GalaxySmash

GalaxySmash



14 Sep

Comment

Originally posted by Pissyellowknight

Orianna!! Hope they release a cool skin for her this year

Orianna’s best skins are Bladecraft and Winter Winter and I will die on that hill

Comment

Originally posted by TuxSH

Sona

How about fixing her bugs first (Q targeting invis, E "true slow")?

We are doing this


11 Sep

Comment

Originally posted by CptRankstrail956

PBE is become one of the most uselles thing I ever see. It should be a testing server, for new champs, bugs or glitch, instead is just a shit show of low elo players that play there just for having free skins, while youtubers instead of doing something good just do customs to create their new "OMG (insert new champ here)IS THE MOST BROKEN THING, RITO WTF".

So Riot gets no info on how really strong a champ is, and we have to test champs for the first 2 week on the main server. They should just change it for good

We do not use PBE to guage how strong a champion is, any balance changes that are made after a champion hits PBE are based on our own internal testing, not PBE data.

Comment

Originally posted by CountMordrek

The question is why Yasuo’s windwall didn’t slow projectiles instead of making your grand play disappear completely on a relatively short cd. I mean, windwall in its current iteration is so unfun to play against, even when the Yasuo isn’t throwing them up perfectly to counter skill shots coming from no vision over terrain…

I get the feeling your comment was not asked in earnest but I'll give an earnest answer anyway. The fact is that relative to basic abilities Yasuo windwall has a very long CD, one of the highest in the game. I can believe the ability is unfun but melee characters often need a defensive spell in order to makeup for them being outranged by ranged characters. These defensive spells, whether in the form of pure defensiveness like Windwall, or in the form of CC, might feel frustrating to some players, but they are necessary for these characters to function. One of the primary ways of skill expression in League is also playing around cooldowns, and that can be expressed through playing around when these cooldowns, and punishing the champion when they are down. If you are feeling particularly frustrated, try engaging in this counterplay

Comment

Originally posted by super_intellectual49

Oh damn I thought that Vex could only increase the range of one projectile at a time after reading her champion insights. If that effect is also tied to this ability then its way stronger no questions asked. Imagine a poke comp with Vex, Varus, Jayce and Nidalee throwing abilities at you from two screens away.

Oh trust me we imagined

Comment

Originally posted by super_intellectual49

This somehow feels even worse than windwall. And it's not even stronger than windwall

In our testing I felt pretty stronger that it was much stronger than windwall. Slowed projectiles were effectively destroyed, as skillshots are often extremely reliant on exact timing and positioning, as well as the fact that this ability also had offensive output in that it extended the range of not only her projectiles, but her allies. Using this in a teamfight essentially meant putting up a wall that destroyed all enemy projectiles and doubled the range and effectiveness of your allies' projectiles.

Comment

Originally posted by sarsvesh

Holy shit this is so cool! Does he show off stuff like this often?

Showing stuff like this off is hard because often what is getting tested could be anywhere from being right before release, to earliest iterations of a champion or change that might ship for another year+. Sometimes you get lucky and you can find clips that are from tests where a change was tested in isolation, but even then you have to be extremely careful because you never know what little things might still be visible!

Comment

Haha thats me on Orianna! That is a hilarious clip that we always like to revisit for the laughs. I remember we theorized that since Orianna Q is a projectile that interaction would work like that, but we never saw it in action until this clip where we had completely forgotten about it!

Comment

Originally posted by YandereYasuo

I've gotta ask:

What was the closest design you ever came to a Yandere/Sadist style champion? And will we ever get one that goes 110% for those thematics?

We only have an influence on the game design aspect of the champions! There are teams that are dedicated to narrative, aka the story and lore of a champion, while we work separately on what that champion actually does in the game. For the most part they flesh out the character themselves but occasionally they have to work around the game design aspects (for example Akshan's revive was written into the story based on the mechanic we added into the game) so its possible something like the thematic you are describing appears in League, whether its through game mechanics or story writing, but I can't say for sure as I don't work on those teams.

Comment

Originally posted by GodlyPain

Oh well thats interesting to know. I played 2 games of her on PBE and the occasional getting uno reversed card after diving with it felt bad as well. The dash targetted on an enemy on a mage I guess is gonna have pros and cons eitherway.

Wait. Could you guys maybe have it work like Kaisa R?

Also tried that! Had similar problems but also ended up giving the Vex player too much power and agency in a spell that could reset on kill.

Comment

Originally posted by GodlyPain

Might I ask if there's a chance it could be changed to dash like Ivern Q where you're at auto range away from the target rather than in their face?

That might help the suicidal feeling of casting it. Cause I can just imagine lots of vex's getting tilted if they get baited by something like Trynd R or Steraks or Hexdrinker or something. And die because they dashed into a melee champ with something like that.

