GreaterBelugaWhale

GreaterBelugaWhale



15 Jul

Originally posted by Xyltin

I hope so. Else the game and balancing overall would become boring.

But why do you try to force Shen and Cait into the competitive meta? Cait is pretty boring to watch and we all know how unfun it is when she is so supressive early on. Why not targets Caits weaker mid game phase? And like 90% of ADCs are more interesting than Cait without having her problems. Even Twitch would be a better target for buffs if you want to shake up the meta.

And for Shen even a 60-120 HP shield would likely get him into competitive.

I have nothing against making champs strong for some time, as long as it doesn't make them OP immediatly. Cait will likely break the framework with these buffs. Shen also possible.

And why is Karthus not on the nerf list yet in Dia2+ he has a 55+% WR and 25+% BR with a decent sample size?

Are you giving him 2 more weeks to be OP before cutting him? I can see why sometimes nerfs due to the framework are delayed as it makes sense for c...

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D2+ tends to suffer from sample size making winrates low confidence, so we like to give it more time to gain confidence

Originally posted by TrololoIo

Yes, but the idea is to make it easier, center of the screen its much more natural then the corner over the minimap or side of the screen (which is even worse) and would make it easier to simply click on the ally portrait you want to ult, making it easier for the average shen, thus becoming the in between before the current preferred method of pro shen players to regularly cycle between allies using the "center to x ally" buttons to be prepared to ult where you know there will be a fight.
My full idea would be for it to show their circle portrait in a blinking red when they lost a big chunk of hp very fast (like 40%). The UI would only appear when ult is up and not taking dmg in a while.
I do realize the more differences from the original it has, the more time and effort it would take to add those technologies and the less likely is to be made cause of the cost opportunity, but I thought to give it a try.

its unlikely we would do something like this . its a core test of league that you have map awareness, and even more so on shen.

I could see us pursuing design changes in this theme (make it easier for shen to know when to ult) if we felt he was very harshly pro/elite bound (unplayable for everyone else), but hes not that

Originally posted by BlessedIsYe

Just like you include the pick rate for nerfing, it should also be used as a buff metric. Right now, you determine buffs in iron-diamond III based on win rate exclusively (<49.5%). However, Dr. Mundo has 1.28% pick rate in SoloQ with 49.5% win rate, so he doesn't meet the criteria for getting buffed. This is so wrong because not only is he picked <7.5% in diamond II-pro, he's had ~0% pick rate in this elo range, meaning that he's far and beyond unviable (useless) in the highest levels of play.

In other words, if he had higher pick rate, he'd most definitely have lower win rate (much lower than 49%), which means that he is deserving of buffs (QoL changes). Therefore you need to include pick rate in amateur play too, for example, if a champion has <2% pick rate.

Not including iron-diamond III pick rate as a buff metric is ridiculous, champs can maintain 50% win rate with 0.01% pick rate, that doesn't mean they are perfectly fine.

TL;DR: Pick rate, even in aver...

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you are assuming players to be picking purely for power and that power is not represented in winrate. i would heavily contest both of these. I think you've missed the understanding that players pick for fun, not power, and player perception of power is often actually a perception of frustration.

Originally posted by WordsAndRhetoric

While logical, does this not sound like you are forcing a meta? You're litterally trying to choose champions to place into viable champion pools.

yeah we do a lot of meta curating, mostly targetted towards pro, and mostly around worlds/msi

Originally posted by bz6

Right. I’m kind of disappointed. As I remember Riot has always had the stance of being data informed rather than driven. It yields a more ‘elegant’ approach to design / balance.

I get LoL is old and has developed clear boundaries that define what is broken or not but in return this is going to make the game just feel more rigid don’t you think? No flare, no creativity, no surprises.

not sure i agree, basically all the champs are within the bounds at the moment (most patches include one or two oracle balance changes, and the rest are all other stuff). ie, go play some ap nunu, someone just made it quite good.

if anything, being able to tell at a glance if a champion is numerically too strong or weak has freed up a LOT of time for doing other stuff.

Originally posted by Nightwing_Starfire

So basically you do what you want

All these fancy frameworks are just for show

no, they stop us from going out of bounds. within the bounds, we do what we want

though if you're trying to be pedantic, we also make the framework so yes, we do what we want

the question that is actually relevant is "what do we want"

Originally posted by TrololoIo

Could you add to his ult the neeko ui but it would show instead the ally % hp?

you can see ally health over the minimap (or on the side of the screen depending on your settings)

Originally posted by bz6

Does that mean yall are still data informed? Because that’s what makes a healthy game imo

we have committed to some hard restrictions that are data driven. but long as we don't run afoul of those restrictions, then we are data informed

Originally posted by fr0z3nph03n1x

Sticky this thread. In a few weeks we are going to be reading another one of these:

Guardian is overperforming after its recent buffs to consistency. Bringing the base shield value down back to before it was buffed.

or

Our snaky lady didn't lose quite as much as we'd have liked last patch, so we're walking (slithering?) back some changes.

possibly. the advantages of patching every 2 weeks, eh?

