But how does this exactly change the way it works on LB?
Statikk Shiv's bounces won't apply it to your lane opponent while wave clearing or the enemy team without your intent.
But how does this exactly change the way it works on LB?
Statikk Shiv's bounces won't apply it to your lane opponent while wave clearing or the enemy team without your intent.
Hey Phreak would you know how the new rank affects the balance framework, does plat get bumped down to average play or emerald just squeezed into high elo
Our internal data uses pure MMR.
This is a good change, but are it's main users happy with the item itself? i thought it was closer to being buffed soon
I don't have really strong feelings on this topic since I haven't spent much time thinking about AP itemization. It's one of the things I could have dove into on Midseason but was handed ADC instead.
It's overall got a decent number of users who are pretty performant (Elise, Nidalee, Vlad, a few others) so I don't think the item is in dire need of help.
I think its more about the vast disparity between player skill in the same rank.
I can only speak for myself here, but im playing my way through emerald right now, and im getting matched with anything between plat 1 and emerald 1. And if emerald 4 is equal to gold 1 from last season, and emerald 1 is equal to d4 from last season then you can see why the rank would be a shitshow.
Although so far i havent really noticed much of a difference between player skill myself. Everyone is equally bad or good, some just have good or bad games.
As someone already said its still too early to tell if the skill difference between emerald 4 and 1 is going to be as big as its expected, but if it really is that big then we're back to the old diamond clownshow. Where difference between d5 and d2 were so big it felt like you went from bot games to pro play.
I know what you're saying. Back when I was good enough to be D1 in ~2014 I could easily feel the D5 vs D1 gulf within the first wave or two. I've gotten worse and now I can't :P
At the end of the day, visible ranks are a little fake right now. I ended last split D2, I ended placements E1, and haven't really looked at the ranks of the other players but they feel pretty similar to my end-of-split games. I can imagine if my first game was a loss instead of a win, I'd have started E3 after my first game. This will always happen after a ranked reset. I think it'll just sort itself out throughout the split but it'd be worth checking in on that once it has.
Read moreShiv + Night Harvester synergy to require ability hit
I wonder how this changes certain kit interactions, like on Galio you have stuff like Colossal Smash doesn't proc Demonic Embrace burn and doesn't seem to actually count as a spell. Nerfing Night Harvester in this way feels like it hurts actual normal AP users without shiv, can't use Night Harvester anymore on other champs if you have no cooldowns or no mana, Night Harvester isn't really out of line in the game so nerfing it directly like this doesn't make sense to me.
Personally I think its time to drop the Shiv as a hybrid item idea, Kraken and Stormrazor were way healthier as hybrid items because they don't have waveclear built in, and the only champs you're preserving Shiv for at this point are Leblanc, Kai'sa, Varus, and Kayle. Just remove the AP ratio off shiv.
edit: I didn't look up Night Harvester champs last night when I made the comment but champs that will likely...
Harvester will be Abilities, Attacks, and Pet damage (Abilities + Pets is how Luden's works). Intent is to not hurt its original users while removing the Shiv synergy.
Damn, if emerald actually goes from gold 1 to d4, that elo is gonna be a shit show.
Thanks for the insight, I guess we'll have to wait and see.
As far as I know MMR and the requisite matchmaking are unaffected. If you weren't in Gold 1 games as D4 (I sure wasn't when I was D4) then there's no reason you'll suddenly be in low Emerald 4 games at Emerald 1.
Thanks God they hotfixed the unbearable voli Q
Ha. Bearable.
Don't know if I'm late u/PhreakRiot but about kindred. The champ is a problem on all skill brackets but specially in the higher ones
The hp & armour nerf and revert was wise since it incentivizes bruiser Kindred
Bruiser Kindred seems to be a very toxic playstyle for an infinitely scaling ADC (look at what happened to zeri, and it truly is unfun to fight a bruiser from 600 units that has built in %dmg in his kit). The nerfs to Q dmg and cooldown are kind of compensated by the AH the bruiser build naturally has, which means this nerf won't affect it
Have you thought of a way of making Kindred shift back to ADC builds? Like nerfing AD ratios in exchange of crit scalings
I personally find Kindred extremely unfun to play against, specially when she builds bruiser and loses like 10% dps or less in exchange of being x3 tanky with an immortality ult that sets up her execute
I think we should give it some thought, but junglers often aren't really allowed to be fully squishy. But yes, it's possible it's correct to really incentivize crit chance as a core stat on Kindred or make their marks scale in some way that interacts more strongly with offensive items or something else.
offensive component surely helped a lot with Stridebreaker and Prowler's.
Can't wait to see patch note: "Hey guys! Galeforce was fun, but we don't have time to balance it, so we're removing it. Maybe it will come back one day, maybe not lol"
Entirely different problems. Those weren't problematic because of disengaging. They were problematic because they short-cut a core class weakness of target access.
