makes sense, so hopefully that hits 9.10. Now Shaco will go toward your cursor when you cast it, and the clone will go to the opposite direction for a little more control of the cast.
@MonstrousYi Oh, yeah, I'll turn the buff icon off. It doesn't actually give AD. It will add the old sword glows whenever you attack something without your E on.
@MonstrousYi What is depressing about this? We wanted to sort out some issues around micro cast times and also add a little something cool in the new Alpha Strike mechanic. Those changes needed to be power negative for Yi. They were more power neutral, and so we're doing a small correction.
@LSXYZ9 Isn't the Karthus nerf supposed to be somewhat significant? I can't watch a rundown of yours without hearing how we never nerf the strongest jungler in the game.
@OOR_Luke23 @LSXYZ9 He's banned in 51% of games at Grandmaster+, more than any other champion. 50 damage off his R is highly unlikely to turn him to complete trash, and if it does, he can have some power back in a way that doesn't reward 1-shotting across the map because he farmed krugs well.
@Minishcap1LoL @RiotMeddler Seems a little hyperbolic, but I'll say that for the core issue you're trying to get at, I agree there are good improvements to be made.
@Spideraxe30 Not until at least the weekend is over. Even then, the work is pretty speculative at this point. I generally like to start from the approach of a big, sweeping set of changes and then narrow down, so I'm going to hold onto showing things for now so as to not freak anyone out.
@Spideraxe30 I think passive is reduced radius (400->250) and reduced damage to targets other than the primary (50%), and Q delayed pop is reduced radius (200->160) as well
@chaseshaco It will be considered balanced under these conditions, not "you can only play x champions."
This tool identifies what champions players are likely to view as useful in Grandmaster+ in a somewhat objective manner, so we can avoid the biases mains and egomaniacs.
As mentioned, there is some Ryze stuff that's showing up on PBE today. There's a different list coming Monday as well. Trying two different things out before deciding on the right blend of the two for 9.12. Feedback welcome.
For patch 9.13, the Summoner's Rift Team is going to be talking openly about the development of the patch, and the work we do during that time. Feel free to ask any of us questions. We should be pretty active on Twitter these next 2 weeks.
@Spideraxe30 They're on the team but won't be participating as much most likely. They're on the seasonal group that's working on the preseason at the moment.
We make most of our balance targets for the 9.12 patch this afternoon from 2-3 PST. Around that time, I'll probably tweet out some of the data we'll be discussing to set those targets.
For now, we're hitting our morning playtest. Got some 9.12 Ryze and Sylas stuff in today, as well as an unannounced champion and one of my first plays on the Pantheon rework.
9.11 solo queue snapshot for "average" tier play. First is the plotting of all the dots. The second is a somewhat sloppy zoom in on the stuff around the top end (the little black dots don't mean anything; just the rings) http://pbs.twimg.com/media/D8K3w9bW4AMBK2l.png
Likewise, here are the ones for "Skilled." The red dots seen are for Xayah when she's specifically with Rakan, and Pyke crossing the line based on mid lane win rate. http://pbs.twimg.com/media/D8K4oDWXoAIFnEW.png
Here's the version for Elite, in which we use a few different parameters to define OP. The way this can be read is that if their red bar crosses the vertical line at 45%, they should be nerfed. http://pbs.twimg.com/media/D8K5vzxXkAAJyAz.png