FYI the correct Q line is 50% -> 60% bonus damage. The 40% is a tooltip error, so thanks for catching that :)
FYI the correct Q line is 50% -> 60% bonus damage. The 40% is a tooltip error, so thanks for catching that :)
Wow, they did not go through with the Stridebreaker changes. Disappointing, because that item is going to remain useless
Stridebreaker changes are happening but were mistakenly not included in the patch notes.
Some rioter read the samira aftershock post
Yep, that was me.
Well now I'm conflicted.
On the one hand, if WBG win, it proves that NRG is the 2nd best team in the world.
On the other hand, F is for Flash and anything else is heresy.
I don't think you should try to go after toxicity and prevent people from seeing it, because no one managed to do it anywhere. Honestly, people are gonna be flaming from time to time on the internet in general and it's better to just have thick skin and ignore, or just disable chat (I did this since before it was in options, I would just fullmute everyone) if it can tilt you. Trying to prevent flame doesn't work. I understand as a public figure it's more than I would get but especially then, unfortunately it "comes with the job". I honestly get annoyed when reddit blames you for everything and you're the reason Riot doesn't care because it's stupid.
Except trying to mitigate flame in fact does work. No one receives death threats in games without chat in them. The fact that surveys indicate that people feel less flamed when there are fewer specific pings reinforces that. And it's not about tilt. It's about, for example, not wanting to receive death threats while attempting to communicate with players, in or out of game. It's really not that much to ask for.
You can absolutely make a good faith claim that this reduction in toxicity is not worth the cost in good faith communication. But that's a judgment call and not, "it doesn't work." Because it does have an impact, actually.
Yuumi can go aftershock despite not being able to immobilize champions (without everfrost maybe) i think its an oversight from when her R used to root enemies.
Aftershock was replaced in 13.22! Wasn't noted in the patch notes (will be noted in .23 alongside Glacial). Thanks for the report :)
Reading this after reading the million comments saying "phreak never admits when he is wrong" is great.
To be fair I'm also extremely hard-headed sometimes.
I'm also happy to have unpopular opinions. I think Dynamic Queue's problem was kinda just an extension of the "Elo hell" collective delusion: People believed the ladder didn't matter because they thought everyone just abused group queueing. Anything to convince yourself you're not accurately rated below your goals. My experience as a Flex Queue enjoyer is that players still end up at their appropriate brackets despite the boosters. Somewhat similarly with role-based MM, it was people's fault. People would just say, "Oh, I didn't get main role, I'll just troll." I was excited to get an MMR per-role. I know I'm a worse Mid than Bot. I'd like to be fairly ranked at that role and play games against similarly-skilled mid laners without running an alt account.
Yeah that was a pretty dumb thing to say. I don't want to make it sound like your feedback is being ignored. It's obviously incorrect to imply that typing just 1:1 replaces quick pings as well. My bad on that.
Right now, overall player feedback has indicated that these changes have been good for the social experience as a whole. But as with anything, we intend to always keep our eyes and ears open. It could be there's something that we're missing, it could be that we think it's better back the way it was, even if there were measurable gains in toxicity, it could be that we find a perfect system that re-adds everything that you miss while retaining those gains, or something else entirely is the future for player communication tools.
Certainly we've made mistakes in the past. There have also been things that I personally enjoyed that players overall didn't (Dynamic Queue and role-based matchmaking were both things I personally really liked that didn't pan out). This i...
Read moreIf you're able to talk about it, I'm curious what the cause wound up being.
Well I couldn't get Hexflash to not not-cast itself, so I instead added logic to just unwind the the spell and have you start really channeling Hexflash. You still lose the mana cost and CD from starting your W (because you did that) but now you just transition into Hexflashing instead of starting your W dash. TBH I really didn't get the root cause but this is better than disabling the rune. I still have no idea why Hexflash is not castable but yet tries to start casting anyway. No other spell works like this.
Didn’t you also say Ksante was in a “good” spot and didn’t need more nerfs? What happened to that?
People got better at him.
No that's just Draven R being mildly cursed. Draven R gives you a buff that handles the return when the buff is removed. When you hit a champ or the ult goes too far off the map, the buff is removed and the ult begins slowing down then returning. When you recast the R, you're actually removing the buff manually.
But, the buff is also removed when you die. Since they don't want the missile to suddenly bounce off nothing in mid air if you die, they tell it to not bounce at all if you die. They don't seem to consider that it might still hit someone after you die and therefore should still be allowed to bounce.
