PhreakRiot

PhreakRiot



03 Feb

Comment

Originally posted by dieyoufool3

Rare to catch such a famous Rioter commenting in the wild.

You won't remember this, but we played against each other 7 years ago in top lane. You played Ryze and at the start of the game all chatted "gg ez".

I thought you were so cool back then so it really hurt my feelings to have that bm, to the point I remember it still today.

I thought you should know.

Well I’m still a horrible person so at least you got the falsehood out of your head early!

But I feel like ggez at the start is much less malicious than at the end.

Comment

Originally posted by ObiMemeKenobi

FreeAzael

Upvoted for engaging with the content.

Downvoted for your views.

Comment

Originally posted by NahDawgDatAintMe

Not all laneswaps were boring. It was the 4v0 iteration that was terrible to watch. 2v1 situations and 2v2 featuring a support and top together vs a support and adc while an adc and top went 1v1 was kind of cool to see.

Removing the current fortification implementation and replacing it with ramped plate armor per champion in proximity would help reduce the chances that we get a 4v0 base race meta again.

The problem with what you're mentioning is that 4v0 became the solved version of lane swaps. NA/EU were ahead of the meta in lane swaps and that proved out in international competition where all the games eventually became 4v0 until Riot hard nerfed it.


02 Feb

Comment

Originally posted by Iodolaway

Why not just remove fortifications entirely and let the meta redevelop?
It’s far too difficult to push towers early so you have champs just sit there mindlessly clearing waves.

Because lane swaps made pro league nearly unwatchable, which were solved via fortification.

You'd have to do even weirder sh*t like making top lane not have turret plates for the first 6 minutes or whatever.

Edit: I think you could shorten fortification a bit, to be fair.

Comment

Originally posted by sowydso

Phreak is a legit actor wtf?

That was genuine disgust at Azael attempting to break up the Dugduo. Acting was not involved.

Comment

Originally posted by NahDawgDatAintMe

This is almost entirely due to bounties and the fortifications on top tower to stop lane swaps.

Honestly, I think it would be kind of cool to see them flip fortifications to bot lane. It fixes the problem of having no way to punish an afk roaming top. Furthermore, it spices up pro by reintroducing a non 4v0 lane swap back into the meta which will diversify picks and strategies significantly.

I'd like to keep bounties a bit longer because I think people might eventually stop trying to ff at 3 minutes after one death.

If you swapped fortification you'd just duo top lane and play roam Janna from bot lane instead. People don't really play for dragons that much anyway.


01 Feb

Comment

Originally posted by UNOvven

Or is Swain, whose movement speed got nerfed in a patch that claimed to make Swain better in Solo lanes and high elo, but actually did the exact opposite.

Yeah I think Swain at 325 was a miss.

Comment

Originally posted by DiusFidius

I've been playing a bunch of Soraka lately and her 325 ms is pretty painful. Obviously she has conditional ms from her passive and q, but they're highly gated, and trying to chase down an ally at 50% hp while they run away from you is incredibly frustrating. Any thoughts on why she's so slow?

Probably the ambulance move speed.

IMO Riot could put more champions at 325. It’s also not a hard science.

Comment

Originally posted by HiddenoO

Trinity Force is like 6% win rate above any crit item in the game.

Where do you see that?

At least the data we have available from third party sites like lolalytics.com suggests that shieldbow performs well on her, too. See e.g. https://i.imgur.com/5VIrzhr.png

And that's still skewed towards Trinity Force since there's a selection bias towards less knowledgable players among the players playing crit builds on her right now.

Wouldn't Essence Reaver + Shieldbow have similar synergies on her as Trinity Force? Especially now that her ult on-hit damage can also crit?

Edit: It's obviously a low sample size but Shieldbow + ER (and vice versa) currently sit at 57.74% and 58.31% WR according to lolalytics.com, not far off from Trinity Force's ~59% two-item WRs. It also makes sense that her builds would favo...

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  1. Sorting by Mythic is trash. You immediately open yourself up to inflated win rates if players don't Mythic first (e.g. Essence Reaver -> Shieldbow)
  2. You're cutting off game samples. Plat+ 7 days is 4k games on Shieldbow. You should expect variance there. Use Gold+ or even all ranks. Items don't actually skew with MMR almost at all.
  3. You can't just invent player behavior. You have no idea what drives Trinity Force vs. Shieldbow pickrates. It's the same incorrect refrain as "All Yasuo players are bad because he's popular." Cut it out.
  4. With far greater samples, Trinity + Titanic is 58% while Shieldbow + Reaver is 54%.

So sure, it's not 6% in some specific cases; it's more like 3-4% if you hack for the 2nd highest WR build you can find. Trinity Force is still far better.

