League of Legends

League of Legends Dev Tracker




03 Oct

Comment

Originally posted by Threshwillrise

Would the cap being at 60% be too much? I feel like even if you're Varus charging a full WQ on a blighted opponent, just 12% on QR (do blight procs count for QB ?) might not make up for the lost damage from IE (I mean, not that you'd ever go crit atm bc our magnificent lord and savior, AP Varus, and on-hit being just plain better than crit rn) Though I guess that's what pbe is for. Love that lost items are getting a touch-up !

The crit damage is supplementary to the increased CDR. You have haste on the item, haste refund, AND bonus damage on spells. So whatever % increase in damage you get from crit is exponentially increased because you get more casts.

Comment

Originally posted by dance-of-exile

I see. But does it have to be exclusive for it to be an alternative? I assume it has to be exclusive otherwise a majority of crit builders would build both, leaving really only 1 slot for different items apart from changing build order.

But even currently navori full crit has the highest dps out of any build on champions who’s kits flow with aa’s like xayah or lucian but is not built due to how expensive it is and the lack of utility/defence the build provides. So is it really necessary for it to be exclusive?

Sorry i just really like big damage numbers

The general gist is that Navori is worse than IE on live. So we are lifting Navori to IE's level and making them exclusive. If we had them non-exclusive, Navori would have to be weaker OR we'd be further improving Marksman 4 item builds (which is the opposite of where they need power right now).

Comment

Originally posted by Fabiocean

How does it work with spells that can crit on their own while still counting as spells, like Zeri W, Samira ult etc? Do you get double benefit on those?

Assuming those spells also proc comet (which I think they do), you get double benefit yes.

Comment

Originally posted by KeroseneZanchu

Any opinions on potentially making Energizer a more viable build archetype and not just a handful of different effects that just happen to share the same mechanic?

As it stands, Fleet kind of synergizes because the movespeed lets you stack it slightly faster but it's not really impactful enough to be worth taking on many of the champs who would like it for the Energizer portion, and instead is taken simply for the sustain. RFC helps a lot and is probably the most on-brand but because the other (only) two components are weak it's really only used as a general utility item. Stormrazor is very basic but very solid but is generally just too weak to be worth it atm.

Bringing back Statikk Shiv (for waveclear and teamfight damage) and/or another Energizer item, and making stacking Energy beneficial (maybe it increases how fast they charge?) would give a lot of champs like Caitlyn, Jhin, etc. a good alternate build path for their pokey and less DPS-oriented playsty...

When energize was first introduced (when I first joined Riot coincidentally, one of my first projects) what we found was Energize builds technically worked but were not popular even when pretty powerful. In addition, tuning them around each other (useless when alone, powerful when together) led to problems with builds diversity pre-mythic items.

With that said, I agree RFC and stormrazor could potentially get some tweaks to make them more exciting. We removed statik shiv because it was a (slightly) less interesting Runaans and we already have 4+ zeal items.

Comment

Originally posted by SocialistScissors

ER Navori double crit cloak. Or Navori triple crit cloak.

Calling it now, something (either Lucian or quickblades) is going to get nerfed because of one of these 2 builds

Screenshotted

Comment

Originally posted by nizzy2k11

In seasons 1-3 before anyone had the game optimized, jungle was more popular since the barrier to entry was lower.

how was this true? the list of champions who could even clear camps early was extremely limited whereas now its virtually every single champion on the roster. back then you needed to manage your spending around vision and your build, now you need to buy nothing but your build. and back then you needed to track timers without any in game tools whatsoever. but apparently more people played when the role was more difficult, and making it even easier now will make it better after 10 years of simplifying the role?

Because in seasons 1-3 people didn't know how to play. If we left the jungle EXACTLY the same since season 3, jungle mains would have optimized it to the same degree as the current one.

The point is that the gap between mains and newcomers to the role is GIGANTIC in jungle compared to the other roles in the game. We are aiming to remedy that.

Comment

Originally posted by bz6

But why add specific timers for wards? I believe that change can be discussed. Better team communication? Well we have a ping, we don't need to know exact ward timers. It'll just slow down the game too much..

Because if I ping a ward once, I'm not going to ping it over and over until it dies or glance up at the time, add X seconds, type in chat the location, all while laning so my jungler will come. This should be a streamlined version of that same interaction, you need to have seen the ward go down and you can communicate the information with your team automatically through the ping.

Comment

Originally posted by billzhx

Reducing jungle leashing range (admittedly an obscure mechanic) and thus the difference between a practiced and unpracticed clear does make the role less skillful though. There are plenty of time when even pros dont execute the jungle clear correctly and you feel the difference between good and bad clears. Taking that away is taking away a means for players to differentiate themselves.

These things are targeted partly because they aren't learnable in-game. If I'm doing my own thing in my jungle and the enemy is double camping and chaining camps into each other every camp, all I see at scuttle spawn is they are a camp or two up and I don't understand. Those kinds of micro optimizations that aren't interactive nor learnable are targeted primarily.

It's VERY common that people will refuse to jungle (especially when autofilled) because they just don't know how to clear effectively and being behind the opponent from the offset of the game due to that is historically very discouraging for players new to the role/game.

