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EDIT: It is possible that these changes have been pushed to PBE by mistake

These changes are on PBE, as per his Twitter:

Volibear changes:
- P damage AP ratio increased from 40% to 50%
- W damage health ratio reduced from 6% bonus HP to 5%
- W heal health ratio increased from 8% - 16% missing HP to 8% - 20%

Tahm Kench changes:
- P base damage reduced from 8 - 60 to 6 - 15
- P health ratio increased from 3% bonus HP to 6%
- Q base damage reduced from 80 - 280 to 80 - 260
- Q base heal reduced from 10 - 30 to 5 - 25
- Q heal ratio increased from 5% - 7% missing HP to 6% - 8%

Sion nerfs:
- Q min base damage reduced from 40 - 120 to 35 - 115
- Q max base damage reduced from 90 - 350 to 85 - 325
- W base shield reduced from 60 - 160 to 60 - 140

Shen changes:
- P base shield reduced from 50 - 101 to 50 flat
- P shield health increased from 12% bonus HP to 14%

Sett changes:
- Second punch base damage reduced from 5 - 90 to 5 - 56
- Second punch bonus AD ratio increased from 55% to 70%
- R base damage reduced from 200 - 400 to 175 to 325
- R bonus AD ratio increased from 120% to 180%

Ornn changes:
- Q base damage reduced from 20 - 120 to 10 - 110
- E base damage reduced from 80 - 260 to 70 - 230
- E bonus resistance ratios increased from 40% to 45%

Mordekaiser changes:
- Q base damage per level reduced from 5 - 139 to 3 - 90
- Q AP ratio increased from 60% to 75%

Malphite changes:
- Q base damage reduced from 70 - 270 to 65 to 245
- Q AP ratio increased from 60% to 75%
- Q MS steal increased from 15% - 35% to 20% - 40%

Cho'Gath changes:
- E AP ratio increased from 30% to 40%
- R base damage reduced from 300 - 650 to 300 - 600
- R AP ratio increased from 50% to 60%

Camille buffs
- W base damage increased from 70 - 190 to 70 - 210
- W bonus AD ratio increased from 60% to 75%

Aatrox changes:
- Q1 base damage reduced from 10 - 90 to 5 - 85
- Q1 AD ratio increased from 60% - 80% to 65% - 85%
- Q minion damage increased from 55% flat to 55% - 70%

Stormrazor changes:
- Base damage increased from 15 to 120 - 180
- AD and AP ratios removed

Essence Reaver changes:
- Base AD ratio increased from 100% to 130%
- Bonus AD ratio reduced from 40% to 25%

Ghost nerf:
- Cooldown increased from 210 seconds to 240

External link →
over 1 year ago - /u/PhreakRiot - Direct link

This won’t be the final change list.

Voli W damage ratio shouldn’t change. I’m sure QA woulda caught it but that’s unintended, as is the malphite slow change.

Morde Sett aren’t changing this patch.

Stormrazor changes are different. Shiv is getting some tweaks. A few more changes are coming Tuesday.

Goals are to shift pro play toward fighters and overall increase top lane agency and team attention: no point in ganking or winning your lane if one of the champions doesn’t care about gold to begin with.

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

Originally posted by Ok_Regular_9436

the ER changes are a nerf to intended users when the item isnt that meta atm , kinda weird

edit: so they are nerfing ER instead of nerfing rengar?

Requires like 200 bonus AD, aka 3+ items for 15% bonus to be stronger than 30% base. Fake news.

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

Originally posted by OceanStar6

Having crunched the numbers on many of these changes, some of them actually appear to be nerfs. I'm hoping either I'm drunk and my math is just wrong, or Riot typo'd these or something.

For example, the Sett change to his second punch is a nerf until he reaches 226.666666 bonus AD which is going to be like ~4-5 AD boosting items which is turbo lategame after he has likely either won or lost already. The R buff is also going to take a few items to really make a difference as well.

The Morde change is very similar, and is saying he's down ~50 damage on his Q and breaks even at 333.33333333 AP which is sorta a lot. Most Morde's like to mix a few tank items in so he doesn't just get blown up, so again it appears to be a nerf? I guess if he goes a rocket belt full AP build it will begin to climb past the typical Q amount, but I'm not sure if that's really what Morde wants to be doing.

Ok but in the same breath you’re assuming 4 items you’re also assuming level 18. Both are atypical in the average game. Why does Reddit see the level 18 value and just only do the math there? This is a common trend.

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

Originally posted by Its_Da_Muffin_Man

Yeah those morde changes are absolutely disgustingly huge, entirely gut his jungle build and make top quite a lot worse.

Junglers gain more gold and less xp than top laners.

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

Originally posted by ImSoFar

Some of the champions in that list are not even picked in pro play(they're not even that popular/strong to begin with) and you don't increase top lane agency by nerfing their champions. Tanks also do care a lot more about gold since their items cost more.

