Original Post — Direct link

General reminder that many changes cannot be easily datamined, such as functionality changes or bugfixes, and are not always final.

 

see previous changes:

  • 2023 October 12:  adjustments to Seraphine, buffs to Tahm, some new ARAM balancing, and Ivern Nexus Blitz easter egg
  • 2023 October 13:  further adjustments to Seraphine

 

changes since then:

Brand:
  • stats:
    • attack speed base:  0.625 --> 0.681
    • attack speed ratio:  0.625 (unchanged)
    • attack speed growth:  1.36% --> 2.0%
  • P monster dot damage modifier: x1.2 --> x3.6
    • note: monster dot damage cap appears unchanged at 80 pre-mitigation per tick (previously you needed 8k health to actually hit this limit, so it wasn't really doing much except to epics, now you only need 2.7k health)
    • also note: the aoe pop damage is not affected by monster modifiers besides dealing x0.5 to epics
  • E base damage:  70-170 --> 65-165
Jinx:
  • P now notes that only champion takedowns can stack, and only up to 5 times.
K'Sante:
Seraphine (changes since last time):
  • Q:
    • main missile speed:  1200 --> 1400
      • aoe missile speed is unaffected (0.4s fixed time)
    • min damage AP scaling:
      • live:  45%-65%
      • old:  45% constant
      • new:  50% constant
    • max damage AP scaling (up to x1.5 min damage at 75% target missing health):
      • live:  67.5%-97.5%
      • old:  67.5% constant
      • new:  75% constant
    • reminder:  base damage was adjusted again previously
  • W:
    • base shield:
      • live:  50-130
      • first revision:  60-200
      • second revision:  60-180
      • today:  50-150
    • cost:
      • live:  50-90
      • old:  70-90
      • new:  80-100
    • cooldown:  28s-20s --> 28s-16s
    • missing health heal:  5%-7% --> 3%-5%
      • reminder:  the 4%% AP scaling was removed earlier
  • E:
    • base damage:
      • live:  60-140
      • old:  60-180
      • new:  60-200
    • cooldown:  11s-9s --> 10s constant (revert to live)
Zyra:
  • stats:
    • attack speed base:  0.625 --> 0.681
    • attack speed ratio:  0.625 (unchanged)
    • attack speed growth:  2.11% (unchanged)
  • P cooldown:  the way this is implemented is kinda dumb, some stuff got moved around but seems like no actual change beyond making the tooltip maybe slightly more accurate
    • see comments for details here
  • Q damage:  60-200 +60% AP  -->  60-220 +65% AP
  • E damage:  60-240 +50% AP  -->  60-200 +60% AP
  • plant attack damage:
    • base:  20-100 lerp --> 20-88 lerp
    • AP scaling:  15% --> 18%
External link →
about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by FrankTheBoxMonster

Today's story time is brought to us by Zyra P cooldown:

Zyra P's cooldown is not actually implemented as a normal cooldown like "go on cooldown for 12 seconds" but instead as "number of 0.25s ticks". This is defined as 50 ticks at level 1, then -1 tick per level. With 0.25s ticks, this should come out to 12.5s-8.25s total cooldown.

Except, due to server framerate, a 0.25s tick is actually a 0.264s tick. This means the effective cooldown actually becomes 13.2s-8.712s. Despite this, the spell still calculates itself as if it's using 0.25s ticks.

But also, the server actually waits an additional 0.25s tick (really 0.264s tick) afterwards before actually spawning the next seed. This brings the real effective cooldown up to 13.464s-8.976s.

In order to account for this, the game does a bit of fudging for the visuals. The icon cooldown indicator simply adds a flat 0.75s to the intended value to get it to match up better. This is mostly accurate, coming out to 13.25s-9s, but is still not perfect, although this indicator is purely visual so it's not like you're gaining or losing any seeds by it being inaccurate. You can also see the difference, as at level 1 your seeds will noticeably wait a bit after the cooldown comes off before spawning, while at level 9 it's almost immediate, due to the closer timing match.

Meanwhile, the tooltip tried to approximate the cooldown differently, but only listed it as "13s / 12s / 11s / 10s / 9s @ 1 / 5 / 9 / 13 / 18". The tooltip has now been changed to 13.5s at level 1, then -0.25s per level (9.25s at level 18), which while still not exactly accurate is still an improvement.

Also very much worth noting that they do in fact possess the ability to make this spell work like a normal cooldown, like other passive cooldowns, but they just chose this instead, along with all the bandaids necessary to cover up its side effects. I was hoping that these data changes would be indicative of such a rescript, however a new calc was also added that corresponds to the "50 ticks -1 per level" formula, implying that this tick-based system is still in place, and it's just a visual improvement on the tooltip. But, I'll need PBE to come back up to be able to notice the presence or absence of these side effects to know for sure.

edit: PBE actually came back up right after I posted this and yep it's functionally unchanged and still wonky

Yeah I didn't bother trying to rescript Zyra passive. Maybe one day.

Accurate all the same.

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

Originally posted by Advacus

Very interesting to do this rebalancing on multiple support mages at once. Does anyone have any more context from the balance team on what their end goal is here?

Obviously they have spoken about Seraphine but I hadn’t heard anything about Brand or Zyra being lumped into this. But with that being said neither of the above changes will likely do too much to either of them.

