League of Legends

League of Legends Dev Tracker




28 Feb

Comment

Originally posted by LegFinger

Yeah, pretty much anything that can be auto'd can be senna q'd, although the heal only comes through for you for things like turrets

You can target anything with Senna Q :) including things like her souls

Comment

Originally posted by LeviZm

Now call me crazy, but IIRC league wasn't released until 2009..? Thats why we just had that 10 year anniversary..

Yeah good call. I keep forgetting it's 2020 and so when I subtract 10 years in my head I hit 2003 instead of 2013

Comment

Originally posted by Rockm_Sockm

I love you Phreak but when this has been proven true, especially for adc's being instantly blown up, time and time again you cite math as a shield.

Riot also reduced adc base stats, and gutted shared xp two years in arrow. The non stop buffs to solo laners also impacted the game. Regardless how fed bot lane gets, they are down 2-3 levels at a minimum to a solo laner.

Damage is up in multiple positions and completely down in one. You can take personal shots at Codysun and say the math says otherwise all you want.

Riot reduced ADC base armor and compensated them with health. Champions like Leona and Nautilus deal primarily magic damage.

Like, I'm all for analyzing history and system changes and all of that. But when I can look up literally every single change that Ashe or Leona had and say, "Nope, in 2020 Ashe lives through a combo that would have killed her in 2013" then I really don't think this argument has a good-faith basis.

And to be clear, there may well be different systems changes that have increased damage across the game. But they're not in runes reforged and they're not in support tanks.

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Originally posted by InHaUse

Then the issue isn't in the runes, it's in the new champions and item changes.

Regardless the true source, damage needs to be nerfed across the board. Perhaps an easy solution would be to just increase base and per level armor and mr for everyone?

So to be clear, if we're saying support Leona and support Nautilus do too much damage, and the only items they buy are Knight's Vow and Stoneplate, exactly how are systemic item and champion changes causing them to deal too much damage? Leona deals the same or less damage than she's done at any other point in her lifetime and runes are pretty close to neutral, too.

Now if your point is specifically Qiyana or AD Assassins are too good, then that's another discussion with different data and different history.

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Originally posted by mcasterix123

First up, I get your point about runes needing to be ~50% more powerful to match up, but I'm not sure if the math adds up, or it's at least difficult to quantify. The only old non-keystone mastery I'd consider to have the same value as a rune like Perfect timing is maybe Insight. Inspiration in general is a mess.

Also, they don't carry the same restrictions as the S7 masteries, where the (arguably) more valuable masteries required more points to be invested (again, another advantage of L: Tenacity vs Swiftness).

This leads me into Feast and ToB. I don't really see how I'm ignoring history given I said exactly what happened to it in the patch notes.

Most champions running ToB tend to proc it very safely with ranged autos or abilities IE Kennen, Akali, and Aatrox, plus I'd say its harder to gauge its healing due to its ratios. It's ultimately just made the rune way stronger for those that can run it safely, and not necessarily worth it for anyone else.

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I agree it's quite difficult to math everything out in a general case. It's why I did a couple spot checks when the community was in peak "but my MR glyphs!" fervor. The math worked out pretty closely. But trying to contrast a generic 2% spell damage or 5% magic penetration to Scorch is just not reasonable on average.

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Originally posted by TheOmnivious

When they changed the rune system I remember that MR overall was nerfed to match the loss of Magic Penetration runes which were run on a fair number of champs. However, by reducing the overall MR of champions to compensate, it buffed champs that never ran Magic Penetration, such as Nautilus, Leona, etc. Any magic dealing champion was indirectly buffed.

That much is definitely true. However, Leona was compensated her more common Mark choice of +armor. Nautilus, who was compensated +ASpd, got substantially less +Armor.

Now THAT argument could be made, but is combated via the stat shards we have today and the %spell damage and penetration masteries of yesteryear that champions like Leona and Nautilus ran then.

For example, here's IgNar's infamous Fervor Leona rune/mastery page: https://i.imgur.com/fTMiN0u.png

I'd argue today's Leona damage output is weaker than that.

