PhreakRiot

PhreakRiot



08 Aug

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The total output of W was accounted for when making these changes. It sums up to about 8% of her total PVP damage.


12 May

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LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I'm dying.


09 May

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Originally posted by Reav3

I was 99% sure this is what I was gonna see. Thank you for not letting me down.


27 Apr

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Originally posted by Caenen_

Just dug into this and for some reason, nobody ever added his proper radius overrides to the data module (so much like in League itself, it assumes 65 as the default).

Fixed. Didn't see any other errors like it for now, but I will double check when I update the patch changes to the wiki next patch anyway.

You're the GOAT


26 Apr

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Originally posted by Extension-End2851

Gnar should be 55 mini and 80 mega, its weird that hes 65 for both. Unless it might cause some bugs with the transformation

He is. The wiki is wrong.


24 Apr

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Originally posted by PM_Cute_Ezreal_pics

The first version of Sera that was more reliant on levels was the time at which APC and Mid were the closest in performance, the gap between APC and Mid only widened cause Riot kept removing power from her solo lane to try and make support viable. They literally dug themselves into a hole for no reason at all.

Mid and Bot Seraphine have never been remotely close in power level. And neither have been remotely close to Support in popularity.


23 Apr

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Originally posted by London_Tipton

So this means it will be easier to use point and clicks one people?

Yes. Not the range of casting them but the ease of clicking on them.


19 Apr

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Originally posted by MazrimReddit

I think Janna has an interesting win rate problem in that very bad/new and filled players will max e, making it look worse.

Many challenger players will still go for e max (often after 2 points in w) and dream maker, but it's less common than the "fun" w max build

You also are more likely to pivot to e max if you are losing, if you have died 2-3 times pre 6 it's pretty troll to continue making w

Yep that's also valid. Players shift behavior, which can't easily be cleaned up when just looking at performance from the outside.

If you're slamming as an ADC, you don't bother counter-building Soraka. If you're losing, you may as well buy Executioner's and then you may as well finish Mortal Reminder at some point.

Comment

Originally posted by SirApatosaurus

E max Janna is only at a 53% win rate, Phreak said in his 14.7 rundown he thinks that feels weak.

Spare a thought for her player base, giving her W a love tap without compensation would kill her.

There's a huge problem with using "x Max" public data win rates without nuance because they only count games where players have reached enough levels to actually reach rank 5 of the ability. I spot-checked this once for Seraphine and it was somewhere between 1% and 2% win rate inflation at Support, less so for Mid/Bot.

If you want a better public data resource for that, just look at what's ranked up at champion level 5. You're much less to have the above bias and it'll be closer to the truth (though it has its own biases). Using lolalytics as an example, about as many players go 3W -> 5E (level 10 required) as go 5E by 9. This means you're heavily inflating "E-max" win rate builds because being 1 level higher biases toward being on the winning team.

E max Janna is like 50.5 and W max Janna is closer 53. I believe Janna is a completely reasonable champion in the 51.5-52 range if she's not severely MMR skewed.

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Originally posted by TipsyTorby

Oh shucks I wanted to try that new graves passive… was it that OP or was it really bad?

It was bugged, ultimately.


18 Apr

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She's getting nerfed next patch.

Two reasons for the delay:

First, we would have nerfed her a couple patches ago, but we just went after Zaz'Zak's and Mandate, which are core to her most-performant builds. Reddit likes to call this the "Riot special." So we didn't nerf her that patch. Then it was MSI patch so we elected to wait two weeks because hey maybe we see a Janna game at MSI, that'd be neat.

Second, there are always champions that we "know" are OP but players don't. Poppy is currently an extremely high-performing support but her pick rate is under 1%. One day players will learn and then we'll act. Maokai was like this last year and then players caught on this year. Janna was in that state for a while.


16 Apr

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Originally posted by Spideraxe30

The Hwei QQ buffs are still shipping btw, they left out that its being buffed from 75% to 80% for some reason.

Edit: Spoke with Riot, they said the change was pulled and will have to be hotfixed reverted (the change already made it past branch)

Opposite of this. Technically only the tooltip change to QQ shipped and we elected to give him only very light buffs via the passive by not micropatching the gameplay-impacting QQ change.


09 Apr

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When Skarner E collides, it checks a small area in front/behind the target to see if they're extremely close to terrain, so Kayn would get instantly stunned.

Kayn E is scripted to teleport him out if he ever receives a hard CC while inside a wall (IIRC).

Skarner exits the wall less quickly. His E buff drops, which makes him have to get out, which he does via a fairly quick pseudo-dash (IIRC).

Or they kiss.


05 Apr

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Originally posted by CrystaIiteDreams

So if a character has blue damage for abilities but deals orange for their primary shooting, how do I upgrade them both efficiently?

You typically don’t scale both.

Elise for example just wants ability power and most of her damage comes from abilities. It also happens to amp her spider form melee damage because that’s meant to be something she does while building AP.

Another AP champion like Syndra never has strong incentives to use basic attacks.


20 Mar

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Karma R+E is going to be different, actually.

The AoE shield is going to scale exclusively off of R and will be distinct from the single-target amp.


13 Mar

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Originally posted by MazrimReddit

rell's clear makes no sense either, putting like 500% damage to camps on ahri's Q would be about as sane

You're not wrong.


12 Mar

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Originally posted by JTHousek1

Solstice Sleigh

speed: 25% for 3s --> 20% for 2.5s

Is the duration of the bonus HP also reduced or just the move speed?

All of Sleigh's effects are tied to the same duration unless I've grossly overlooked something.

Comment

Originally posted by Beiper

Phreak said in a patch rundown some months ago that Ahri will never be a jungler (and other roaming/hard cc mids, like Lissandra,aswell) cause it would just be to opressive.

She has too much mobility and pretty safe cc, so ganks would be rly easy to do

No I didn't.

Ahri has a reasonable kit for a jungler. She just doesn't have any logical way to make the clear make sense.

Lissandra would be oppressive, yes.


25 Feb

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Originally posted by Zoli_Ben

Following Friday PBE: Q no longer stacks Conqueror, Electrocute/Phase Rush and Eclipse. Also, when knocking up an enemy and basic attacking, Sundered Sky crit damage gets completely wasted.

Thanks for the report, I'll look to get that cleaned up.


22 Feb

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Thanks for the post. I'll try to spend the next two days improving these things plus anything else people have from this thread.

  1. Is a temporary measure to fix a much worse bug around her R going on cooldown doing nothing. I'll fix that up, but it's pretty involved.

  2. Should be improved compared to before but clearly isn't great. I'll take a look at the script to see if there's something obvious, but we may be stuck with "slightly better than before" if I can't find anything obvious. Ideally the script is sending the exact same location for tunnel exit and dash destination but I can try to find a way to make this work harmoniously. I have theories.

  3. Spear of Shojin underwent some changes under the hood (I think unintentionally) this patch. This may not be Rek'Sai specific, I'm not sure.

  4. That's troubling. I'll take a look.

  5. That's also troubling. I'll take a look. I'm hopeful that this is easy to fix.

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