GalaxySmash

GalaxySmash



11 Jun

Comment

Originally posted by SauloJr

Over the time, I think I understood the following: Riot wants something the way they want.

If Riot wants x champion to be played in x role, Riot will nerf the champ in its current role (that's supposedly not the role it "was supposed" to be in) in order to make it play the role they want. Qiyana JG for example; they wanted her mid, so they made her bad jungle.

Riot didn't want Sanguine Blade to be a duelist item. Riot wanted it to be a splitpushing item.

That's why Riot decided they will remove it to add the item they want (that fulfill the sole purpose of splitpushing). Sanguine simply isn't what they wanted.

Not entirely wrong, though I think the phrasing here leaves some things that can be misconstrued. When we design things we always have a specific goal in mind. I can't speak specifically to Sanguine/Hullbreaker, but for example when we make a champion we have a goal lane that we want them to be good in, and maybe another lane that we are ok with them also being good in. We actively want that specific champion to be good somewhere, so it makes sense for us to make changes to make them better in that role (and sometimes, worse in other roles). We can make the same correlation for items. For example its pretty clear we want Luden's to be a mage item, so if it was good on Tanks (somehow) it would make sense for us to make changes to make it either worse on tanks, or better on mages to try to reach those goals. Things get much more complicated when you really dive into the nitty-gritty, but that is a very simplified explanation.


09 Jun

Comment

Originally posted by azersub

Why is kaisa in pro play bothering riot so much? f**king orianna has been picked in pro play for years and they sont nerf her. And we havent seen zed or talon in pro play for years..why not buff them? And what is worse kaisa is one of the most exciting adcs to watch(same thing with talon and zed) while it doesnt get much more borning than f**king orianna

Orianna was just nerfed in 11.8 with a specific target in pro play. We do not balance the entire game around pro play, but if a champion is extremely highly contested in pro that is the basis for a nerf as highlighted in this balance framework which outlines the how we decide to nerf/buff.


28 May

Comment

Originally posted by InstanceDuality

According Psychopathic (challenger tier Nasus player) it's a bug that it doesn't stack.

Plus, here's a bug fix for Tear a while ago:

Bug Fix: Abilities which empower a champion's basic attack will now properly trigger Mana Charge when hitting epic monsters.


Yet, tear no matter what does not work on Nasus Q? Why would it get a bug fix for empowered AA if you can't stack with empowered AA?

Maybe that was before item changes, sure. Why is this line in the wiki then?

Empowered basic attacks gained from abilities will count for triggering Mana Charge upon consuming the attack.


Either way, there's a lack of clarity.

I talked with Psychopathic about this and reported this for him thinking it was a bug, GreaterBelugeWhale (comment above yours) did the investigating and found it to not be a bug because Nasus Q does not trigger ability effects, which is intentional. I do agree there is certainly a lack of clarity around it and similar effects though.


03 May

Comment

I had my start the same way, my friends all wanted me to play but I just said I hated MOBAs just because, then once I tried it I was hooked! Tens of thousands of games and the start of a career and I am still here!


22 Apr

Comment

I am really sorry to hear that. I have all sorts of eyesight issues and my eyesight has consistently deteriorated as I get older (and I am still way too young). I understand your pain and I wouldn't wish it on anyone. I hope you find ways to stick around the community because people like you are what help make it great.


16 Apr

Comment

Originally posted by RiotJag

I think it's definitely possible but far too risky.

For one, her pro presence is high enough that adding flex potential would always be dangerous; in her case it would probably be disastrous, as most of her draft responses are oriented around her lane being vulnerable.

And two, most jungle solutions would buff a pro-facing strength (Epic Monster speed).

It was really fun that she could jungle on release, and I wish we could give that back, but it's probably not great for her or the game. :(

Yone jungle when

Comment

Originally posted by EROTIC_RAID_BOSS

Morgana is popular and isn't a pro play flex. The point of these changes is to give newer players more familiar picks they can use in the jungle role. Since her jungling will never be popular in pro it's not really a balance problem the way pyke is

I think it should've been zyra jg though, for thematic reasons

Pretty spot on take, When talking about popularity and new players in the jungle role, I couldn’t have said it better myself. I don’t think she will never be a pro flex but she is much less so, I think frustration and intuitiveness factor in here as well. Pyke mid doesn’t actually play the game like a mid laner normally does, he mostly ignores farm and roams, and when he doesn’t ignore farm he tends to just shrug off poke and never really engage in trading. Such an unintuitive play pattern tends to lead to much higher frustration levels. Pyke mid was also a bonkers winrate despite all its nerfs for a long, long time. These morgana changes arent nearly a drastic swing in winrate, and like mentioned before she hasn’t shown up in pro much so the concern there is minor, but likely will be monitored.


07 Apr

Comment

Originally posted by Senshado

Isn't jungle unpopular because it's the role where you spend the most time without knowing the location of your enemy counterpart? It's not welcoming to step into an information vacuum, when the other roles can immediately see the opposing players.

I just think jungle just has a lot of naunced complexity that isn't immediately obvious honestly. Things like pathing, clears, etc are all so insanely complex while generally laning is much, much more straightforward.

Comment

Originally posted by KingWalf

I think wild rift does it quite well.

Yeah, I think something you could likely expect to see in the future is a borrowing of certain ideas from Wild Rift based on the success of them. I don't have anything in mind saying this, but it does just seem to make the most sense to convert what works for them into our game if it helps with things like player value.