To be fair, somewhat similar here with disengage on ranged champions, but that's why it has the offensive encouragement.
Hello Phreak, can u look into Voli Q autocancel. It seems to be bugged since this patch. Voli just stands and watches the enemy angrily after landing his Q on them.
Yeah that's my mistake. I didn't see the value the post-attack reset was doing because when I was smacking target dummies nothing changed when I removed it.
But at low attack speeds (no passive charges, low level, etc.) he really needs it.
At the very least it'll return next patch. If we micropatch I'll see if we can include the change.
Why don't they just add a minion %maxhp cap on Shiv? Like "damage cannot exceed 95% of minion maximum health". Wouldn't this fix the issue without having to oddly balance it around champion level and minion dematerializer?
It's something I considered. I'd do something like "75% max hp with a cap of [slightly higher than currently]." Problem is we didn't have localization time for it when we came back from summer break. And at this point I'm pretty sure the item's PvE damage is tuned well enough to not need to do this any more.
But yeah, actually a good direction. Wish I had thought of it in dev.
I feel like a spreadsheet for the rengar changes would have been really nice considering it’s a harder change to understand
Yeah my bad, I started making the sheet at like 10:30 at night, got to the change, and was like, "Nah, gonna move on."
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I feel really bad about ADC players feel like they've been punching bags.
In truth, bot laners as a role have outsized impact on the result of the game and simultaneously have among the lowest control over their own livelihood. But still, better bot laner wins.
I think "it's unplayable unless your team plays around you" is somewhat incorrect, though. Overall "better bot laner wins" trends barely shift with MMR. I think what players are actually experiencing is mistakes in their own positioning and placing blame on teammate peeling. Not that both can't be true, but it's a mix of the two.
I've tried to shift ADC power toward the early/mid game (solid first item spike, good second item purchases, the ability for everyone to go Shieldbow if they need it) and am pretty happy with how each of those have landed. I think there are larger long-term projects that could continue to shift both satisfaction and agency in the proper directions, but they're much harder to ...
Read moreHoly fk riot. JUST GET RID OF GALEFORCE DAMAGE. The dash is good enough my f**king god. 2minutes for a Lucian level dash now cause they are so hardheaded.
Galeforce has damage so that it does more than just run away from fights.
Item dashes having a meaningful cooldown means there are windows to play against the champion while the item is on CD.
An item dash having an offensive component means you're more likely to actually use it and put it on cooldown instead of just saving it to get away from Fiora.
I really wonder what /u/phreakriot thinks about randuins as he mentioned he is a fan of the rule of thumb that items should be roughly 90% power from stats and 10% from active/passive.
This is a somewhat misquote. Items are over 100% gold efficient. Simple things like BF Sword and Giant's belt are already over 100% so larger completed items should be even better.
As a rule of thumb, I like putting items at 90-100% gold efficiency from raw stats and then the rest of the over-100% efficiency is whatever goes into the unique effects. It's really more like 90% + 25%. But then you have to tune the items and pay attention to gameplay impact.
Ah! That was one that was on the PBE but wasn't on the tweet, added back in now.
It's not in the tweet cuz I goofed when copying over the changes from the official ticket to the thing we tweet. TY!
Funny how that doesn't seem to apply to other roles
What are bruisers sacrificing exactly when choosing their items? All bruiser items give relatively high AD and AH, a lot also give you high bonus HP
The only "sacrifice" bruisers get when it comes to their itemization is whenever they want to build DD or hexdrinker cause thankfully there isn't a bruiser item that gives both(if we dont count hullbreaker that is)
Fighters sacrifice 500 attack range by not being marksmen.
No problem! I just like looking over the changes and discussing with the community while backing it with statistics and helping others understand what they're looking at when I can.
It has been a bit more helpful now though that Twitter requires you to have an account, so I'm sure those without one appreciate it.
Oh, Statikk Shiv is +5% AS, btw.
I know you may not see this but what does (tAD) mean?
Total attack damage
Read moreDo you think it might just be “weak” or perceived to be due to the loss of Kraken and its mythic passive meaning theres a HUGE cut in attack speed? (without building dedicated attack speed items of course).
Like if you build 2-3 items (say like kraken, IE, and maybe bloodthirster or rapidfire cannon) pre and post adc mythic changes, you have a considerably lower amount of attack speed AFTER losing the kraken mythic passive.
Feels like IE is fine, but the people that build it just miss out on too many other stats like haste, attack speed, etc that you’d see on items like Navori and Galeforce, or even triforce for the likes of Draven and Ashe? When I initially saw the IE changes I just felt like damage wasn’t really what the item was lacking.
I wonder also if the feeling of IE might be better if there was more attack speed in non-mythic adc items. The only ones that really have considerable amounts of attack speed are phantom dance...
If people want attack speed they can build attack speed items. There are several.
You either have big hits or fast hits. You don’t get everything on two items. That’s how we got into this mess in the first place.