Comment

Originally posted by josluivivgar

I think what it really boils down to, is that tank champions feel like they do more damage than they used to.

Im purposely using the word feel because before, design on tank usually favored dots over straight damage (think amumu w sejuani old aoe thing etc, shen poking with q).

Damage over time will always "feel" weaker even if the numbers are the same.

The thing is that now everything seems to have their damage front loaded and so it feels like there's more damage. (Stuff like aftershook help with that feeling, even if aftershock has a delay for the damage it's burst damage).

I don't know if damage is the same or not (and tankiness), but the feeling that tanks can burst you is very real

That's interesting because I just got through compiling Leona's entire patch history. I don't have it for every other champion, and I'm not brave enough yet to go look at entire old rune pages so I'm relying on my memory of them being compensated fairly.

Leona deals less total damage per full combo, even counting aftershock for free, in lane, than ever before in her lifetime. By comparison, a sample target like Ashe has more health than she ever used to.

Even beyond that, there was a big sweeping change in 2014 that super beefed up champion base stats at early levels (our current level 1 is 2013's level 1.68, basically). So depending on how long you've been playing, champions should REALLY feel tankier in the early game than before.

Comment

Originally posted by tpst

I dont think many people would disagree with your logic, but i also think something is missing. The game has undeniably gone from 5D chess to a top-down call of duty.

Take lee sin, for example. Lee never used to be able to R-Q-Q people, it was always Q-R-Q to get the damage necessary for the Q execute. Now he just builds lethality and one shots non-tanks at most stages of the game, with little counterplay, where he used to fall off hard.

Naut and leo never used to kill ADCs in one rotation, now they do. somethings f**ky

Well I just spent way too long looking at Leona's entire patch history.

tl;dr - Leona deals the least damage she has ever done in her lifetime. Even taking today's Leona and adding Aftershock damage on top for free deals less total damage in a full Q/W/E/Sunlight combo than pre-7.22 Leona.


27 Feb

Comment

Originally posted by mcasterix123

First, many players who were likely to face little magic damage early would take the scaling MR glyphs to handle mixed damage more effectively after the laning phase. Second, not only did champions get the compsenatory stat buffs, but they also gained more AD or AP through traits throughout S8 that S7 runes offered in the first place.

Also, it's worth noting a lot of the old masteries were very % based IE 3% more dmg to low enemies, 1-5% damage increase upon killing enemies etc. It meant that snowballing was only marginally increased and didn't amplify early leads as much/ make polarised lanes any more polarised.

Second, let's take a look at some of the runes with direct analogues. Electrocute: higher base damage and ratios than thunderlord's. Coup de grace: 8% against Merciless's 3%. Grasp: up from 3% health damage to 4%. What about L: Bloodlines/Ravenous Hunter as compared to Vampirism? Or Swiftness (a rune which required significant investment into the resol...

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So one big thing that needs to be pointed out is that there are less total runes available. You get a keystone + 5 minor runes. In the old Mastery system you got a keystone + 8. By default the average rune power had better be ~50% more powerful. But also to your point, Feast required you to kill a minion. Taste of Blood requires you to hit the enemy champion, and thus risk being hit back. You can't just ignore the parts of history that disagree with you.

Now, power creep absolutely did happen when they added stat shards. They didn't take back the ~9 AD and Armor (or similar in scaling health/attack speed for other champions) when these changes came through. Stat shards more than made up for the Precision/Inspiration bonus stats and thus overall level 1 champion stats are indeed much higher than they were before RR. But those stats are not in raw base damage and magic penetration.

Comment

Originally posted by Lord_Drizzy

Awesome job man, always a big fan of your work and all your insight in videos, on the dive, and especially on broadcasts! Keep it up Azael!

Thank you both!

Comment

Originally posted by imArsenals

The discussion is that there’s powercreep/damage creep. The discussion is that there’s characters like Qiyana that can nearly 1 shot adc’s without ulting (Cody talked about this in the video).

