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over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by ZeeDrakon

I mean... doesnt that then mean though that ASol's winrate is too high and that there are no relevant mitigating factors, meaning they kinda called themselves out on that one?

Only sorta. They mentioned that uber-low playrate champions don't set off the automatic detectors. (What if Amumu Top has a 60% win rate over 45 games next patch? An extreme example, but you can see where this becomes useless.)

That said, ASol was also nerfed a couple months back.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by czartaylor

I mean by riot's own admission it's fine in context. Asol's win rate isn't a recent issue, it's actually consistently lower than it's ever been, it used to always be in the 54/55% area. Riot tolerated that for literal years. Part of the point of the rework was to try to fix this.

It also explains why riot is so adamant about the current version of asol - asol having a rotating cast of new players was the whole point of the rework, to allow people to play him instead of 'one trick or gtfo'.

And FWIW ASol's overall play rate has gone up. More people are playing him than pre-rework.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by PropagandaIsUseless

People who have no issues will just keep playing the game instead of going out of their way to make posts about it.

Although personally I prefer old Aurelion Sol, mainly he W toggle (the QoL stuff he got was nice). I dislike that Riot has decided to pretty much completely remove toggles because most people don't use them effectively, as if skill expression is somehow bad.

(I wasn't a Aurelion Sol main or anything, most other mids are way more enjoyable to play, especially casually)

I'd argue that toggles are wack for a couple of reasons:

  1. They're not very skill expressive. Sure you're managing mana, but you can do that with any ability. Rather, you aren't managing a cooldown. It's just "hit W until wave is dead good job I did it." There's no counter-play or anything interesting. You just hit the button once and wait until the job's done.

  2. I think toggles don't do a good job of reminding you if they're up or down. There are probably solutions out there, but honestly I can't think of a single toggle ability in League's past that felt good to press right away and/or didn't have weird fiddly "did I press it? Oops I turned it off" problems.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by MemeOverlordKai

With this in mind, are there any planned changes to Karthus E? I think it's the only toggle ability left in the game aside from Jinx's Q (which is fine).

I think Karthus is quite low on the list of priorities for work but I think his E is fairly uncompelling. At least it automatically turns on while dead, now. It didn't used to. I also don't know if anyone even agrees with my sentiment.

Jinx feels solid. I think she's the one toggle that feels well-done since choosing on/off is actually meaningful and is reinforced with every attack.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by AndUnsubbed

Doesn't Urgot's W literally become a toggle after being maxed though - and wasn't it reworked specifically to be that way? It does seem kind of shitty for ASOL mains that a champion was concepted with a toggle and the other just got one as a buff - that then got hit with a bat multiple times. And, to my knowledge, Urgot's the only one *with* this kind of mechanic now - Ashe and ASOL both have a fixed duration for theirs.

Hell, Jinx literally has a level 1 toggle and she's one of the most new-player friendly characters in the game. Karthus is pretty far from newbie friendly, but also has a toggle ability. That's from level 1 onward. So it seems like toggles are okay except for when they aren't?

Yeah I think Urgot's W, like Jinx's Q, is well done. I mentioned that a lot of toggles don't have good ways of reinforcing that they're on and that the gameplay was just turn it on until you don't want to spend mana.

By comparison, stance toggles feel a lot better. They solve all the problems around knowing which stance you're in when things like movement speed, model, and attack range change. And because in each case the stances have drawbacks (movement speed, attack range, mana cost on auto, etc.) there's also a skill test in when to use it.

So yeah, you and the person who brought up Jinx both made compelling arguments for toggles done right, which I agree with.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Random_Stealth_Ward

I feel like the reason jinx feels well done is because using her Q feels more like a "stance spell" like Aphelios, Udyr, Sona.

Yeah, I agree. Having more going on than "I deal damage to things near me, it just costs some mana" (Karthus, Singed, Aurelion Sol, etc.) makes the toggle feel pretty weak. By comparison, Jinx and Urgot actually feel different while toggled.