Comment

Originally posted by shrekker49

Well, I disagree with that personally, but I can see where you're coming from with that. I know when I was new way back in season 2, my favorite thing was the feeling of being a champion among minions, farming was so satisfying. Encouraging that in a different playstyle like jungle could be productive imo.

Yeah in the end I think the boring answer here is that differing opinions aside, there are likely statistics and metrics that can be used to determine these things that will likely drive a lot of decision-making.

Comment

Originally posted by ok_dunmer

Idk how hard this would be to code and it's somewhat superfluous but something I've always kind of wished for is a game mode specifically to practice jungle clears and not just resetting the practice tool, like some kind of single player challenge thing

Agreed that I am no coding expert and don't know the workload involved, but that does sound like something that would be cool to add. I think its not necessarily something that is requested a lot so for that reason probably isn't high on our list of priorities.

Comment

Originally posted by CFella

I know it's not as simple as "do a guide", but the exp system could be the new target for a revamp maybe?

I mean, most of the problems occur based on exp discrepancy and it feels natural to address this situation. Enemy jungle camps giving less exp, even less exp to laners that last hit camps, I don't know, just throwing some thoughts.

I agree the exp system is likely a good place to look, exp is a super super fickle mechanic so I think finding the right balance there is tough, but worth looking into.

Comment

Originally posted by shrekker49

But it is something that should be expected of them to learn, since it is a role in the real game, no? Is there a reason I'm unaware of that would be a reason smite wouldn't be available from the start? It's not like it'd break the game for newer players to have it, even if they don't get the concept of using it in a particular role.

I think overloading players with a lot of things to learn is a fast way to overwhelm and potentially scare them off. Slowly trickling new mechanics in is a much safer way of doing it, which I believe is the approach here.

Comment

Originally posted by [deleted]

Are you f**king kidding me dude.

Do you realize how bizzare that sounds?

"Yeah jungle is a shit role to play and a shitload of jungle mains are switching roles or quit playing so instead of making junglers who gave up on the role come back to it by fixing jungle we're gonna try to lure people into the jungle by buffing low elo champs"

I think you are just missing a lot of context here is all. Jungle isn't nearly as unpopular a role in skilled/elite levels of play, in low elo it is by far the most popular out of all elo brakcets. And bringing proven popular champions into an unpopular role isn't that bizzare to me at all. The buffs are also done in such a way so that they will have a low impact on those champions' pre-existing roles as possible, so they aren't buffed as a whole so much as they are buffed specifically only for jungle. All this is also not to say that we think this is the one and only solution to solving the many problems that exist with the jungle, this is simply one change that is currently being made.

Comment

Originally posted by Rbespinosa13

Then why not just do the basics and let players know the options they got? Like have a tutorial on how to gank or power farm. The jungle changes the most every season but the core concepts stay the same. Stuff like when a lane is open to a gank is going to be the same no matter what meta. Just doing that would help out immensely at helping new players learn jungle

I agree honestly, I think its something that will likely be worth doing in the not so distant future.

Comment

Originally posted by Fishy_125

maybe new players should start with smite (and all summoners) so they can learn it at the beginning too

Yeah its something that we have considered for sure, I think that jungling might be something a tad too complex for first-time players, but its something thats not off the table.

Comment

Originally posted by Kassabad

Katarina jungle pretty please?

Haha that could be fun, I wanted Yasuo jungle but no luck :(

Comment

Originally posted by Djinn_in_Tonic

Since this popped out of a Sylas discussion specifically, do you think Sylas prone to poaching camps from mid enough that, say, a buff to monster damage on his passive or Q risks over-buffing his lane too much?

Because looking at some of these changes it feels like there might already be some potential issues that might be more worrying, such as mid Morgana being much more able to easily path into Raptors from mid now (or take Scuttle as a support), or lane Mordekaiser having a much easier time threatening fights in the jungle because tapping a jungle monster is enough to keep his passive going and his threat active. Not that I don't like opening the jungle to these characters -- I just see potential for significant new opportunities or strengths for laners as well.

Yeah I think those concerns are reasonable callouts and something that we have kept in mind during testing. I think that our conclusions have been that these are acceptable risks that won't manifest themselves too often to be unhealthy to champion/game as a whole. I can't say for sure about Sylas being prone to poach camps, I think it carries some risk but the main risk of Sylas jungle is turning him into one of the aforementioned power-farming hyperscalers. I think something else I forgot to mention before is that Sylas is a bit of a flex pick for both mid and top in pro play, making him a trio flex pick carries some massive risk for furthering how pro-bound he is as a champion, which is also something we generally prefer to avoid.

Comment

Originally posted by o__________________e

Why not make changes to the jungle to make more people want to play it rather than give popular champions the ability to clear jungle until there are enough people playing it to say it is healthy? That seems like the lazy way out.

I do wanna say that first those numbers pushed to PBE were clearly overtuned and have been adjusted and likely will be adjusted further. I think making jungle as a role more appealing rather than adding appealing champions is a good goal to have, though it is decisively harder to accomplish from a goals standpoint as well as workload. Any change we make to the jungle will always have big ripple effects so the rammifications will always be hard to foresee. This change would also likely cause a massive shift in pro so it would have to be reserved for mid-season or pre-season. All that being said I wouldn't count it out as a possibility at some point.

Comment

Originally posted by SmokeCocks

Why not make guides or tutorials in the game on how to jungle.

Players don't play jungle because of the massive responsibility they have and if they don't understand it they are less likely to play it.

I like the idea, and personally I could see value in us doing this. I think a concern here is how fast it would be depricated because of how often the jungle changes. Putting a lot of time and effort into a high-quality guide and then having it be outdated a year later would feel pretty bad in my opinion.