You're idea is just to turn top lane in a better hunting ground for the so weak jungle that sure doesn't deserve nerfs.

Most of the intended-neutral changes are being pulled. It’s mostly strict buffs to weaker fighters and strict nerfs to overperforming tanks.

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

Originally posted by Ok_Regular_9436

so it is a late game nerf

And a substantial early game buff. The changes are a buff unless you built the item 3rd+

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

Originally posted by Phr33k101

Respectfully, that seems counterintuitive. Top lane as a whole has been complaining about lack of agency for quite some time - tanks included. Nobody really feels like they have much impact at all. These changes seem to take part of the little agency that tanks have and redistribute it to fighters. Now, don't get me wrong, I'll be glad to see more fighters in pro play, but this feels like it's going about it the wrong way. The goal should be to have all top laners feel like they have more agency, whether they are fighters, tanks, mages, or adcs. I hope I am wrong, but from your explanation it sounds like Riot is robbing Peter to pay Paul with this patch.

This is not the silver bullet to top lane agency. The primary goal is a pro play meta shift. The tactics are those that ask top lane to care more about gold income.

Many top laners are better than all bot laners at converting early leads to game victory. Few top laners are better than the average bot laner at converting mid game leads to victory.

The calculus is not as far off as many people think, but it would require many more changes than these to reach parity.

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

Originally posted by Aruillavain

I don't understand how getting jungler/team attention qualifies as top lane impact. That's getting impacted not impacting something yourself.

They primary reason tanks don't care about money (in pro play at least) is that the team focused tank items were changed to be support/low income items (Radiant Virtue/ Abyssal). Tanks can care about winning lane and having money if they have a use for that money. In solo queue a tank cares a lot about money if it has to facetank a 15/0 enemy adc and try to carry.

By mid game, winning top lane is less relevant than winning any other lane on average.

So, top lane isn’t important

Making top lane more important (allowing winning lane to mean more) means more of your team is invested in who wins the lane

I don’t think top lane should be 1v1 while the rest of the map is 4v4 and expect to have an equal say over who wins. If you have a different view for what top lane should be doing all game I’d love to hear it.

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

Originally posted by Intelligent-Syrup-68

Why are you making tahm kench weaker?

Top Kench should be similarly powerful. If the changes miss, we can compensate next patch.

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

Originally posted by Ok_Regular_9436

alright, mind showing a spreadsheet for gangplank, mr. phreak? i dont know how to math it out.

Buff before ~200 bonus AD, depending on how quickly you farm vs. level up.

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

Originally posted by Its_Da_Muffin_Man

Yeah but the problem is that AP bruisers can almost never reach 330 ap until literally 4/5 items so for morde it's a straight up nerf. Is there a reason he was tarfeted along with all the others? Just curious.

AP bruisers don’t typically reach level 18.

This would shift him toward Riftmaker and away from Jak’Sho. Also don’t discount things like Conqueror and stat shards.

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

Originally posted by Intelligent-Syrup-68

He’s already weak now though, why do you feel the need to adjust him in place of just making him less shit

He's not weak in his current players' hands, though. He wins an average number of games.

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

Originally posted by Minishcap1

Why do we think that buffing fighters = buffing top lane? Top lane's issues are systemic. It's too rewarding for the enemy jungler to gank bot and play botside. The value of those areas getting ahead should be brought down. All this accomplishes is further power creeping the game (while for some reason nerfing ghost because it wasn't already awful enough to play as an immobile melee champ in this game)

The enemy support being able to perma-roam top while top being unable to respond without getting massively far behind is an issue as well. Why is bounceback exp so powerful for that role?

The jungle role also needs power reduction. The role has been made to be so extremely powerful especially in high elo games because "no one wants to queue for jungle" but making the role unhealthily powerful is not a good answer. Jungle decides the outcome of 9/10 games.

While it's a good goal to make the jungler want to come top, just generically buffing only the fighter class isn't a good idea.

Which is why the bonus AD ratios of Stormrazor and Essence Reaver are being brought down. It's why Ghost is being nerfed. There is a lot of agency in the ADC's coffers. This can go down somewhat.

The reason I'm not trying to make items themselves stronger is because junglers will use those same tools to further empower themselves.

In general, Fighters have more agency over the game than Tanks. I don't think anyone's surprised by this.

There are plenty of things that could change about the game. My tasks were to lower the number of tanks in pro play and shift ADC power curves. While doing so, I attempted to raise overall top lane agency.

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

Originally posted by ImSoFar

neutral changes

Why would you sell it like that? These are not neutral changes when top lane already has less gold than a jungler. Making them weaker early game is a huge nerf despite that "they are getting better at 3-4 items". Surviving until that point makes them weaker overall, not "neutral".

