League of Legends

League of Legends Dev Tracker




23 Feb

Comment

Originally posted by Jozoz

You're not worried that adding a real passive adds to an already really complete kit with few weaknesses?

I think if his passive is good, this helps bring up his low end a lot. By definition, he has pretty low agency over how the Sun Disk performs, so I believe it'll tend to carry more weight in Bronze than in Challenger.

Now, this almost certainly can't carry the entire burden. Goal #1 is being a fun champion. But right now the passive is really ultra horrible to use and that can get a lot better. So pretty much anything is better than the current state, even if it eats up a little bit of his power budget. Since again, his power level is completely pro constrained and pros are REALLY good at playing around towers, a buff here likely doesn't move the needle a whole lot in pro.

Comment

Originally posted by UNOvven

Wait, so is the logic basically that some champs are just allowed to perpetually be on the strong/dominant side? Is that why Lee keeps getting massive buffs he doesnt need and why he isnt nerfed even when he is extremely broken?

I mean Lee Sin was like 46% win rate and nowhere to be seen in pro. Seems like a pretty safe buff.

Not all champions are equal in terms of player satisfaction, both playing and watching the game.

Tahm Kench had the game's highest ban rate at 45% win rate. People hated playing against him. Most champions are not Tahm Kench.

Comment

Originally posted by ViraLCyclopes19

But I want a dps mage not a burst one with some Utility where it seems he's heading rn with the R and E buffs next patch + this. I think most agree as well, Dps > Burst. Should leave some attack speed scaling somewhere tbh. Don't think base attack speed buffs are gonna justify it enough.

But I'll wait till I see em in action before judging fully.

13.4 was really quick reaction stuff to lower his pro presence. Worse early game, find something not early game to buff.

I think ideally Azir should use both the DPS and Mage halves of his kit. If his R is just a disengage tool, that’s a really flat champion.

The changes here increase his W DPS.

Comment

Originally posted by mikael22

Phreak, what are your thoughts about the Azir keeping shuffle/removing shuffle debate that pops up every time Azir balance is mentioned? Do you think it is fine that a large amount of his power budget is tied into his shurima shuffle?

I think the shuffle is the biggest thing that makes him an interesting pro champion, meaning he is acceptable as a top 5 pro pick, which means we can have a higher solo queue winrate.

I think if we were to remake Azir today, it’d be interesting to see what he’d be like as a shorter range champion. Not sure if that’d be Urgot level or more like Ryze/Cassiopeia. That’s a pretty big change, though, and much more work than the relatively simple stuff here. That’d make shuffle a much more cohesive part of the character, though.

Comment

Originally posted by Hoshiimaru

I have played this champion for three years, got me to masters last season and I'd like to hear how do you think those changes help him to make him not too picked in pro play? As I understand you are nerfing his early game but he can still sit back and farm with W with perma prio.

Eh, he definitely has less overall dps early game. Not certain he guarantees lane prio when he has 70 less hp for all-ins as well.

Not saying the changes are the perfect silver bullet but I think we get gains. Like if he’s 46% for average players while he’s a pro pick, maybe we get him to 47-48. I still think that’s a win.

Comment

Originally posted by Cube_

All I ask is that after these changes hit the live servers please monitor Azir's game health and continue to iterate based on data for the next 4-5 patches.

The worst feeling in the past with sweeping large changes like this for a champion is when Riot does them and then just starts ignoring the champion. It leaves the dedicated playerbase of the champion alienated and dejected.

If these changes miss on the champion fantasy just please keep trying different things until it is solved.

If the follow-up changes to Alistar and Thresh are any indication, I don't intend to ignore projects I've taken up. If this guy ends up being 40% win rate, it's gonna be micropatch buffs the next day most likely.

It's why I submitted this to PBE on day 1: I really want the feels testing. Power's going to be hard to surmise, honestly. But hopefully the attacks feel better and the turret feels more like it belongs to Azir. Real live gameplay is going to be how we figure out if the triple-solder needs much compensation.

Comment

Originally posted by 2th

Phreak, I want you to know that I absolutely love you for how much effort you put into responses like this. Thank you very much for such an explanation.

I got u bae

Comment

Originally posted by ix-sqt-ix

So the new tower can proc things like luden’s and night harvester but not passives like nashor’s tooth?

Correct. Currently nothing on Azir's kit applies on-hits, which is unchanged here. His W should potentially apply Nashor's on its primary target but that also means it applies Lich Bane and there's just a lot going on there. For now, I'm not desperate to include it, though I think it makes sense for him.

Not sure I'd be comfortable having it apply spells and on-hits, so for now everything applies Luden's, Liandry's, and Rylai's and not Nashor's or Lich Bane.

Comment

Originally posted by Raynal7

f**k yes. Then I think this is amazing work. Nice job with the changes recently, I find it very refreshing as a long time player.