Comment

Originally posted by Excalidorito

Touché, but are they also not encouraging less Triforce and more Crit itemization with these changes?

Yes, and I think that's good for there to be healthy competition.

I wouldn't mind if long-term Trinity Force was the faster build and crit was higher DPS. But right now Triforce will remain dominant.

Comment

Originally posted by Thothowaffle

Thank you for answering.

I was more curious if you knew how champions are decided to be put in certain size brackets if that makes sense. Either way the question does not matter that much.

They're bracketed intuitively. Tanky champs are large. Almost all ranged champs are small. Fighters tend to be medium.

Comment

The best part was the cascading worsening of the dragon-themed jokes.

IDK what you were talking about otherwise. Cool custom skin or something I guess.

Comment

Originally posted by APKID716

The version I grew up with was,

“All I wanted was a chicken wing

From Burger King”

Same!

Comment

Originally posted by Excalidorito

Okay you got me, I didn’t actually realize 325 as a base MS Stat was fairly uncommon.

Point still stands though, quite a few of these champs do feel sluggish when they don’t have access to their mobility or MS steroids and that honestly just doesn’t feel very good imo.

Kiting and letting Zeri have that “big moment” ult where she’s zipping across the teamfight and being hard to pin down is a pretty good design idea imo, but I feel she might become overly reliant on it if she loses base MS.

Well, FWIW she permanently has +20 ms because of Trinity Force rush, so she's still the fastest ranged champion in the game :)

Comment

Originally posted by Thothowaffle

Sorry this is only slightly related, but I am interested how the concept you mentioned with speed might inform how champion sizes are determined.

Clearly some champions are larger are smaller then their base model makes them appear like Warwick being the size of most yorbles, or Neeko being as large as Nautilus.

To my knowledge, which may be incorrect:

There are functionally three champion sizes: Small, medium, and large. Champions are hand-placed into each one. I don't remember the size of each bracket. Items that change size (e.g. Elixir of Iron) then modify that value.

Comment

Originally posted by TheWarmog

August: Think of Zeri like Ezreal, the best builds for her are alike

Playerbase: finds the build

August: Nerfs runaan interaction, nerfs her damage with that build, forces her to build crit

Playerbase: Well, this was worthless _(°-°)_/

FWIW, I'm expecting her optimal builds to still clearly be Trinity Force. Hurricane is likely overtaken by Titanic or Cleaver, but is still a top-3 item in the slot.

One thing I wish Reddit would do more is actually view things in grayscale instead of black-and-white.

Trinity Force is like 6% win rate above any crit item in the game. August could move Zeri a TON and Triforce would still be best on her.

Comment

Originally posted by DanielDKXD

Really don't think ori belongs in 325 speed tier, she basically have no mobility and have very limited movement speed options, ziggs is in a kinda same-ish position.

Orianna is a special snowflake (especially with her skin, am I right?!) where she doesn't have to stop to cast any of her abilities. She's deceptively faster than every other mage in combat as a result.

So I'd argue it's defensible here.

Comment

Originally posted by thekobbernator

If she's ALSO always faster than you, what exactly are you meant to do against her?

isnt that kind of her entire philosophy with using r and building hurricane lol

Yep. And that's what the idea of "windows of power" is for.

She isn't ALWAYS faster than you. She's faster than you when she uses her ultimate.


31 Jan

Comment

Originally posted by Excalidorito

I know they’re effective but I really wish Riot would stop putting so many champs at a sluggish 325 base MS.

I’d rather them target the ult MS if I’m honest.

If by "so many" you mean fewer than at 330, 335, 340, or 345, then yeah there are a lot.

Almost every 325 champion either has some kind of absurd range advantage (Cailtyn, Corki, Ezreal) or incredible mobility tools (Kalista, Aurelion Sol).

I think it's wise that Riot actually uses the full range of tools available to distinguish champions. Zeri gets a 2500 range dash over walls and an 800 range basic attack. If she's ALSO always faster than you, what exactly are you meant to do against her?


29 Jan

Comment

Originally posted by R_Corr

That's an interesting idea. Thinking about it;

If you just want to avoid 0 (or 100), then an alpha = 1 is probably fine, because 2 extra games would hardly change the WR while still removing outliers.

On the other hand, it could be useful to choose a higher number if you wanted to push your lower count data towards the uniform while decreasing its standard dev. Thinking about it heuristically, I know that if I play ten games, they'll be very random and have very little statistical weight. Whereas if I play 100 games, they'll be pretty accurate and have good statistical weight. So maybe a value between 10 and 100 would be good for alpha.

This is all just me pontificating though.

Thanks for the insight. As far as I can tell it’s all arbitrary so I’ll just come up with an arbitrary alpha that suits my purposes :)