Originally posted by Huzzl3

Makes sense, I just figure he'd quickly cross the OP thresholds and require nerfs again, but maybe I'm overestimating the impact

Shen is ~50% so he's got space. we wanted to get another tank into pro thats not just ornn forever and shen was chosen as an ideal candidate. Shen is usually considered a high elo/pro pick due to coordination requirements, and he fits into a different comp style than ornn. Ornn wants to teamfight and force engages with his ult mid game, shen wants to split push, so playstyles around them are quite opposite.

Originally posted by Ryuumoku

What prevent Graves to be nerfed after months of OPness ?

hes over any thresholds


14 Jul

Originally posted by Huzzl3

Just wondering, why is shen getting buffed? According to their framework, a champion has to be below 49% winrate in the "Skilled" bracket to be considered underpowered.
https://na.leagueoflegends.com/en-us/news/dev/dev-balance-framework-update/

But he sits at 51%+ already?

framework sets boundaries that requires changes, it does not prevent other changes.


13 Jul

Originally posted by Papaya_Dreaming

DAMN LOL

Funny story, I only know the random fact that the Riot LA lunch area is called the Bilge. A long time ago I threw a bunch of random office terminology at RiotMasterCheese Cactopus and he bought it for a hot minute.

Anyway hope the stay at home order is not too brutal! I work for an essential business and thus have to go into the office, hence my small mistake in the fact.

One day I'll try to apply to Riot...

its not called the bilge. bilgewater is a coffee/drinks bar, but actual meals are at noms. :)

many of our old champs reallly REALLY need visual updates :(. One at a time i guess

don't let your dreams be (only) memes.

Originally posted by Papaya_Dreaming

Have you gotten lunch yet? Know the long tables in the Bilge closest to the windows? I'll leave a post-it with a smiley on the rightmost side facing towards the food.

edit: please... buff him, nerf him, remove him from the game and make him a shopkeeper... please do something about his 3d model's lips. I love him more than life itself but when I zoom in I gotta speak up.

good luck doing that with all of California under stay at home order.

Are you a coworker? Should I buff Teemo?


02 Jul

Originally posted by LooneyWabbit1

I feel like I'm making a mistake every time I lock in Swain.

:C

I feel like I'm making a mistake


01 Jul

Originally posted by Putininyourheart

Wouldn't this lead to a different meta in proplay? I thought since the juggernaut fiasco you guys were much more cautious about making some big changes in pro play just before world's/MSI.

It would suck watching some top teams reaching world's playing akali (or whatever other FOM champ) just to nerf it right before groups and make a mess with champ pools.

we take in account meta picks in playoffs when we are making the worlds patch


30 Jun

Originally posted by bns18js

think of Asol, who the f plays him? only onetricks so his winrate is much more towards his actual strength

You have no real data for this baseless claim. It's possible for a champion to be both unpopular in general, and have not many mains dedicated to it. You're using one of the most common myths/misconceptions to formulate your opinion.

Unpopular =/= high % of mains. Some champs people just don't like to play and don't like to main.

Actually very accurate btw. sure there are champs that are main heavy, but other times it's just an unpopular champion.

Originally posted by bns18js

pickrate represents a lot more than just power - namely popularity.

Thank god you guys at Riot understand this. Some others tend to forget people like to play what's fun in a video game, regardless of power.

we do want a diversity of champs. We do want a wide variety of champions to be played so that each game is different from the last.

Is there inherent value in trying for diversity? If it's easy to achieve, then sure. Otherwise, IMO it's better just to let people play whatever they find fun repeatedly, rather than forcing(by making less popular champions stronger) them to play different picks.

pro is an exception where pick rate is used due to a mixture of sample size limits and the fact we general consider that pros prioritize playing to win much more than to have fun.

This is an impossible task tbh. But I guess it's the best you guys can work with. But even ...

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There is inherent value. One game being different from the next is key to replayability

Originally posted by JukePlz

Can you explain how Yuumi factors in this logic? You say you aren't interested in nerfing based on popularity but that's exactly what you did to her, now sitting at 44-45% winrate when she was already sitting at 50% in low-high elo and very poor in pro matches (45% WR overall, 38% in Korea) before the massive nerf.

Yuumi was nerfed because she crossed the ban rate threshold in elite iirc. And maybe also pro, sorry don't exactly remember