We tried this, and it often interfered with Vex wanting to cast W while fear was up after casting R. That kind of anti-synergy in a kit feels pretty bad, so we ended up not going in that direction.


10 Sep

Comment

Originally posted by Starfiredemon

How did Vex ultimate dash turned out in playtest?

Did it feel weird for a vulnerable mage to get in the middle of team fights with the second cast?

The second cast has so much damage so its inevitable that one has to use it

But like if you get into middle of team fights being a squishy mage, like suddenly from a ranged position to a melee position, isn't it awkward to position out of that chaos again, to move to a new place?

Like imagine dashing and then getting 1 shotted by the many assassin, skirmisher, junglers, irelia, darius and maybe even the enemy mage because you are throwing yourself into them and if you dont then you are not doing much damage? If lucky then you kill one and die or maybe kill two and die.
Doesn't feels very exciting

This is same type of weird awkwardness that Neeko's kit has. Range Q E and suddenly melee R. Maybe Vex will be a hit in Neeko playerbase but not in Lux, Sera's playerbase

Abilities like Vex R have a lot of what we call "levers" that can heavily change how the spell actually plays out in practice. From simple things like missle speed and width to more complex things like damage split on the missile hitting v when Vex actually takes the R, as well as of course the complexities of whether or not it can reset and the conditions (kills only?, takedowns?, 2 seconds reset timer or 10?, 3seconds recast timer or 15?). All of the added complexities make for a completely different spell with even the slightest change of any of them, let alone multiple at once. A lot of testing is experimenting with those levers until what we find feels like hits our goals for the spell and are satisfied with the output of the ability.

Comment

Originally posted by Kadexe

I recall Yone's designer talked about a spell he had that, in summary, gave Yone a free dash towards enemy champions after they used a dash. It stuck around in his development for a really long time before they canned it.

Interestingly, Yone W was also a heal and not a shield for the longest time, right up until just before ship!

Comment

Originally posted by Kadexe

Oh neat, Afic wrote this one. I've heard horror stories from him about champions like Pyke and their earlier iterations. IIRC his W used to make him invisible (not camouflaged) and it reset on kills/assists.

Early iterations on champions are always fun, Akshan for example had his R as a basic ability when the ability was first introduced onto the kit.

Comment

No matter what happens comrade, it was an honor to fight by your side

Comment

Originally posted by FruitfulRogue

That makes a lot sense I suppose, I remember him being a terror in earlier seasons.

If I may ask one last question, I know you guys (some of the team) are active on Reddit. But how do you balance this issue with other non-english regions?

If I recall right Malzahar is LOATHED in a lot of the Chinese and eastern servers. But Yasuo is just "okay" and not a big deal. Similar for champs like Fizz. How do you balance that kind of thing?

Or do you find champs like Malz and their penance to be uninteractive just easier to adjust? Because I feel in a lot of regions, people find champions with too much interaction are frustrating, but other regions tend to find champions with not enough to instead be annoying.

We simply use data from all servers, the mistmatch of player preference based on region all gets evened out when you look at the data as a whole, and it also allows us to not hone in on outliers in one region that are fine within a holistic view of the game.


09 Sep

Comment

Originally posted by claptrap23

Thanks for the reply!

But honest question: why? Yasuo is almost never picked in pro play and is only somewhat viable if there is a diana. So he's far from being a decent pick now.

His soloQ winrate is solidly average, but on the higher end of average as such that we don't think we could buff him for pro without running a high risk of increasing his soloQ winrate beyond balanced levels.

Comment

Originally posted by claptrap23

can't believe yone becomes first when it comes to buff him or yasuo. Yasuo is way harder to play and does not have a get out of jail free card as yone.

I like Yasuo just as much as I do Yone but Yasuo simply didnt have enough room for a pro-focused power increase while Yone did.

Comment

Originally posted by FruitfulRogue

Fwiw Yasuo has gotten changes over the years to remedy the frustration. I think Yone will kind of see that trimming in the same way. Yasuo losing permanent armor pen on ulting was what made me not utterly loathe him. I think when the meta shifts to be less sustain heavy they'll be more manageable in solo queue.

I do have to wonder what champion is notorious for being frustrating just consistently? Outside of Yasuo. Pyke used to be if I recall.

Zed is probably my guess, he has an average winrate but had been nearing a 50% banrate before we nerfed him. I haven’t looked the data post-nerf however but historically players have always regarded him with frustration

Comment

Originally posted by WorstTactics

What do you think about nerfing the true damage dealt after Yone exits his E? And buffing him elsewhere?

Possible, but risky as it runs the risk of lessening part of the Yone fantasy of using E as a finisher.