GreaterBelugaWhale

GreaterBelugaWhale



30 Jun

Originally posted by HardstuckPlasticV

What's up beluga,

I'm curious to know your thoughts regarding Ryze's mechanics (and how balance changes are using them). Recent changes have focused on base stat improvements and base damage adjustments of various kinds, with the exception of the movespeed changes.

Is this the agreed-upon path forward if Ryze doesn't show up in pro? Are more fundamental kit changes on the table? It doesn't seem like the current kit is receptive to more focused changes (specific to pro vs. solo queue or even across skill brackets in solo queue).

generally understanding is that base stats and damages are utilized roughly similarly across skill brackets, with scaling effects being better in lower skill brackets (where people don't know how to push an advantage) vs early game power spikes being better in higher skill brackets (where advantages can be capitalized on). its likely ryze will continue to receive small buffs that match that understanding as long as he remains non-existent in pro play.

I can't say for what we would do if we decided to work on larger mini rework scope changes.

Originally posted by MagicianXy

yes, the data publicly available often does not match the data we see

And this is the biggest reason why this framework is not that useful for us as players. Like, great, we can see the criteria that Riot is using to determine balance... but we can't verify anything on our end. So the end result is that we just have to trust that you guys truly are going to adhere to the framework. Are there any plans on making these numbers public?

I'm in agreement with you here - I think its a bit silly we allow scrapping websites to gather incomplete winrate data rather then either not releasing any data or just releasing all of it. but i don't think we have any plans to make that data public.

I don't know all the arguments for or against this so I don't really feel like I can have a conversation about it here.

Originally posted by furfucker69

52% winrates champ with 0% ban rate in platinum gonna get nerfed? that's half the roster. epic move riot

i believe you've misread Mr/Ms.furf*cker69. for skilled (plat group) the threshold is 52.5% if they have 5x the average banrate.

Originally posted by WoodyBolle

Gotta say I love your name lmao

thanks woody

Originally posted by Ryuumoku

Why the pickrate isnt accounted ?

An Ezreal at 50% wr and 40pickrate isnt same or weaker than Vayne at 52% wr and 12% pickrate for example.

pickrate represents a lot more than just power - namely popularity. we aren't interested in a world where we take all the most popular champs and just nerf them, and buff all the unpopular champs so people have to play things they don't want to if they want to win. we want people to play the champs they like and not feel like they are making a mistake by selecting ezreal.

This is complicated further by a competing goal - 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. Currently we feel winrate for balance bands, with banrate informing "hey your champs too frustrating so we are stricter on winrate" combines nicely with "99% of champs are viable for these players" to compromises both of these goals. We attempt to ensure no popular champ is too powerful, and no unpopular champ is unpopular simply because they are weak.

pro is an exception where pick rate is used due to a mixture of samp...

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Originally posted by the_next_core

What I have gathered is that Riot feels there are too few changes from patch to patch now so they are moving the bars to make the meta more exciting.

we've been using this version for a few patches at this point

Originally posted by esbedacle

so after the latest round of buffs, ryze still fits the criteria(minus the pro play, because no major league has played in current patch yet), at least from the data we have accessible.

does that mean he'll get more buffs, even though he's one good buff away from busted(because of the absurd base stats he currently has)?

he will if he doesn't show up in pro again. general desire is that if a champ has to be horrible for everyone else, it should be at least somewhat relevant in pro

Originally posted by Knox627

What's the point of updating the framework if the balance team isnt going to follow it anyway? Just two patches after introducing the first iteration of the framework, you buffed ashe who was at 51% in plat+. Buffed Soraka who was sitting at 50%. Even now, for 10.14, they're buffing Khazix and Alistar when both are around 50%. These are just a few of the many examples. Literally every patch they're buffing someone who is way above the threshold. What is the point of this framework?