There's also a toggle to tell a buff to not be removed when you die, so I wonder if they just weren't aware of that either back in 2012? That should fix most of the issues on its own. It's also possible some of this is (questionably) intended, really can't tell, like I said the spell is kinda cursed.
The buff is removed on death intentionally. The internal tagging allows it to persist, it's told to disable the bouncing behavior and to remove the buff within its scripting, which reads as design intent to me. Maybe it shouldn't, but the current scripting is very much intentional.
Hi, I developed this. I've also just submitted an actual fix for the Hexflash bug, so we'll see if it comes back clean from QA.
Let me give some context on why this rune replacement was in: This bug is not a trivial fix. K'Sante W disables his other abilities and any Summoner Spells that are dashes/teleports. This disables Flash, Teleport, and even Hexflash. Hexflash is grayed out when you are channeling W. It's also disabled while you're actively dashing. I put debug logic onto the very first step of the Hexflash spell, and that debug does not fire. Hexflash does not cast or even begin casting if you press D/F while channeling W. And yet it cancels K'Sante W. This is not "simply" rescripting the logic of Hexflash (it doesn't cast) and it's not a trivial amount of work on K'Sante W (it already properly locks out spells). This bug is a meaningful amount of power and it is also very low impact (the rune has about a 1% pick rate, even in higher MMRs).
Obviously disabli...
Read moreI’m just imaging a rioter scrolling through the digits looking for one that’s reasonable
Yes I did
could you pls explain the new changes in pbe(from today)? wont it be even worse for mid/supp than apc? since mid has no help to get to that threshold and supp is usually the one that starts trading, if you want to nerf apc even harder why not double down on passive/w ap ratio and give compensation to mid supp?
I think lowering the execute power is directionally correct. However, it's also extremely evident that last patch's changes had the opposite effect that we wanted. Thus the lowest risk version is simply undoing the buffs that we believe had the strongest bot lane skew. If we do it right, we can preserve the parts that indeed did help support and mid the most. No matter what, we're farther from where we want to be (in some roles) than we started, so some amount of reverts should absolutely happen.
Just curious -- is that overall data or does that include skews for matchups and rank?
I think it's a given that the average player doesn't and shouldn't be taking the AS shard given that it's purpose is to improve the effectivity of your early buys and punishing early game laning phase.
The WR difference holds at every MMR. Players are also more likely to take AS as MMR increases despite AP always outperforming.
It could be that this is somehow incredibly biased toward running AS in bad matchups and AP in good ones but from my experience, even professional players are not actually sophisticated enough to do this correctly.
How is the passive change a nerf to APC but not to midlane? It looks like straight up scaling nerf for AP builds - no matter which role.
Mid and bot get equal gold. Mid gets more XP. If the numbers are targeted precisely, increased XP scaling and lower gold scaling can put mid lane ahead of the curve and bot lane behind the curve.
Numbers could be off, of course, but directionally still the case.
So is the Ahri changes supposed to be a nerf?
If you don't run an AS shard, Ahri always has better attacks than before.
If you do, it's pretty negligible but is worse in some cases.
The AP shard seems to be clearly stronger on her despite being less popular. This should goad players into runing correctly.
Oops, forgot to include Ryze's actual change. He'll get AS also :)
Uhhhh, isn't that just a complete revert of 13.19 LB's AS-related nerfs?
AS, yes. But AD and mana nerfs plus AP ratio buffs does a lot to shift her builds. Currently AD builds are substantially weaker.
I trust you've done a lot here, however there are a lot more factors, as you're alluding to.
A significant portion of all physical damage taken is from auto-attacks, which are on average more multiplicative, since AS and Crit multiply them. Plus turrets and minions immutably deal physical damage. The amount of physical damage taken actually exceeds the amount of magic damage taken in most cases, which makes Armor an inherently more valuable stat than MR, even if you're getting less % gains per gold. Good luck actually doing the analysis, but the crucial missing factor is relating the math from this post back to damage actually taken.
Regardless, component costs aren't terribly important. Serrated Dirk is an intentionally over-efficient item. But you can't stack Serrated Dirks. Youmuu's fights Luden's, Prowler's Claw fights Shadowflame, etc. Similarly, Randuin's should be compared to Force of Nature. No one stacks cloth armors.
In general, I'm sure we h...
Read more