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https://twitter.com/MarkYetter/status/1379502179233398784

Yorick getting bonked, as expected. And Rammus is finally getting his new ult, so that one's pretty good. Although, I must say, my poor girl Orianna didn't deserve such hate. Is this how Azir mains feel ?

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

Originally posted by HardstuckPlasticV

What is the point of Cassio's mana cost reduction? It's even less meaningful than the 11.1 Ryze Q cost reduction because Cassio has a refund mechanic. I don't understand why this type of buff is used at all, let alone re-used.

These buffs tend to wildly overperform expectations (but also sometimes do very little)

The -0/1/2/3/4 mana off of Karthus Q a bit ago was like a ~2% buff approx, for example. Highly spammable spells with mana cost going down (even with refunds) can be massive and also can sometimes reshape builds and the like

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

Originally posted by homer12346

is there any world where you want to take lethality over attack speed secondary now?

Tbh I'm not sure. This buff brings the lethality-per-point to equal the attackspeed-per-point as far as goldvalue-per-point is concerned. Whether that means that lethality is actually valued comparatively to attack speed for aphelios is up in the air, but at least now you won't be taking the "less gold efficient" option by picking lethality.

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

Originally posted by Rexsaur

Not sure why enchanter items are getting nerfed again lol, staff and moonstone changes are almost full on nerfs for them.

They really want to keep that 4 year of tank/engage support dominance dont they? Look at that slap on the wrist for thresh.

The intention is that moonstone is a nerf for it's individual healing contribution to a fight, but in exchange a buff to a champion's innate supportive outputs. This should make it worse for champions that aren't already indexing into maxing their supportive outputs (karma, lux, seraphine) but neutral (or potentially a buff) to champions that can really flex that heal/shield power (sona, soraka, lulu, janna).

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

Originally posted by HardstuckPlasticV

I believe that the Karthus Q AP ratio was also increased from 30 -> 35% in that patch, so I don't know how much of the increase can be attributed to the cost changes.

Regardless, as long as you guys know these types of buffs can be impactful, then that's reassuring. It's just very hard to see it when I'm trying to map out where the extra mana would be useful (especially considering that Cassio, Ryze, etc. are building enough mana with Tear + Mythic that they stop being gated by it fairly quickly).

The overall Karthus delta was over 4% that patch iirc, and we had a decent idea of what the AP ratio did.

Sometimes these changes can partially unbind from the mana system. Maybe opening up minor runes or whatever, not sure about this one since I don't have specific context here though

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

Originally posted by Sir_lordtwiggles

I know this is a bit off topic, but I have concerns with staff of flowing water give ability haste.

Not only is haste a powerful invisible stat to opponents, but I feel that the item's power will vary widely by rank and communication level. Saving your abilities until you can get prebuffed is way stronger with communication, but making tracking ability cooldowns way harder on the other side. Moreover, it makes optimal play way harder when you don't have quick and easy communication methods available.

IIRC in league's early days shurelia's gave AOE CDR (5%) and it was removed for bringing invisible power to an invisible stat.

Finally I am a bit worried about it augmenting champion's play patterns too much. It feels like a general design principle in league is: legendary items shouldn't change ability sequences too much. You might pop a cooldown to stop steraks from procing, but for the most part (other than zhonya's) you play the same way before or after an item. I'm feel like the ability haste could incentivize very augmented play a bit too much.

Edit: one more concern I have is that compared to the old passive and ardent censor, it is way easier for the new staff to have it's passive be completely useless in an aggressive fight

I think that's a reasonable concern, I dont think it'll end up changing sequencing a ton because its not toooo much real time off of a spell. That being said it is important and is a riskier thing to give conditionally

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

Originally posted by KatyaBelli

The hits to AH are huge though. Saying this flexes heal shield power completely negates that it removes the ability of the same kit reliant supports to flex their kit to the tune of 15-20 AH

It's definitely true that some AH is missing. The reality for a lot of enchanters though is that you spend a smaller % of the game accessing 2-3 stacks of mythic passive, so as far as power budget goes it's a small % of moonstone's (and other enchanter mythics) allotted power budget.