framework is for balance outliers. it doesn't mean no other changes are allowed / champions aren't allowed to move within the bands. Usually these changes are driven by attempts to improve design / fun / QoL rather than any balance goal, and balance will be assessed after (though of course we estimate before and try not to break bounds)

additionally now, some of these changes will be balance driven, as attempts to buff champs that are marginally viable in one player bracket, even if they are already viable in another (so long as we don't think the buff will put them over the line in any bracket)

and finally, yes, the data publicly available often does not match the data we see

Originally posted by czartaylor

tldr:

low elo is iron to gold. scaling is being readjusted from a sliding scale of 54.5% to 52.5% win rate at 7-35+% ban rate moving to 54-52.5% win rate at 7-35+% ban rate.

High elo is being reframed from plat 4 - grandmaster to plat 4 - diamond 3. new sliding scale, formerly 54-52% at 7-35+% ban rate moving to 53.5%-52% win rate at 0-35% ban rate.

elite elo is being moved from purely challenger to being d2+. previously required a greater than 45% ban rate. Win rate is not a factor at this elo.

now requires greater than 50% ban rate on previous patch and current patch

or

54-52.5% win rate with 7-35+% ban rate. Win rate now is a factor

Pro play now requires 95% presence in a single patch for the auto nerf threshold to kick in from 90% for one patch. 85% over two patches remains unchanged. No...

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tightening pro bands for msi/worlds happens a few patches before those event patches, since there are often large time gaps between them and playoffs.


22 Jun

Originally posted by Ripamon

/u/greaterbelugawhale /u/Riotscruffy please could you weigh in on your opinions or plans for Riven's state?

https://imgur.com/5vfhJF3

no plans atm. she seems fine. DD might be a bit too strong in general, which is affecting her build.


19 Jun

forgive me for i have sinned


16 Jun

Originally posted by PlebJoe

we tend to avoid mechanics changes on balance tuning on per patch data since theres no time to validate it (1 day) and the patch timing is really tight (with ~5 days of data on the current patch).

yuumi is also a stand out champion in terms of popularity and success, so we would be even more cautious of degrading her (vs less cautious when making changes to a champ whose already bad)

Originally posted by ParadiseEarth

Can’t you just separate the data from urf and ranked?

What’s her true banrate in ranked? (Opposed from Urf + ranked)

No, I'm saying people having to play against her in urf is causing them to also ban her in ranked

Originally posted by Ryo_R

i do suspect a lot of her ban rate is spillover from urf

You guys cannot possibly believe this when she sees pro play in every other game + her attach interaction creating so many janky scenarios.

Her pro presence is a separate and confounding factor, but her recent banrate spike happened before pro play picked up.


15 Jun

Originally posted by Spideraxe30

/u/Greaterbelugawhale are you going to break the cat's kneecaps

no i took this patch off.

As much as I like breaking kneecaps, i do suspect a lot of her ban rate is spillover from urf, so i think any nerf will probably be on the light side (iirc her ban rate got this high in other queues only when urf went live cuz ppl were traumatized)


27 May

Originally posted by TouhouLunatic

This question is half serious / half joking but..... are you sure Yasuo's play hours are that high?

Because that guy has a consistent high ban rate, so how do you play a champ a lot if it's banned? :V

simple, make other champions to be banned :V

Originally posted by Nubraskan

yasuo probably single handedly gets more play hours

So if you had to guess a number of combined years...

zounds

Originally posted by ObliteratedbyAeons

Does 100T Meteos have the same opinion?

dunno. but since he, like me, benefits from the continue success of league, I can't see why he would be upset with the designer of some of the most popular champions in league.

This should be obvious, but I think its so outlandish that ppl often don't realize - yasuo probably single handedly gets more play hours than a large majority of all games ever made.

Originally posted by ObliteratedbyAeons

Does the balance team have the same opinion?

yeah, his champs are f*cking sick


22 May

Originally posted by transgirl995

a person at riot is a kat player

im a yuumi player :)