Jungle champions are already stupid strong and they deserve nerfs on top of nerfs, but somehow top laners are getting "neutral changes" by nerfing them in the early game. They won't be able compete with junglers and adc at any stage.

If Riot wants to increase top lane agency, nerf jungle champions. There is no reason for jungle to have monsters like Kha, Eve, Fiddle, Rek'sai, Kindred, Udyr, Ivern and Rengar.

The one in charge of these changes should do some big "neutral changes" on junglers, not on top laners.

TK Q heal is better at 500 missing health. If he's full it doesn't matter anyway. That's nearly always on. That's pretty much a strict buff.

TK buys Heartsteel and goes Grasp in most games. It is not hard for him to exceed the level 18 value of his passive.

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

Originally posted by doglop

Pls don't, those changes kill tahm supp who is already weak(you know, the role he was meant to be balanced around post rework?). No one asked for this

TK support most commonly goes Heartsteel and Grasp and doesn't tend to level much past 11, where the passive scaling stops. This likely isn't as impactful as you think.

Also, most players have gravitated toward top lane TK by a ratio of about 3:1 despite the power levels being pretty close. Regardless of our intentions, that's where he's found the most fans.

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

Originally posted by Phr33k101

I'm reminded of a quote by Mark Rosewater, lead designer of MtG, who once said at a game dev conference: "Your players are great at identifying problems, but awful at designing solutions". I don't pretend to have solutions to this issue, but I'm also not sure about the notion that top lane doesn't care about gold (or at least, I don't think it's the root issue).

I think it's uncontroversial to say that top lane is incredibly counter-pick focused, and teams generally tend to let top laners have the latest picks possible. Eventually, however, one of the two players will have to pick blind, and in doing so they need to accept that they can (and likely will) be counterpicked. Because of this, the blind picker has an incentive to pick the safest, most stable lane possible, that can operate well even in rough conditions (e.g. Ornn, Malph, Gragas, etc), instead of something that needs tons of gold and which can be countered easily (e.g. Camille). While the second picker often has the goal of winning the lane, the blind picker is likely playing for a draw in lane and later scaling. In essence, only one person has the luxury of caring heavily about gold.

While I appreciate that these changes will likely improve the pro play meta quite a lot, I think trying to push top lane towards both players caring equally about gold income is unfeasable as long as the counterpick is so favoured. You simply cannot ban Jax and blind pick a Camille, for instance, because if your opponent goes Poppy you're pretty close to screwed. It will be too easy for her to get gold, and too hard for you to do the same. As such I think distangling gold dependency from the specific context of toplane is missing the forest for the trees, and these changes will only further skew games towards being decided in champ select.

I general I think you're right about the landscape. Top lane is the most volatile, that's true.

However, I'd argue that the volatility goes down substantially once more champions get involved. For example, ADCs are actually statistically pretty flat matchup-wise. Obviously there are good and bad matchups but it's nowhere close to other roles. A large part of this is how many other variables (champions) matter.

Maybe a small power shift should also happen: If all top laners deal 10% less damage before level 10 and 10% more damage after, your ability to get all-in dove in the early game goes down but your ability to carry a team fight goes up. If we waved our hands and that change just showed up like the Durability Update, would you enjoy top more? It's going to mean your teammates contribute relatively more to your success in lane than before.

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

Originally posted by relrax

1) generally appreciate your work
2) agree that all toplane champs should care about gold, so weaksiding top becomes worse. (also pls no janna, bard, zilean top ever again)
3) i just have the personal fear that making toplane more snowbally by increasing the scaling of champions just makes bad matchups even worse, and the lane might become even more counterpick reliant.

3 is definitely a valid point. If we ever take a big holistic look at top lane and try to meaningfully change the lane dynamics, this seems like an important factor to keep in mind.

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

Originally posted by No_Arm_Whatley

Winning "an average number of games" is a bit deceptive though isn't it.

Not only his playrate is very low, but as a very simplistic champion it would naturally follow that he would have a slightly higher than average winrate as people who try him are not going to massively lose games in the way they would on many popular high skill-floor toplaners like Yone, Aatrox, K'sante, ect.

Play rate is not an indication of average champion mastery.

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

Originally posted by Intelligent-Syrup-68

But you understand how a negligible pr inflates wr no?

Common misconception.

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

Originally posted by doglop

most players have gravitated toward top lane TK by a ratio of about 3:1 despite the power levels being pretty close.