It’s nice to see Zyra with a bit more scaling, ever since her rework she has been slowly pushed into being more and more dependent on snowballing to be effective in mid/high elo. I don’t think this will really significantly move the needle, but a little is nice.

Seraphine: Bring Bot and Support closer together in power level so that we can tune one without breaking balance thresholds on the other. Mid Seraphine has a 0.25% pick rate and if she becomes non-viable, that's acceptable collateral damage since it has less than half the pick rate of Jungle Teemo for example. As a side benefit, further delineate the outputs of AP Seraphine vs. Enchanter Seraphine builds.

Brand: See if we can make him a viable jungler. Changes are relatively low scope and were low time investment.

Zyra: Make good on the Zyra jungle buffs from earlier this year. The real hopeful upside is shifting her ability rank and gold scaling to make Mid and Jungle better for her, while keeping Support at a relatively equal power level. Much like Seraphine, if we can close the gaps, that's good.

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

Originally posted by hpp3

Is this supposed to be power-neutral on support Zyra? This seems to be a nerf on Zyra's main role to support a fringe playstyle. Losing 40 base on E seems really harsh.

The nice thing about closing role gaps is that if Zyra Support is bad, we can pretty easily just buff it, whereas if we wanted to buff mid/jg Zyra right now we couldn't in good conscience.

I expect the changes to be roughly neutral. Early lane is strictly buffed due to AP ratios buffed and E not losing damage until level 4+, while Q is always better.

Y'all gotta stop picking the max level of abilities and saying, "Oh I lost this" as though the preceding levels or other abilities have no impact.

That's not to say Zyra couldn't lose win rate here, it's certainly possible.

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

Originally posted by MazrimReddit

The amazing thing about Seraphine is letting me queue for support/bot while still having a fun champion that lets me play the game at the same level in two roles. All the match-up and macro knowledge I have is still vital in the role, compared to what I used to queue before Sera's release of support/mid to play something boring like Malz.

Sera plays like a botlaner unlike ziggs or veigar and doesn't require cheese team comps to be good like say karma bot. She wants to scale with items and team fight, she isn't focused on zero interaction push your tower down in the same way. Both other botlane players and myself are going to have a lot less fun in the games I'd now have to go ziggs.

Killing Seraphine bot is genuinely damaging for mine and many other higher elo support players entire game experience

Neat, now quote the part where I said "Kill Seraphine bot"

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

Originally posted by MikuShikhu

Wasn't she literally described as a "melodic mid-lane mage with massive potential" in her spotlight?

And then no one played her there 🤷‍♂️

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

Originally posted by ImSpooks

The reason Seraphine mid has no popularity is because there is simply no reason to play it over apc, because apc is simply more broken. Matchups for bot lane are much better and you have an ally to power you up. If sera apc had similar win rates to mid, sera mid would've been picked more and I can guarantee you this. So I think its important to keep mid lane in mind when balancing apc.

At launch Seraphine only had play rate in mid and support. And it was overwhelmingly support even though support sucked and mid was OP.

Then the power levels got closer together. Mid Seraphine disappeared and support Seraphine is now 16x the pick rate on the same power level.

Then high MMR players discovered that Seraphine Bot is OP. So now she has some pick rate there in high MMR.

That's the entire history. Claiming anything else is straight up gaslighting.

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

Originally posted by ImSpooks

But then why are Brand and Zyra for jungle buffed when they have no pick rate at all? This is even more niche than sera mid.

Seraphine was not a popular mid laner even when strong. Brand and Zyra have never really had the chance. For reference, either Zyra or Brand Jungle is currently closer to Seraphine Mid's pick rate than Seraphine Mid is to Support. And Brand/Zyra jungle are quite bad.

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

Originally posted by ThotianaGrande

because yall didn’t balance her properly around mid like we were promised?? She couldn’t lane against most laners especially with shit like horrendous 19 base armor like make it make sense? All the mid players went bot because of a balancing failure you guys permitted you guys never truly prioritized mid even when she was released like we were promised. If you guys actually went through with what was expected and killed support seraphine way earlier then we wouldn’t have this issue. Yall keep f**king forcing mages to become supports and it’s frankly exhausting and disgusting

She was like a 53% win rate mid laner on release.

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

Originally posted by AobaSona

Are the current changes final? A lot of peopled liked the faster Q missile speed buff but it was just reverted. Plus the W mana cost nerf along with the base mana nerf is a bit rough. Will there be follow up for her if she ends up bad?

I think Q speed is a good change for Mid/Support but the internal feedback was that these changes were too much power so we had to start cutting somewhere.

I'm a big believer in E rank-up and AS Growth to help mid specifically. The re-shape to Q damage is a support buff at all points in time and largely a buff to APC/Mid. The W changes should be a huge feels win for support as well (better at applying Echoes of Helia and Censer, stronger synergy with Redemption and such if you choose) but the heal cut marks a substantial power decrease overall, which is the primary nerf of the change list.

If she's weak everywhere, Q missile speed is the first buff I'm putting in. If she's OP, we have to find something else to cut.

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

Originally posted by AobaSona

Thanks for the insight. The change I was worried about though was the W mana cost going from 0-90 to 80-100. 30 more at the early game seems like a lot when her base mana is going from 440 to 360.

(plus I think basic abilities costing 100+ mana always feels kinda wrong somehow)

Her base mana went down and her base mana regen went into the stratosphere.

She's got the same regen and W cost profile of Sona. I mirrored other enchanter mana/costs.