Comment

Originally posted by RiotRayYonggi

Characters that double camp will be likely tuned around single camping. While I 100% agree that skill will be removed by double camping being removed/nerfed, this optimization was one of the "very difficult to learn, especially within the game" mechanics that we were opting to remove for simplicity. If we find that Fiddle, Lillia, etc are significantly nerfed by this adjustment, they will be adjusted. The issue just comes down to these micro optimizations that are practically unlearnable for anyone not watching youtube videos in their spare time.

I believe the recommended pathing will be toggle-able in the settings so that it's not obstructive to those that don't need it.

I forgot to mention, you can still pull camps to kill them with DoT on your way to the next camp. That functionality is largely unchanged. Keeping two camps right next to each other is the functionality changed mainly.

Comment

Originally posted by Fleebledee

These jungle changes imply 2 big worries for jungle mains that I don't see addressed anywhere in the post.

  1. Decreased Leash Length: How will this impact champs who clear multiple camps at once such as Fiddle, or anyone trying to do Gromp and Blue Buff at the same time? I'm all for trying to make jungle more accessible, but if these changes make it impossible to take multiple camps at once, then that means these changes would be actively removing skill from the jungle.

  2. Recommended Jungle Pathing: How "in your face" will the recommended pathing be in-game? While yes, experienced junglers will know when to deviate from the recommended path, if the recommended path is super obnoxious then it will make jungle incredibly annoying to play for people who previously loved the role. This could easily be fixed by allowing people to turn off Recommended Pathing somewhere in the client.

  3. ...

Characters that double camp will be likely tuned around single camping. While I 100% agree that skill will be removed by double camping being removed/nerfed, this optimization was one of the "very difficult to learn, especially within the game" mechanics that we were opting to remove for simplicity. If we find that Fiddle, Lillia, etc are significantly nerfed by this adjustment, they will be adjusted. The issue just comes down to these micro optimizations that are practically unlearnable for anyone not watching youtube videos in their spare time.

I believe the recommended pathing will be toggle-able in the settings so that it's not obstructive to those that don't need it.

Comment

Originally posted by TheKill3rBeaver

Any plan on potentially letting Senna buy this new Navori via her passive, or is she gonna also have to buy 60% crit with everyone else?

No plan at the moment but we will be discussing locking in those rules very soon.

Comment

Originally posted by sephrinx

• Your abilities deal up to 20% (crit scaling) based on crit strike chance, likely something like 4%-8-12-16-20% (4% amp per 20% crit chance).

HI can you please explain this a bit? I'm so confused what this is supposed to mean. Thanks!

Basically you will get bonus damage on your spells depending on your crit chance. This conversion is not fine tuned ( That's my job :( ) but it will probably be something like 20% of your crit chance. So at 60% crit chance (when you first purchase navori) you will get 12% bonus damage on spells for example.

Comment

Originally posted by LagOutLoud

Do you actually think that this is enough for the ADC role? 0 new items in the two years since the item rework and only this 1 item change in the preseason for the role with some of the most static build paths in the game? How is that healthy for the role and what are you doing to try to keep players interested in playing if there's nothing new to be excited for.

"Enough" is subjective. Regardless, we have identified other opportunities other than just Navori but they are not priority over the other areas being iterated on for pre-season. We would love to keep iterating on items like Mortal Reminder, Stormrazor, etc but there's nothing to talk about for now.

Comment

Originally posted by dance-of-exile

Just curious as to why it's exclusive with IE. Is it because the combo would do too much damage? Or is there some spaghetti code holding you back from making it non-exclusive.

It's meant to be an alternative to IE, on the same level of power but for different users/use cases.

Comment

Originally posted by Excalidorito

Does Trynd’s innate crit chance not work with this Navori, then?

Does this also mean Yas/Yone would also need 2 whole crit items first or does their crit interactions work differently?

It does not work on tryndamere's innate crit chance at all. For Yasuo/Yone, it's not locked in whether we want it to work similar to IE or not.

The item will read: "Must have 60% purchased crit chance" or something similar, and for Yasuo/Yone we will likely opt into whatever is most intuitive as far as functionality goes.

Comment

Originally posted by LitCorn33

Wouldnt Lucian crit build be kind of op though, that buffs everything about his kit including the R ( amount of bullet and now actual dmge scales with crit too !)

I mean it's preseason afterall, it's the right time for that, its cool that this item gets changes because it's been pretty much unused since its very release.

This preseason looks pretty massive, lot of item changes I like it

You need to remember that the trade-off is your auto attacks will be significantly weaker without IE. It depends entirely on where most of your damage will come from.

Comment

Originally posted by haram-enjoyer

I’m trying this with spellcaster Jhin 😒. Minefield in the botlane.

That sounds hilarious, good luck

Comment

Originally posted by leagueoflegendsdog

Does it work on Lucians R? This just sounds like something Lucian would love and a 20% dmg increase to his ult sounds bonkers.

Yes, anything that procs comet benefits from the bonus damage.

Comment

Originally posted by shrubs311

are you guys concerned that people may not know the difference and buy it "improperly"? for example you stated mf above would be a good user - off the top of my head i don't know if q damage would benefit from this change.

There are mild concerns of that, we are working on rules/wording that will make it clear. The intention is that anything that procs Comet will work, so MF Q is included.

Comment

Originally posted by neyshus

Unreleated to this but why is the window for pinging enemy wards so long? 10 seconds is too much. Imo it should be that if a ward goes into stealth it is no longer pingable.

Because sometimes combat is happening in those couple seconds before the ward vanishes, preventing you from pinging it.