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

Originally posted by PlasticForkRubberDuc

I feel like seraphine belongs more in the second group. For example, in the G2 S04 game 5, where G2 played the disgusting seraphine comp, rekless was building full support/healing items (moonstone, redemption, staff etc.) even though he was playing farming seraphine. So it's kind of concerning to me that this change aims to shift power towards that playstyle for her, when it was already proved to be insanely strong.

To be fair, that game was played on 11.6 which was before the Seraphine nerfs with moonstone (making her less frequently proc it) that released on 11.7. The thinking is the 11.7 bugfix should move her more into the first group I outlined above.

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

Originally posted by Rexsaur

Maybe give some of that AH to ardent? The item has been underwhelming as a whole since it lost move speed and cdr, and now if you want to go moonstone you're kind of forced to go staff or you'll be walking around with 0 cdr which is terrible for an enchanter.

Make ardent build from a codex instead of the tomes and give it 10 ah.

Yeah I don't want to pretend that everything is perfect after this list, just the goal of these changes was to make Shurelias more competitive with moonstone for enchanters specifically. We just can't change every item in a system at once or else we have a hard time evaluating the effects of changes.

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

Originally posted by HardstuckPlasticV

You can isolate winrate deltas for specific changes? That's very cool. Can you share a little more about that? Is it a matter of referencing similar changes in the past, theorycrafter-style math, etc.?

2% is surprising if it is coming from the cost changes alone. I would expect huge differences like that to come from some sort of first clear breakpoint, but Karthus would have just -1 mana per Q once he levels it again at rank 3. I think he has remained pretty hard-bound to PoM secondary and Liandry's; am I missing an important factor here?

Tends to be using similar or the same changes in the past to ballpark. Like we had previously done this exact Karthus Q ap ratio the other way so we have a decent sense of that change. We also have good senses of base stats and stuff like simple damage changes.

Karthus was on the high end here. I looked into it and he had a total of like a 5-6% delta that patch. A lot of it for Karthus was he was actually under the bar for being able to clear the jungle midgame so he's absolutely on the high end, it moved him from like running out of mana to being ok with mana itemization

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

Originally posted by egirldestroyer69

Imo as someone who plays cassio those buffs doesnt do much. In lane most of the time you have no mana to all in before first back (even with the buffs) and after first back tear you have no mana issues.

The main difference between her and karthus is karthus q is spammable while in cassio you are reliant on hitting Q or W so it doesnt have nearly as much impact nor is as spammable.

I think a small buff that could increase her winrate by a small margin is giving her 5 more base armor. Assassin lanes have become extremely hard after seekers nerf and the fact cassio has one of the lowest base armor in the game. Another option would be to increase her e healing since she got hit pretty hard after ravenous hunter nerfs.

Just for reference, +5 base armor is probably 2-3% winrate

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

Originally posted by Scrambled1432

Here's a random question, feel free to ignore it.

Would the balance team ever consider adding mana onto non-mythic (and tear) items? It feels kind of weird that you're shoehorned into lost chapter every single game if you're a mage with mana. It'd be cool if we actually got to try out riftmaker etc. by getting mana elsewhere.

We've definitely talked about mana items outside of the ones we have now

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

Originally posted by Original_Forever_476

Hello Riot Phlox, I already made a post about it, but I'd really love to know what a Rioter thinks about the issue...

Since apparently Riot wants Rumble to become a top laner (which is reasonable in my opinion), then why don't they make conqueror a viable keystone for him? since that's what toplaners get.

Also, at patch notes 11.6 riot specified a bug where certain abilities didn't count as unique attacks when they are supposed to be (Lucian passive), this bug seems to be a thing with rumble as well? His q deals damage many times in a duration but only procs Conq once

I'm not sure thats enough and we tend to prefer consistency with how stuff like conqueror works. That being said maybe there's a good argument for it