League of Legends

League of Legends Dev Tracker




06 Apr

Comment

Originally posted by Rexsaur

Maybe give some of that AH to ardent? The item has been underwhelming as a whole since it lost move speed and cdr, and now if you want to go moonstone you're kind of forced to go staff or you'll be walking around with 0 cdr which is terrible for an enchanter.

Make ardent build from a codex instead of the tomes and give it 10 ah.

Yeah I don't want to pretend that everything is perfect after this list, just the goal of these changes was to make Shurelias more competitive with moonstone for enchanters specifically. We just can't change every item in a system at once or else we have a hard time evaluating the effects of changes.

Comment

So this is awkward (or maybe a good time). I think we actually submitted a fix for this bug for 11.8. It should be on PBE right now. Obviously there's a lot going on within Wolf's AI, so we could have fixed one aspect and this one may have slipped through.

Comment

Originally posted by PlasticForkRubberDuc

I feel like seraphine belongs more in the second group. For example, in the G2 S04 game 5, where G2 played the disgusting seraphine comp, rekless was building full support/healing items (moonstone, redemption, staff etc.) even though he was playing farming seraphine. So it's kind of concerning to me that this change aims to shift power towards that playstyle for her, when it was already proved to be insanely strong.

To be fair, that game was played on 11.6 which was before the Seraphine nerfs with moonstone (making her less frequently proc it) that released on 11.7. The thinking is the 11.7 bugfix should move her more into the first group I outlined above.

Comment

Originally posted by KatyaBelli

The hits to AH are huge though. Saying this flexes heal shield power completely negates that it removes the ability of the same kit reliant supports to flex their kit to the tune of 15-20 AH

It's definitely true that some AH is missing. The reality for a lot of enchanters though is that you spend a smaller % of the game accessing 2-3 stacks of mythic passive, so as far as power budget goes it's a small % of moonstone's (and other enchanter mythics) allotted power budget.

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Originally posted by Sir_lordtwiggles

I know this is a bit off topic, but I have concerns with staff of flowing water give ability haste.

Not only is haste a powerful invisible stat to opponents, but I feel that the item's power will vary widely by rank and communication level. Saving your abilities until you can get prebuffed is way stronger with communication, but making tracking ability cooldowns way harder on the other side. Moreover, it makes optimal play way harder when you don't have quick and easy communication methods available.

IIRC in league's early days shurelia's gave AOE CDR (5%) and it was removed for bringing invisible power to an invisible stat.

Finally I am a bit worried about it augmenting champion's play patterns too much. It feels like a general design principle in league is: legendary items shouldn't change ability sequences too much. You might pop a cooldown to stop steraks from procing, but for the most part (other than zhonya's) you play the same way before or after an i...

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I think that's a reasonable concern, I dont think it'll end up changing sequencing a ton because its not toooo much real time off of a spell. That being said it is important and is a riskier thing to give conditionally

Comment

Originally posted by HardstuckPlasticV

I believe that the Karthus Q AP ratio was also increased from 30 -> 35% in that patch, so I don't know how much of the increase can be attributed to the cost changes.

Regardless, as long as you guys know these types of buffs can be impactful, then that's reassuring. It's just very hard to see it when I'm trying to map out where the extra mana would be useful (especially considering that Cassio, Ryze, etc. are building enough mana with Tear + Mythic that they stop being gated by it fairly quickly).

The overall Karthus delta was over 4% that patch iirc, and we had a decent idea of what the AP ratio did.

Sometimes these changes can partially unbind from the mana system. Maybe opening up minor runes or whatever, not sure about this one since I don't have specific context here though

Comment

Originally posted by Rexsaur

Not sure why enchanter items are getting nerfed again lol, staff and moonstone changes are almost full on nerfs for them.

They really want to keep that 4 year of tank/engage support dominance dont they? Look at that slap on the wrist for thresh.

The intention is that moonstone is a nerf for it's individual healing contribution to a fight, but in exchange a buff to a champion's innate supportive outputs. This should make it worse for champions that aren't already indexing into maxing their supportive outputs (karma, lux, seraphine) but neutral (or potentially a buff) to champions that can really flex that heal/shield power (sona, soraka, lulu, janna).

Comment

Originally posted by homer12346

is there any world where you want to take lethality over attack speed secondary now?

Tbh I'm not sure. This buff brings the lethality-per-point to equal the attackspeed-per-point as far as goldvalue-per-point is concerned. Whether that means that lethality is actually valued comparatively to attack speed for aphelios is up in the air, but at least now you won't be taking the "less gold efficient" option by picking lethality.

Comment

Originally posted by HardstuckPlasticV

What is the point of Cassio's mana cost reduction? It's even less meaningful than the 11.1 Ryze Q cost reduction because Cassio has a refund mechanic. I don't understand why this type of buff is used at all, let alone re-used.

These buffs tend to wildly overperform expectations (but also sometimes do very little)

The -0/1/2/3/4 mana off of Karthus Q a bit ago was like a ~2% buff approx, for example. Highly spammable spells with mana cost going down (even with refunds) can be massive and also can sometimes reshape builds and the like

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So hyped!

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Originally posted by Virtuoso229

Damn, I hope he's still viable. I've been playing a lot of jungle Mundo, but damn is he overpowered in low elo.

We aren't looking to remove his jungle viability, so I would expect him to stay viable at the worst, and likely still be a competitive pick.

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Originally posted by HorrowLP

Can't say I'd be happy to see this.

Mundo top is a joke. But ever played against one that managed to get ahead? Its miserable. Q lets him run you down and always kill when he's ahead.

Ironically I feel like this is the problem with his jungle, he powerfarms to get ahead and just runs you down, with little opportunity to stop him from scaling.

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Originally posted by Maloonyy

"Dr. Mundo (Jungle > Top)" How do you read this? Do they want to nerf jungle ´Mundo and buff top Mundo?

Edit: Seems like it means they want to move him from Jungle to Top, a shame considering jungle Mundo is a nice pick for people to learn jungle.

Correct, the change is meant to nerf jungle and buff top lane.

Comment

Originally posted by [deleted]

[deleted]

Woo moon man

Comment

Originally posted by rootyjew

Maybe that’s something for the broadcast to improve on but I’ve found myself watching more and more LEC over LCS purely due to the quality of their short form content and developed stories.

I (was and) remain very passionate about telling those kind of stories about our players and making sure we get them on-air/keep them in mind. Including tracking and informing our team of the journeys the new to LCS players make as I have a lot of time with that league too, particularly in previous years.

For me, I think finding the right piece of short form content that builds on this is something I'd love to do, but exactly what that should be is a question that is taking longer to answer than expected.

Thankfully, we have TGI and Tim The Stat Man to fill that out already and I think they're doing awesome work in that space. I do agree with you though that we could be doing even more and that is something I'm actively pursuing.


05 Apr