PhreakRiot

PhreakRiot



11 Apr

Comment

Originally posted by Ordinary-Ice-1362

The real problem is Phreak keeps doing useless things. The first buff was actually a nerf. Then he gave him absurd ap ratios as a “buff.” Then we get 15 base hp and a tiny bit of armor that barely changed his winrate.

I don’t understand why thresh gets to play urf and rakan got to be insanely busted for months but Alistar gets meme “buff” after “buff.”

I didn’t implement the 13.7 changes.

13.3 gave him lower mana costs and health ratios as well as AP ratios. I just got the expected bonus HP wrong. And we were conservative with the AP ratios, then realized we didn’t have to be. Adaptive Force stat shards are now a competitive option on him. Diversity seems nice, don’t you agree?

Comment

Originally posted by Silverwing20

Who on the balance team is an Alistar otp, hes been buffed like 4 patches in a row now wtf

13.3 was meant to be a buff along with several other tanks. 13.4 was follow-up because it missed.

13.7 was realizing his win rate was still lowish and buffing for MSI. Then 13.8 is identifying that he still has room and with Rakan and Thresh being nerfed, we wanted to ensure there were enough aggressive champions to keep bot lane interesting and not just scaling+enchanter.

As the person most responsible for suggesting Alistar changes at most points here, I promise you I’m not much of an Alistar player.


10 Apr

Comment

Originally posted by [deleted]

[deleted]

I never said it was power neutral. I literally recorded a video that went up on this very subreddit where I said the role wasn't weak and that the changes in 13.1b were buffs.


07 Apr

Comment

Originally posted by Wide-Iron834

hey phreak is azir on a fine spot now or he needs more buffs?

With very limited data we think he can get another 2-2.5% win rate worth of buffs but he won’t receive any changes until 13.9

I do think he is mathematically stronger than 13.3 for most players but is definitely weaker for elite players still.


06 Apr

Comment

Originally posted by Ultimafatum

Hot take but Azir being strong in pro play wasn't unhealthy for the game. Riot has a tendency to conflate a champion's overall strength with a balance issue. Even as a strong pick, I do not think Azir was anywhere near as overly centralizing as previous dominant picks in that role. Was he a touch strong? Sure, but I don't think that was indicative of a design issue that demanded the champion's playability be struck as harshly as it did. I don't know why Riot insists on making changes that make champions just unfun to play instead of nerfing how much value they get out of their BnBs.

Azir being in pro has never been a direct problem imo. The goal wit these changes has always been to preserve win rate and see if we can diminish pro presence at the same time, allowing for further buffs. The exception was 13.4 where we expected Azir to be overtaking as the #1 mid laner, so that was a nerf first.

Unfortunately we missed the mark on tuning with these changes, which really sucks for Azir players.


05 Apr

Comment

Originally posted by Domasis

How come the decision was to nerf it by 1 and not the ability haste scalings that MF W and Yi Q have?

No judgement, just wanting to know the thought process

The refund scaling with haste is not a bad idea. But it was decided to change this about him with little time left in the patch before lock. It’s actually hooked up in a really weird way under the hood, too, which adds to the risk.

Long-term I’m down to make it scale off haste and start at 3.


04 Apr

Comment

Originally posted by aerovistae

What if you just did a one-way gate from bot Lane to top Lane?

Idk top laners are already on an island until someone else decides they should just die. Don’t feel like exacerbating that.

Comment

Originally posted by o___Okami

Not against the Thresh nerf or anything, but kinda bizarre that they throw him under the "Adjusted" category when it is strictly a nerf, no?

Likely just a miscommunication. Initially the plan was to nerf Q chain CC along with compensation but we decided to just hit the cooldown refund and leave it there. And whatever resource the folks who make the graphic look at likely wasn’t changed in time.

Comment

Originally posted by r_xy

Did you try a gate from one alcove to the other?

Yes and it was exactly what I expected: level 6 top laners showing up in bot lane.

Comment

Originally posted by Sofruz

Maybe next time you can a separate queue for April fools that would allow you to do more of the crazy pranks?

That would be a lot of work

Comment

Originally posted by aerovistae

Ngl the hexgates from center lane outwards didn't feel like a "prank" they felt legitimately valuable and I was repeatedly glad they were there. Consider adding them to the hextech map permanently!

I made the gates with another designer.

The funniest prank gates were deemed too disruptive to include since our stuff was actually gameplay impacting. (Nexus to nexus being the primary one here.)

I also think that there’s room for more hexgates on a serious level so we kinda just included both sets and kept what we could.

Comment

Originally posted by Live-Astronaut989

Ok ok but hear me out a gate from spawn to spawn

That was literally the first gate I made.


03 Apr

Comment

Less. My MMR and skill are very close in Jungle/Bot/Support. I'm horrible in solo lanes. I'd definitely tank.

Comment

Originally posted by Live-Astronaut989

I want a gate from the top lane wrap around nub to the bot lane wrap around nub

We had alcove to alcove in version 1 internally. It was definitely too much.

Comment

Originally posted by GalaxySmash

I'll never forget when everyone rioted when I accidentally removed his AD Growth being Pi when rounding up all the base stats.

OMG is that my favorite QA Analyst Triptoid?


01 Apr

Comment

Originally posted by zealot416

His recent E buffs seem really nice vs Malphite.

Rumble Malphite has long been one of the most one-sided lanes in the game. As Malphite has gotten popular, it was only a matter of time until Rumble showed up more often. That and his recent buffs were targeted pretty well 😎

Comment

Originally posted by facbok195

Not trying to start a flame war or anything, just curious - what stats are used to track things like “top lane impact”, since that seems kind of nebulous? And if you can say, how have they changed over the course of 13.6?

Generally, tracking who has leads / is playing better and how that translates into actually winning.

E.g., all else equal, in three separate games, if a top laner has +400g, a mid laner has +400g, and a jungler has +400g, the jungler's team wins most often. This is a dumbed-down example but you get the point.


31 Mar

Comment

Originally posted by BrutalizerFrFr

He also said 13.6 was going to shift role power, yet top is still 0 agency role

You really cited a lot of evidence there; I'm convinced that nothing changed despite things changing.


28 Mar

Comment

Originally posted by b_ootay_ful

I was looking forward to the Q changes on Ashe.

We're these pulled, or are they still on the table?

Not happening any time soon, maybe ever.

Comment

Originally posted by GalacticPork

So does this mean the Zeri nerfs for 13.7 are also being pulled?

Depends. You on mobile right now? Yeah, Zeri nerfs are getting pulled.

For all my desktop homies, she's getting nerfed.