I assumed it was drawing tiles from a bag.
We all go to our match history and choose one champion we've lost to in the last two weeks, then roll dice to determine the nerf magnitude. For buffs I pick champions I play to inflate my elo
I assumed it was drawing tiles from a bag.
We all go to our match history and choose one champion we've lost to in the last two weeks, then roll dice to determine the nerf magnitude. For buffs I pick champions I play to inflate my elo
I wish this was how it actually happened hahahah
this is exactly how it works, how else would it work?
Wasnt there supposed to be a ravenous nerf this patch?
It's in this patch, missed it in the notes, sorry!
Any chance that's related to this first Clash tournament of the year not requiring players to be ranked in order to play + the start of the season having most players in an elo inferior to their previous season MMR?
Not related to that, had to do with other matchmaking changes a while ago that Clash wasn't 100% configured for.
Out of curiosity, did that affect lower-level matchmaking as well?
It wasn't awful, but my team was historically all Tier IV (the highest rank any of us has achieved is Gold IV--we're all currently Bronze/Silver) and we were put into Tier III against Plats and even a Master.
Unlikely it's the same issue, sorry. This specifically affected matchmaking for the highest mmr folks, and we saw the matchmaking dramatically improve for them on Sunday. Possible something else is going on though.
It's called a warm-up !
agreed
hey my Clash team played against this Riot team yesterday too! they were a team of basically all Grandmasters against a plat Clash bracket, and they crushed all of us in under 18 minutes...absolute shit tier matchmaking
Yeah yesterday's bracket was weird, looked into it after and found an oversight in top MMR tier matchmaking for Clash, which should be fixed going forward.
Dude these games were so fun. I was casting high elo Rioters playing Clash and they slammed their whole bracket. Felt like Blitz never missed a single hook dude was a GOD HAND.
Even tho I like to talk trash about champs I believe are overloaded, I'd like to ask y'all to keep all the bullshit in my twitch chat and not harass anyone cause u don't like a champ. That shit ain't cool.
Good thing you didn't pay too much attention to my lane phase in games 1 or 2 :)
I have been playing league since season 4. This design seems like it takes a little from Leona/Taric. She feels extremely underwhelming. Currently she has the highest risk engage in the game without the reward. I'm under the impression that she was made slow when unmounted and given slow attacks to possibly keep her out of top lane. (Bruiser Build). Riot should not be trying to control the meta and where champions should be allowed to go. Currently if Rell engages and its a bad engage.. she has no way to escape with reduced movement speed. Leona can simply walk out and pop her shield for high resistance. Rell is basically a worse version of leona. No to mention Rell has ZERO damage. As a support player I was really looking forward to this champion but it's currently the weakest support.
Rell is a lot about picking the right moment to go in because like you said, once she commits she doesn't have a great way out, which is one of her intended weaknesses. I don't agree that the payout isn't big though for engaging, she has among the most reliable AOE wombos in the game using her ultimate (basically an Alistar that can pull people together for his knockup). So we're operating off of the same data, looking at lolalytics overall winrate for the past week or so she's around 50% winrate, which is great for a new champion.
Good CC she peels well.
Me like.
clearly weak, clunky, understated, squishy, pitiful lane, no purpose in the game, worse leona
Big sadge.
What you sacrificed a little of that tankiness for a little more movement and/or damage? I bet she might be a decent top laner or even jungler given just the right tuning.
Probably not, high durability is at the top of the list of things that should be true about Rell. If Rell becomes a somewhat niche top/jungle with our efforts to serve support Rell that's fine, but we don't have plans to intentionally support those roles right now.
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Yeah I think that's a valid concern. How it feels might change over time too, we're only one week into the release of a brand new character, the winrate hasn't stopped climbing yet and optimal skill order/builds haven't quite settled. You can join us in monitoring her for now, from the points already raised above we know that base stat buffs are a pretty justifiable candidate if we need to buff her.
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Will caveat this with "I'm not a game designer", but to me this is a question of magnitudes. With base stats closer to the upper end of tank supports, she was really tankier than everyone else given her other tools. With base stats closer to the middle/lower end, she's still on the upper end of durability taking into account her other defenses (passive steal, W shield, W resist amp). If we said, "hey here are these tools that let you be really tanky" and then you used them and you weren't, that would be a failure imo but it doesn't seem like that's the case.