Redditors and others may not know exactly where this damage creep is coming from, and they wrongly place the blame on other things (such as rune reforged). My guess is because it’s a lot more obvious when you get hit by electrocute/dark harvest and die vs. no visual effect when you had old runes but still died. But the entire conversation is still about damage seemingly being higher.

So, while you are correct in saying “it isn’t runes reforged, here’s the math”, it doesn’t address what people are actually finding problematic. What would address it is “the damage creep isn’t runes reforged, it’s X Y and/or Z”. Alternatively, there may not be damage creep at all, though I don’t think this is the case.

There are definitely way more assassin items than there used to be. Hell, Last Whisper used to have attack speed on it back in the day. If Qiyana had 2011 itemization she'd definitely deal a ton less damage. I think that's a reasonable discussion to have. As purely offensive items get more numerous and more efficient, good defensive items need to keep up.

Comment

Originally posted by Sgtvangelder

I sometimes run AP+AP as Naut because I don't need the tank stats. I blow up the ADC and unless the enemy support is Leona or Braum, I blow them up too.

As a support main who primarily plays Thresh, Naut, Leona, and this season some Senna I can say that way more times than I can count 1v1 the enemy adc with 0 problem. I always read the patch notes, and mathematically true or not what matters is that it FEELS like damage is way out of control.

I played Aphelios in an ARAM last night, and the enemy AP Gragad could kill me in under a second, while the entire time I am cc'd by uncleansable cc, and don't deal damage back. Playing squishy champs doesn't even feel fair half the time because everyone lives longer and does more damage.

That's fair, and in 2013 you could have run AP Glyphs and Quints all the same. The math still lines up pretty equally to the old options. They generally hit the same targets here, even down to the 10% CDR by level 18 that mid laners used to run.

Aphelios is an interesting case of being one of like three champions with less than 30 MR at level 1. Dude definitely needs a Hexdrinker if you're going to survive a burst mage.

On a different point, I'd also argue that AP Gragas is a squishy champ himself and thus would be similarly killed by a bursty champion. Still though, I commiserate with the frustration of getting oneshot.

Comment

Originally posted by imArsenals

Phreak, while the damage/power creep may not specifically be from runes reforged - there is still a damage/power creep and that’s really the “issue” Cody Sun and others are complaining about. And you know that.

I mean if the discussion is "Riot kept buffing AP items like Deathcap and Liandry's and now mage damage is way higher than it's ever been before" then that's a totally different discussion and there's evidence to back up that claim.

But this discussion is "But Electrocute has a higher base damage than Thunderlord's!"

Comment

Hey all!

Really enjoyed doing this episode on Nisqy from a few weeks back vs Eika's Yasuo. It's sometimes really unclear how someone is able to get themselves into a position where they can make a solo kill happen in pro play w/ the observers following all 3 lanes + junglers so I wanted to highlight this game which features some really incredible movement by Nisqy.

Watching the game back I was so impressed with how often he was able to sidestep / dodge Eika's Q's and as a result put himself in an HP advantage allowing him to properly setup the lane for a potential solo kill. One of the hallmarks of a great player is the little micro dodges they're able to consistently do with tiny unpredictable movements back and forth and this is really shown off here.

The episode would've been out a bit earlier but we felt this content wasn't time sensitive and our content team is absolutely swamped with all the stuff we've been putting out this year! I already have a ...

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Comment

Originally posted by raie2

It's true we don't don't have access to the numbers the way you do, so I have a few questions for my own curiosity:

1) How differently do the old runes in contrast to the runes reforged perform mathematically in later stages of the game vs. early stages? In early stages of the game, I imagine (off the top of my head with no research done) that you're right about the old runes not being too different mathematically than the runes reforged, but I would think that as the game continues, the runes reforged offer more damage increases and reductions.