Also, is the W attack speed a mistake as well? I have to assume you arent planning to remove 110% attack speed from max rank W and hope that the new base AS changes make up for it, right?

I intend to remove up to 127% bonus AS from the champion.

Without triple-W this is DPS positive. The value of triple-W can really only be discerned from playtesting. I'm ballparking the compensation.

Comment

If you are currently getting to lane by right clicking once from base, the system can get a little confused because it's been so long since your last input. Try right clicking one last time when you get to lane, just before going invisible

Comment

Originally posted by Raynal7

Gonna need context here. What are we missing? These changes just make Azir dog shit. Tower ap ratio doesn't realistically matter, Q base dmg and mana cost changes mean Azir is garbage in lane.

Fine. Nerf his lane phase, but where are the compensation buffs? Instead W loses massive amount of base damage, for 5% ap scaling?

The Q changes are okay, fine, but he needs compensation buffs here or he will be 40% winrate. Not to mention, taking away the W attack speed?? The buffs to his AS ratio are not nearly enough here.

Would like to see more changes here. The direction is good if you are just aiming to gut his early lane phase and allow him to scale into a dps monster.

W damage is incorrect in the scrape. It's 50-200, up from 50-150

Comment

Originally posted by 2th

So what exactly is your goal with these Azir changes?

  1. Base stat changes that skew positively for low-MMR. Base health, scaling armor, and shore up his ability to last hit or function in case his soldiers aren't in play, which is where the base AD comes in. This isn't necessarily a buff in itself, just directionally positive.

  2. Nerf early Q-auto poke but bring it back up late game. Q casts is the single biggest outlier in "Things elite players do that regular players do not." This why his mana pool and costs have changes and the base damage is lower but AP ratio is increased.

  3. Shift power away from the 3-soldier mechanic. The data scrape here is inaccurate: His solder damage at level 18 is 200, up from 150. He still has per-level scaling on the ability but since W no longer has AS on the rank up, it now has damage. I also am intentionally lowering his "free" attack speed to hopefully reintroduce options like Lethal Tempo, Nashor's Tooth, and Berserker's Greaves. Currently Nashor's is about 2% lower...

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22 Feb

Comment

Tahm and radiant will be fixed in 13.5. Sorry it wasn't fixed in 13.4

Comment

I did the Azir things. I sent them to PBE on purpose. Definitely still a work in progress but I'm pretty happy with everything so far.

Kinda want the PBE reps to help find if there are bugs, so for now I'm keeping it there.

Significant edit: The scrape is inaccurate: W damage is functionally 50-150 >>> 50-200

Comment

Originally posted by HeavyNettle

Are there any current plans to help late game junglers and not just hurt early game? With all the resources taken out of jungle the last few seasons they haven’t been meta for years.

I know what you're saying and understand your perspective, but jungle is largely 0-sum. So nerfing spam-gank jungle strategy buffs farming by comparison, so we would want to see if the power levels between the different classes of junglers ends up where we'd like before we commit to even further jungle shake-ups.

Comment

Originally posted by Jozoz

Thanks for the correction.

And it was definitely removed with 2016 Dynamic Queue. I remember that announcement very clearly.

It was probably just added back when solo queue was reinstated.

possible yes! that was before my time

Comment

Originally posted by ArachnidGood1990

A duo in a match has more of an advantage over the solo players in their match than they should right now, so we're making a change which should result in them being put in games with higher skilled players on both sides.

This f**ks over the soloq players though. Because if your team has 1 duo pair, and the enemy team has no duo pairs, you're basically guaranteed to lose the game since the enemy team will out-gap you.

Why are we punishing soloq players? This just makes it feel like an even bigger Losers Queue whatever soloq player gets matched on the team with the duo.

Right now in the scenario you're describing the duo has a small advantage, we're bringing it closer to 50/50 for both sides.

Comment

Originally posted by Jozoz

Crazy that duo queue had no MMR penalty.

That was removed in dynamic queue and only readded in this patch.

They've always had a penalty, we just determined it was a little lower than it should be.

Comment

Originally posted by Gold-Appearance-4463

So support Annie is essentially unchanged. You can’t leave the best shield on such a short CD while she also has point and click or AOE hard cc.

The strengths you note about Annie support are meant to be her strengths. We are aiming to keep her shield potency similar to other enchanter's main shields (Lulu, Janna, Karma, etc), and reduce the "free" power she gets from the reflect when maxed.

As others had noted, the nerfs here plus the mana regen loss from support item should result in a decent nerf that brings her from clearly OP (54%+) to normal enchanter strength (51%-52%) if I'm not trolling yet again

Comment

Originally posted by DontFeedTheSmurf

The LP change is my favorite part of the patch notes. It just takes forever to rank up right now on the current system. Not to mention every season you drop an entire elo from gold to silver or whatever so you have to grind back up. And since they have mid season ranked resets now I think they are changing LP to get ahead of the problem

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