League of Legends

League of Legends Dev Tracker




23 Nov


22 Nov

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Chiming in because I don't think I was incredibly clear and succinct in the conclusion: True damage gains on %health damage against tanks because armor increases more sharply than health does. The absolute power levels of BotRK/Kaken slayer aren't incredibly important, only the relative gains. And in general, those gains were greater against tanks than they were against non-tanks.

Some champions, like Yasuo, tended to buy purely +Armor (Death's Dance, GA), and others like Darius, would buy purely +Health. Those will also change your item goals.

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Originally posted by Rozari

As a 1m+ Xerath OTP im really against permanent ring around my character just for this item. It will add unnecessary information noise for me and my skillshots.

I understand the ring for Rapid Fire since it increases attack distance and really important to know when its up. But those 10% damage is something different and does not change the behavior of spell, just a small reward for being on max range.

It would not be permanent just while you are walking out of base


21 Nov

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Originally posted by Naerlyn

There's one thing that can't be forgotten in that whole topic, and it's pro play. The more CC and utility as opposed to damage, the more reliant on the team. The more reliant on the team, the more of a difference there'll be in the champion's performance among levels, peaking in pro play.

Many tanks have gone in the past through a problem of performing much better in competitive than in standard League, and the response to balance this (to try and make them adequate in both instead of alright in one / strong in the other, or alright in one / weak in the other) has been to tone down the team reliance, and to grant more ability to do things that don't depend on coordination, more agency.

Secondly, the core problem about this idea for mythics is wave clear. Tanks have low AA damage, obviously, and most of them have weak spells when it comes to AoE damage. Yet lots of them are solo laners. At some point in the game, it becomes extremely important to be able to clear a ...

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Very insightful.

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When you hover the item it shows the range. I was going to add a range indicator for when you purchase the item and leave base, but ran out of time before ship. If I get time, I will try to add it for a future patch.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Swainivia

I 100% think these buffs are enough to bring Anivia to a more than playable state. I'm not asking for more than what you've already implemented, but I'm wondering what you thought of Anivia's passive, and if you'd at any point considered scaling down the CD with ability haste, or some other form of change.

Did think about passive. Didn't feel like putting power in it would help as much as the other places it could go, especially when we're looking for play-feel improvements.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by OK_Bubble_Buddy

It's just a visual bug really so I wouldn't worry about it. Game will just take a second to realize that they should've been pushed this way and not the other.

Ah, I see. That's unfortunate, but I don't really have the capability to fix that as a designer (or to know how difficult it even would be to fix, I think). Thanks for the info.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Swainivia

Have you considered removing the cast time on her wall? Or bugfixing it so that people can't just walk through it sometimes?

I think removing the cast time on her wall would be a bad change for the champion. Being able to consistently stuff movement skills would require her to be weaker in other areas of her kit and would also be most powerful in support, because that utility doesn't scale with gold, along with encouraging her to hold on to her wall to use it reactively instead of proactively setting it down to define the battlefield.

If you have specific reproduction steps for people walking through the wall, then I can take a look, but I haven't seen it myself.

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Reason-97

Just out of curiosity, not wanting to be a bother, but I’ll admit this isn’t at all the direction I expected buffs to go in. How do you and riot in general feel about her health and squishness, since that was another large reason she built ROA? I almost expected the buffs to just be on the lines of the kassadin health per level buffs (although these are VERY nice, just not what I expected)

So, I definitely sympathize with the health decrease. Ultimately I looked at it as: I have X amount of power to work with to make Anivia feel like a functional modern champion. Where do I put it?

If I had extra room left-over, or if she's still too weak after these buffs, I very well might consider some sort of base health or health per level, but it just didn't make the cut over any of the changes I thought were most important (and I had to decrease R damage somewhat to even make room for what's here).

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    /u/AzuBK on Reddit - Thread - Direct

Originally posted by Aaron1997

How do you feel about Making you being able to Cast Q2 while CCed? This has been requested for a while and I don't think it would remove counterplay like making R uncancelable.

I tested this in the first iteration of the changes (because responsiveness up was a core value). Playtest team felt it was pretty notably counterplay down and it generally felt cheap when she was able to pretty reliably CC you while she was CC'd, so I pulled the change.

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    /u/AzuBK on Reddit - Thread - Direct

Oh, I missed a line in the text version of the list. I can't check the exact numbers atm, but ult cost is also down a bit as well. It'll show up on PBE shortly, though.

Main focus is to make Anivia feel better to play in modern League without much change to her core identity or skill-tests. This is meant to be a large buff, because Anivia was hit by a large systemic nerf in 10.23. Also, the reason we didn't hotfix Anivia is because I already happened to be partway through an Anivia modernization pass when she dropped precipitously in the preseason patch, so I wanted to use that extra room to find more buffs with long-term value for the champion instead of hotfixing in generic power.

For those concerned that this is too large of a buff—if it's too much, we'll nerf her. I think a lot of these changes will make the character feel better to play without significantly eroding counterplay, though, which is the important part that will stick around when she's balanced.

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Originally posted by StoneOcean

The expectation is that a champion class that is designed around killing tanks should be able to do more than 20 damage vs said tanks without having to gimp their damage vs other champions.

If a glass cannon champion can't kill a tank after doing damage to them for 20 seconds while being completely ignored then what the f**k is the point of a glass cannon?

Then maybe the champion who is designed to kill tanks should itemize in a way that kills tanks and not the ones that provide a shield and the one that gives up-front burst to kill a squishy.

It's almost like ADCs actually got choice in what items to build and then complain when they do it wrong.


20 Nov

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    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Spideraxe30

Could I bother you for another update on Sera breadth and depth now that she’s had a patch to settle

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Originally posted by SinLagoon

Honestly I love Rekkles but I am still gonna support FNC because of Bwipo, Selfamde, Hyli

I hope Bwipo and Hyli become the pillars of FNC for years to come, i fear that Selfmade leaves next year if Jankos retires :(

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Originally posted by StickySteve37

ouch... Is this what it feels like to be a Fnatic fan :(

no fnatic had it much worse, they lost their best players to their rival team in the same region... meanwhile perkz went to NA and was sold for 5mil