2) I'm not sure exactly how to word this, but how are the possible rune combinations affect the math behind what you said? What I mean is before, one restrictions were that MR glyphs offered more MR than any other runes which meant that if you wanted as much MR as efficiently as possible, you couldn't get CD gylphs. So this system created some limitations in what players could obtain. Now with runes reforged, players can on...

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You have access to the exact same numbers I have. Google "League of Legends old Masteries" as I just did three minutes ago and look up all the old info you want.

Truly, the moment Runes Reforged launched, the itemless PvP combat of the game was unchanged. They fine tuned so hard that they gave Ezreal R 10 flat damage to compensate for the fact that it had a Bonus AD ratio. And again, I went back and spot-checked a few cases and the numbers really came out to nearly-identical. The only thing people really lost was 10% scaling CDR in Glyphs sometimes, and even then that was soft-refunded by the flat MR they gained.

In general, to your second point, people really didn't change rune pages very much. They didn't really even change mastery pages much.

In general, people still don't really make pregame choices because either they don't think to (fair), don't believe it's worth doing (it is), or don't think they know enough to make good choices (also fair). I think ...

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Comment

Originally posted by Ehler

If youre gonna bash someone for being unable to read patch notes you might wanna read 8.11 yourself.

Replies to a thread about Runes Reforged

References an entirely different patch

Well done.

Comment

Originally posted by izillah

I feel like this is well trod ground at this point. As general rule EVERYTHING Riot add to the game is more powerful than the stuff that preceded it.

The notable exception in this example is that you cannot really spec into MR and Armour in botlane where it's almost certain you are going to be facing mixed damage.

I'm actually interested in whether other options might be better than arbitrarily going AS|AD|Armour . Especially in some match ups where the AD does mixed or little damage early like Kaisa or Twitch. Or double dipping defence against lanes like Lucian Nami where you will outscale without the 9AD anyway

Mathematically untrue.

When Runes Reforged came out, champions were all compensated for their Seals choice (mostly, just flat Armor, except for mids who were given HP/level). By contrast, mages lost their flat magic penetration marks and other champions lost their magic resist glyphs. That came pretty close to treading water.

There were lots of people, commentators included, who would say things like, "Ah yes, he died because he doesn't have his MR glyphs anymore." That was also fraudulent. For example, most mid laners ran CDR/level runes and so the Runes Reforged base stat changes actually made mages tankier against one another. To claim otherwise means you didn't actually look at pro rune pages and just regurgitated what other people said.

I went so far as to dissect some of the specific cases where this refrain was used, considering all the old runes (Deathfire Touch, Thunderlord's, etc.) they used to run and comparing to the new ones (Aery, Scorch, etc.)...

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Comment

Originally posted by helloquain

Not sure what rank you are, but if you're Gold or lower I recommend just learning Amumu jungle (or AP Malphite jungle, which seems to work for me, but feels questionable). It's pretty straight forward: ignore your laners desperate cries for attention (you: Level 3, half health, killing bot scuttle; your top lane: PING PING PING PING PING PING PING PING PING PING PING PING PING), clear camps, rush to 6, kill someone with ult, take an objective, go back to jungle for two minutes, repeat. You'll be pretty effective with that relatively straight forward, low complexity gameplan and from there you can learn to weave in efficient/effective non-ult ganks, invading, optimal routing, surviving the asshole Lee Sin who really wants your dick, etc.

From there you can pick up more complex stuff, but something with a simple play pattern will help you focus on learning the nuance of jungle.

I learned how to jungle on WW. 10/10 would recommend because the "vision" you get on injured enemies is really handy. His clear is also pretty fast and his kit's pretty simple.

Amumu is also a great one because you just farm until you can press R and then you win.

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I recommend Blitz! It's a desktop app that takes care of item builds, rune selection, etc and generally allows you to focus on the game more.

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Originally posted by Delusional12345

hey kobe what is your op.gg?? I have been trying to get better at jungling and want to see what items/paths/builds that you are doing. It doesn't seem to be riot kobe, so idk what it is.

I keep it hidden so I don't get targeted and flamed haha. It can get pretty brutal out there D: