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

Originally posted by ketzo

I've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.

There’s been some question of making power farming more worthwhile in order to reduce how often junglers gank—we’re potentially taking a small stab there

I think this is cool, but I wanna know the thoughts behind how this is happening.

How does the balance team go from "gank junglers are too powerful" to "we should nerf treat gold and increase xp per camp?"

  • How did the team decide gank junglers are too powerful?
  • In what ways are they too powerful?
  • Why did they choose the "treat gold" and "camp xp" levers, and not something else?
  • What do they plan to try next if this doesn't work?

/u/RiotAxes I'm always grateful when y'all take the time to write up stuff like this, and obviously, explaining every decision anyone makes would probably be pretty boring :D

I just think the QGT format is a great opportunity for brief deep dive into a popular topic. This felt more like "here are some things we're thinking about" -- which is still cool to know! I just wanna hear even more!

I've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.

The plan is to go more in-depth in some of these articles - this one was a bit of a reintroduction to the space, so I went for a survey of what we're currently thinking about instead of going deep on one of them.

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

Originally posted by Proxnite

Many of them have moved to Support instead, but when we poll players on champion frustration, Mage supports are reported as among the most frustrating champions to play against in the entire game.

Surely it couldn’t be because Spellthief’s removes any need for mana management while also being the easiest support item to proc and evolve? Surely.

I don't see evidence that the trend is that recent. Suspect it's more that having to dodge a pillar of flame every time you step up to CS is infuriating when the Brand doesn't have to position around his own last hitting needs, and that flipping a defensive/long-fight oriented champion (tank or enchanter) to a burst character completely changes the shape of the game.

We're definitely not going to kill mage supports off, but it's a clear warning sign to be a lot more careful allowing mages to migrate there, and its one of the reasons getting mages more comfortable in mid lane is important.

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

Originally posted by _raimu

Is there any new info about fixing top lane satisfaction? Feels like we were the only lane not touched on here haha (despair)

Other than very excited to hear that you're continuing QGT, always liked reading them.

The bet was that ensuring that the winning top laner could scale throughout the game would move the needle on agency and satisfaction; in practice we needed to push items further than we sustainably could in order to succeed that way. We need new tactics as a result.

I will note that resolving the bot lane 3v3 slingshot is likely to help here. Hard to have influence on games that get that snowballed that fast in a fight you can't participate in. But that's not going to be resolved instantly.

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

Originally posted by persephonesspring

"we're definitely not going to kill mage supports off"

Why not? Literally what's healthy about them, except for being a last minute pick when everyone else on your team goes full AD against a Rammus? They get to absolutely annihilate the enemy adc without ever worrying about resources and CS (thanks spellthiefs!), because their kit wasn't ever intended to be in bot lane anyway 🤷‍♂️

Since the durability patch, they have been so much harder to deal with as a tank support. I can all in with Leona on a Lux (if that Lux player is too stupid to zone from half a screen away) and the Lux will most likely survive the engage anyway. And that's funny, considering Leona is the only tank support still somewhat viable versus mages, Braum/Naut/Rell will get popped immediately by a mage all in cause their sustain just isn't good enough.

Mage supports were never healthy to begin with, but they couldn't break the game cause they were squishy. Now that you've removed their only counter play, players who understand spacing and vision will stomp for free. There's nothing engaging about having to sweat every 5 seconds about dodging poke just to try to get a minion proc for your item, that's not playing the game: it's just being denied from playing the game.

The persistence of the balancing team to sustain mages on a role they were not designed for feels like a clumsy, band-aid solution to tackling the more complex mid lane balancing issue. Why aren't you facilitating their return to their original, intended lane with adjustments to their core weaknesses, instead of letting them run loose in a half-arsed solution?

Brand is a nearly 10-year support pick at this point. There's an audience that we're going to be respectful of.

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

Originally posted by yastie

do you know what time?

should be around 2:45 PST

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

Ah my favorite game designer, Draven

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

Originally posted by ketzo

I've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.

There’s been some question of making power farming more worthwhile in order to reduce how often junglers gank—we’re potentially taking a small stab there

I think this is cool, but I wanna know the thoughts behind how this is happening.

How does the balance team go from "gank junglers are too powerful" to "we should nerf treat gold and increase xp per camp?"

  • How did the team decide gank junglers are too powerful?
  • In what ways are they too powerful?
  • Why did they choose the "treat gold" and "camp xp" levers, and not something else?
  • What do they plan to try next if this doesn't work?

/u/RiotAxes I'm always grateful when y'all take the time to write up stuff like this, and obviously, explaining every decision anyone makes would probably be pretty boring :D

I just think the QGT format is a great opportunity for brief deep dive into a popular topic. This felt more like "here are some things we're thinking about" -- which is still cool to know! I just wanna hear even more!

How did the team decide gank junglers are too powerful? In what ways are they too powerful? Why did they choose the "treat gold" and "camp xp" levers, and not something else? What do they plan to try next if this doesn't work?

I can jump in to answer this! I'm about to start a playtest so might have to be a bit more brief than you'd like tho. Apologies of something comes off weird or needs clarification, ask away underneath

For ganking junglers we tend to look at what kinds of characters are dominating meta, what the high elo/pro strategy is around jungle pathing and so on. It's a mix of external information gathering and internal analysis (looking at expected value of ganking vs farming, testing, talking to the game analysis team, intuition, etc.).

After that we look at how their power is manifesting (gank bot at 3, snowball ahead) and whether we think it's beyond the pale.

Then it's about both what is best to do, and what can we do in the time allotted. We had like no time to test because of internal envs being down for 13.3 (which was sadtown) so we had to go with something relatively safe/high confidence that was directionally correct, even if it wasn't the full fix. Treat Gold is essentially GP/10 for junglers and so is flat across all junglers (you get the same amount on Karthus or Lee Sin) so nerfing it is a relatively larger hit to income for ganking junglers than farmers who are getting more gold from camps. We compensated experience to give back some of what was pulled out of the role with the 25% reduced lane experience change from preseason -- this might be a risky change though since it does open up a wolf 3 camp clear and early experience is very very valuable for the role. Increasing the risk of tower dives and adding more early wards was part of the same set of goals. Ganking should be weaker throughout even if it's not in the exact state we want longterm (that's for future changes to get us toward that state hopefully)

Next steps are in the works and I can't say too much about, but lots of stuff around timings and sustain and overall income of the role. I want to try some spicy things to see if they work, but they might all suck so we don't want to just drop them into the live game and hope it works out, right? There's a million different directions the jungle can go, and a million different players who want something different out of the role. There's no easy answers here but I do think we're going to end up in a good state after it all shakes out down the line

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

Originally posted by ketzo

Ah this is so awesome, thank you! This all makes a lot of sense.

I wonder if part of the community confusion is that, rather than "just nerf gankers," it seems like the changes were actually intended be a very slight net nerf to all junglers -- but to hit ganking junglers a good bit harder.

So the larger scope problem is that Jungle probably is longterm too powerful no matter the champion or strategy, just gankers were even stronger. If we can afford to nerf the role in ways that don't feel like are making it unfun/unplayable etc then it's probably worth it.

Also fwiw League being a living game means that if we miss on something here we can react. We're watching the role closely and I've got a lot of things prepped depending on what goes on