League of Legends

League of Legends Dev Tracker




31 Dec


30 Dec

Comment

Originally posted by FCVanillaIce

But wouldn't that also hurt other champs using said items?

Going after items instead of the champion itself seems like using a grenade to dig a hole.

It really depends on where you think the problems lie.

Day 1 of preseason the top 8 champions in virtually every role were tanks. Tank Mythics were OP and this wasn't up for debate. So you have to nerf those items into line, or at least into a point where you're comfortable with their power level. Then sort out individual champions from there.

Comment

Originally posted by Arcanineleader

I don't like this approach. I'd rather them hammering the problem so it is guaranteed to disappear for sure the next patch AND THEN if the hammer was too big, buff them back up the following patch. Instead of these pats on the wrists for sequential patches until finally, the accumulated nerfs are enough.

A few thoughts on this:

  1. It's technically not hard to just throw on a random change like "-10 Q damage" and revert if it's too much. But...
  2. Submitting a change and reverting it is not as trivial as going into a tool and modifying five numbers by lowering the tens place. More people are always involved like QAing the change or consulting with playtest over how big the change actually is. So there's a flat amount of work that comes in on top of simply implementing the change itself, no matter how small.
  3. I believe the designers try to (and usually do a pretty good job of) identify what element of a champion actually deserves to be nerfed. This is why there are designers at all and not an automated script that pulls in a random nerf from a library of "Nerfs that will lower winrate by 1%." For example, and I'm honestly curious about this, what would your ideal Malphite nerf be?

Anyways, I still agree that they could assume how impactful thei...

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Comment

Originally posted by Raknorak

What's something you enjoyed that other people haven't figured out? I play mostly top and jungle

Galeforce Yone / Master Yi.

Comment

Originally posted by UrynSM

Hi Phreak, I just wanted to say, I really enjoyed your casting this year. I wish you the best in 2021.

Thank you! You too :)

Comment

Originally posted by UltmitCuest

Curious as to how galeforce is broken. Ive only ever seriously seen jhin build it and it seems like an odd pick on other champs. Also noticed a few sett using hail of blades and galeforce because they could galeforce + E at once then burst, but that seems like a niche interaction.

To be fair "giga-busted" is hyperbole. Maybe not the place for it. My bad.

It's ultimately the most damage and in many cases the most survivability of all the competing mythics. The cherry on top is also the target access.

Most champions who are building Shieldbow/Kraken should actually be building Galeforce and just haven't realized it yet. The cooldown cut to 60 seconds is really meaningful and it's snowbally as hell since you're pretty much always in range of whomever you want to kill.

I'm not sure it's SUPER out of line, but I'd confidently call it the strongest of the three crit items. It's even singlehandedly turned Master Yi's best build back into Crit because it turns out giving Yi a free-target dash and more move speed is really really strong.