It has been historically not close(2-3% depending on elo for the last 2 years and much bigger pre 12.2 and started getting closer post tank item reworks) so a ton of players never actually realized the gap has been closer, cause it had mostly to do with the ranged/enchanter nerfs rather than him getting better. Regardless, support was his "og" role, that's like saying pantheon should be balanced around supp when he was 80% of the time picked as a support rather than reworked and making him way worse as a supp and better as a solo laner, or rumble should be a midlaner cause he was more popular there, when you just changed him to make him better at top. If anything the lack of support to tahm as a support is what is making him less and less picked, would be cool he was getting changes for support, rather than opening the gap even more to make him feel even more appealing as a toplaner for no reason

I'm fine with Tahm Kench being a viable support. My initial point still stands that I believe you're overvaluing the nerfs in this case.

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

Originally posted by Boudynasr

Question regarding fighters, what is your general opinion about Trinity Force?

from my experience, if a champion's kit can build trinity then it is automatically their best item [whether fighters/bruisers or marksmen]

Trinity Force changes in 13.10 were good directionally but it's a bit overpowered now.

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

Originally posted by doglop

But my point is he shouldn't be getting nerfs to begin with, I know they aren't big but they still affect his laning as asupp + makes him even less appealing to buy supp items with, which just amplifies his current issues and a lack of caring about his support role which has been a heavy issue since the rework

Again, they aren't nerfs. You're overvaluing the -flat and not valuing the +scaling enough.

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

Originally posted by Minishcap1

"It's why Ghost is being nerfed. There is a lot of agency in the ADC's coffers. This can go down somewhat."

But there are plenty of avenues to make ghost less appealing for ADCs while not making it weaker for melee champs as well.

Ghostly overperforms in every role except support. It can do with a simple clean nerf.

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

Originally posted by Infinite_Delusion

I only build Riftmaker on him (Jaksho is cringe), and you get up to 330 AP late game and about 370 with Conqueror (I think). How are the numbers looking before that for the AP build, because it's hard to calculate when we don't have the +damage per level scaling on his new numbers for Q, since they aren't linear.

Any chance that you guys can instead target his passive, where most of his damage comes from for his tank build? People are always complaining about Morde never hitting hitting skillshots and "microwaving" them.

I'm not an expert at numbers of course, but maybe lowering the %Max HP damage to a flat 1% from 1-5%, then adding an AP ratio to the % Max HP damage could help. The tank build would get hit pretty hard, and the AP build would probably get a slight 1% Max HP buff at full build depending on numbers.

Most of the base hit was after level 13.

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

Originally posted by Jake_Berube

We were promised a year ago that big top lane satisfaction changes were coming in pre season and they didn’t come and now you are saying IF you ever look at big top lane changes? Can you guys please please please just be 100% transparent with us and tell us if we as top laners should continue to hope for actual help and healthy changes or if we are so far down the priority list that we should just accept where we are and maybe in a few years actually be able to play and have fun again?

I wasn't on the team last year but I don't recall anyone promising time frames.

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

Originally posted by Infinite_Delusion

Got it, so in a typical game, we probably wouldn't even see the change. Most likely a buff for Rylais -> Riftmaker -> Demonic build early-mid game, then a nerf for late game if you were actually going the Jaksho build.

Pretty much, yeah.

Though as stated, many of the power-neutral changes are getting pulled from the patch.

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

Originally posted by DocTentacles

Junglers get more gold than top laners?

That does not match what I've observed, are you sure? What Elo are we talking about?

Iron-Gold, Plat-Diamond, and Masters+

It's consistent among all of them after about 20 minutes.

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

Originally posted by DocTentacles

Wild. I always feel like toplane CS is more reliable, even if you're BausFFing for it, but it's not like I can pull a statsite out to prove you wrong, so I gotta accept that paradigm shift. I always assumed jungle was 4th place gold. (Is it mostly from kills, or CS, or can you track that?)

I know tanks are usually low-gold, but it feels like solo tops just perma-CS. Wild. Good to learn, though.

I swear to god, getting these little riot factoids is the only reason I'm still on this reddit, thanks man.

On average, top laners and junglers farm an equal amount of gold. Junglers kill more champions and are thus richer.

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

Originally posted by WahtAmDoingHere

May I ask, what kind of direction is planned for the shiv tweaks you mentioned?

Minion AP ratio nerf and tweaking charge generation away from dashes (LeBlanc)

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

Originally posted by Kaboomeow69

Using jungle xp/gold diff as motive while his pickrate is substantially higher top feels weird

I don't particularly care about what happens to Morde jungle. He has jungle damage levers. They can be pulled if he needs them.

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

Originally posted by MORE-MONSTER-JGLERS

I feel like they only go heart and grasp when laning with senna. Please dont force him into that mythic it is too expensive and awful. It has no utility on a role which values it. Please throw us tahm supp mains a bone Mr. Phreak. Ive been supping him since release :(

TK support has over 10x the play rate of TK bot lane. He plays that role with all the usual suspects (Ezreal, MF, Jhin, etc.)

TK support takes each of Grasp and completes Heartsteel in approximately half of all games, more than 4x his next most frequent first item.