Original Post — Direct link

He tweeted:

Yday was tough for everyone; the community, the team. On SRT, our commitment to improving the game hasn't changed & we'll continue addressing player concerns in as timely a manner as possible; Striking balance of "sharing early" but "not over-promising" is tough, but gonna try

and...

For 13.2, we've been looking at:

  • GW changes (40% on small component)
  • Small scope ADC satisfaction changes (situational durability)
  • Fighter haste & sustain
  • Multiple tenacity sources stack properly
  • small Chemtech soul + base buff
  • Normal balance changes
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over 1 year ago - /u/RiotRayYonggi - Direct link

Originally posted by Reshir

Fingers crossed that Phreak is in charge of them since he actually understands ADC problems

Phreak will be supported by myself and a few other analysts who are knowledgeable about the problem space and ADC gameplay at a high level.

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

Originally posted by ploki122

Isn't that simply because it's the only good/reliable GW item?

  • Morellonomicon is 110% gold efficient, but requires the enemy to be <50% HP for full GW effect (and gives no AH).
  • Chainsword is 116% gold efficient , but requires the enemy to be <50% HP for full GW effect (and gives no AS or Crit).
  • Thornmail is 80% gold efficient, and requires immobilizing effects to get the full GW effect (and gives no MR).
  • Putrifier is 102% gold efficient, and requires healing or shielding an ally for full GW effect (and gives no heal/shield boost).
  • Mortal Reminder is 118% gold efficient, and requires attacking a champion 3 times (ish) for full GW effect (and gives everything an ADC wants).

I'd say there's a clear line of Reminder > Putrifier > Morello > Thornmail > Chainsword.

Otherwise, the fact that all 4 other items have baby versions for much cheaper, whereas Putrifier shares Morello's component (which means 0 benefits on heal/shield) is probably a reason that Putrifier is completed a lot more.

EDIT : Ironically, I forgot Reminder.

Isn't that simply because it's the only good/reliable GW item?

I think that's a contributing factor but not the main one. Gold is extremely multiplicative in League of Legends. If you know you need a given team utility effect that isn't going to multiply out the rest of your fantasy, its an optimization for teams to put that option on the already low econ player. We've seen that in the past with the aura Aegis of the Legion being assigned to either supports or junglers years ago (depending on the meta).

The answer here about being a solved solution is also relevant, though those things will move over time based on changes. We've found players are really slow to respond to patches when we're talking about adjusting behavior over weeks, but actually pretty effective at responding to a new meta over a period of months, to my totally-not-scientifically-accurate understanding.

Don't expect to resolve the Enchanter item particular pain point with this patch, but I'm hopeful that the situation is at least somewhat improved. Enchanter item satisfaction is on our radar and we're starting explorations, but it's not one of the next pieces of work we expect to deliver and it's too early to say how that's going to turn out.

(Fighters and ADCs are next, then if nothing changes - which something always does - I would expect mid Mage satisfaction and Enchanter items in some order, depending which we can get to a good resolution on first. Sometimes it's about the difficulty of the problem rather than the priority of the problem)