Seems a bit too much work to do for a champion that's supposed to be an anti-tank.
Like I need to engage when Alistar has both his Q and W on CD (otherwise he just interrupts my W), proc my passive and only then will I POTENTIALLY be tankier than him, but I'll also be stuck with a movement speed debuff and I still will be unable to put out the same damage output Alistar can. And Alistar isn't exactly on the same level other tank support like Leona and Nautilus are right now.
That's just my take though. I appreciate all you guys' work.
Oh yeah, for what it's worth I think that Ali (and other champs that can reliably interrupt mounted W engage) have favorable lane matchups into Rell. This is just talking about tuning in that she's not as far behind other tank supports in total durability as it might seem if you only look at base stats considering the tools she has.
IMO rell needs 3 things.
1) Base stat buffs. It's ridiculous she has 540 HP and 35 base Armor while a champ like Alistar has 600 HP and 47 Armor. Rell needs at least an extra 35 hp and 5 armor.
2) Attack speed while unmounted. This helps identify her unmounted form as a bruiser. She's slow, but will do damage if you don't kite her. Thematically it even makes sense as she "drops the reigns" of her mount to use her weapon with two hands.
3) Her ult needs to be better. There are a lot of ways to go about this, but it needs to do something. Make it stop dashes like poppy W, or have it apply a slow instead of this "magnetism" like old Diana E, but as it stands it's one the more depressing ults in the game.
Re: base stats some of the thinking there was that when fighting, she'll often start out with her ~120 health shield, +10% resists, and then attacking that Alistar takes away ~5 of his armor, gives it to you, where it's amped by the 10%, etc., which can (depending on items) leave you tankier than the Alistar if you manage to get the jump on him.
A quick glance at her win rate is around 46% they might leave her as is for a while but I wouldn't expect any nerfs
For new champions we generally look at winrate by day because there's usually a lot of growth - that 46% average number for example would account for the 44% day zero Rell player who doesn't know what she does as well as the 48% day five Rell player who's started to get the hang of things.
If I could have one thing for mechanics changes, I would really want a shift (or removal) to the E unbinding. It's screwed me over a lot of times, especially when I W in to crash down.
Also I will agree that she seems to be pretty strong now that I've found a build that feels right on her (deadman plate rush into bami item )
Also there is a bug or something with her W mount up auto attack. It feels like it acquires a target somewhat randomly sometimes, I usually end up drive by attacking a minion with it when I want to run and flash forward at a champion. I'm fairly confident I haven't misclicked on minions as often as my mount up auto attacks suggest that I do.
We have a fix for that coming tomorrow! https://twitter.com/MarkYetter/status/1338646520631967745
Not personally aware of any W mount up bugs, I can look tomorrow. If you have footage that would be helpful too!
Thanks for the answer, but I hope it won't take too long to 'actively explore'. I'm holding off on playing Rell until then. It's really annoying. Pointing you to this post: https://www.reddit.com/r/RellMains/comments/kc4q7v/a_thorough_breakdown_of_rells_clunkiness_and_my/ should you not have read it. Thanks
Yeah we're thinking short term, you shouldn't have to wait long. I took a look at that post you linked, most of the changes in there are mechanics changes that are buffs. Things we'd follow up with short term (like before the holidays) would likely be number tuning on abilities rather than mechanics changes, and based off of the data right now there aren't clear signals that she's weak. If she's closer to our projections, she might actually be on the strong side, but will definitely need to wait and see.
It's incredibly clunky and difficult to use without it simply unbinding accidentally. There is literally no reason for Rell to ever want to unbind herself from an ally besides trying to bind to someone else. Like why is it even an option?
The thought here was that there were vision-related reasons Rell would want to untether. In development we found that, for example, if Rell was trying to roam from bot, if she couldn't unbind from her ADC there would be a long warning for the opponents due to the range of the tether that Rell was in the vicinity, which would make it harder for her to flank, etc.
Clearly though this is way less important than not unbinding in combat. We're actively exploring fixes to improve that.
where the hell is my battle queen urgot