PhreakRiot

PhreakRiot



17 Oct

Comment

Originally posted by MazrimReddit

The amazing thing about Seraphine is letting me queue for support/bot while still having a fun champion that lets me play the game at the same level in two roles. All the match-up and macro knowledge I have is still vital in the role, compared to what I used to queue before Sera's release of support/mid to play something boring like Malz.

Sera plays like a botlaner unlike ziggs or veigar and doesn't require cheese team comps to be good like say karma bot. She wants to scale with items and team fight, she isn't focused on zero interaction push your tower down in the same way. Both other botlane players and myself are going to have a lot less fun in the games I'd now have to go ziggs.

Killing Seraphine bot is genuinely damaging for mine and many other higher elo support players entire game experience

Neat, now quote the part where I said "Kill Seraphine bot"

Comment

Originally posted by hpp3

Is this supposed to be power-neutral on support Zyra? This seems to be a nerf on Zyra's main role to support a fringe playstyle. Losing 40 base on E seems really harsh.

The nice thing about closing role gaps is that if Zyra Support is bad, we can pretty easily just buff it, whereas if we wanted to buff mid/jg Zyra right now we couldn't in good conscience.

I expect the changes to be roughly neutral. Early lane is strictly buffed due to AP ratios buffed and E not losing damage until level 4+, while Q is always better.

Y'all gotta stop picking the max level of abilities and saying, "Oh I lost this" as though the preceding levels or other abilities have no impact.

That's not to say Zyra couldn't lose win rate here, it's certainly possible.

Comment

Originally posted by Advacus

Very interesting to do this rebalancing on multiple support mages at once. Does anyone have any more context from the balance team on what their end goal is here?

Obviously they have spoken about Seraphine but I hadn’t heard anything about Brand or Zyra being lumped into this. But with that being said neither of the above changes will likely do too much to either of them.

It’s nice to see Zyra with a bit more scaling, ever since her rework she has been slowly pushed into being more and more dependent on snowballing to be effective in mid/high elo. I don’t think this will really significantly move the needle, but a little is nice.

Seraphine: Bring Bot and Support closer together in power level so that we can tune one without breaking balance thresholds on the other. Mid Seraphine has a 0.25% pick rate and if she becomes non-viable, that's acceptable collateral damage since it has less than half the pick rate of Jungle Teemo for example. As a side benefit, further delineate the outputs of AP Seraphine vs. Enchanter Seraphine builds.

Brand: See if we can make him a viable jungler. Changes are relatively low scope and were low time investment.

Zyra: Make good on the Zyra jungle buffs from earlier this year. The real hopeful upside is shifting her ability rank and gold scaling to make Mid and Jungle better for her, while keeping Support at a relatively equal power level. Much like Seraphine, if we can close the gaps, that's good.

Comment

Originally posted by FrankTheBoxMonster

Today's story time is brought to us by Zyra P cooldown:

Zyra P's cooldown is not actually implemented as a normal cooldown like "go on cooldown for 12 seconds" but instead as "number of 0.25s ticks". This is defined as 50 ticks at level 1, then -1 tick per level. With 0.25s ticks, this should come out to 12.5s-8.25s total cooldown.

Except, due to server framerate, a 0.25s tick is actually a 0.264s tick. This means the effective cooldown actually becomes 13.2s-8.712s. Despite this, the spell still calculates itself as if it's using 0.25s ticks.

But also, the server actually waits an additional 0.25s tick (really 0.264s tick) afterwards before actually spawning the next seed. This brings the real effective cooldown up to 13.464s-8.976s.

In order to account for this, the game does a bit of fudging for the visuals. The icon cooldown indicator simply adds a flat 0.75s to the intended value to get it to match up better. This is mostly accurate, comi...

Read more

Yeah I didn't bother trying to rescript Zyra passive. Maybe one day.

Accurate all the same.


16 Oct

Comment

Originally posted by minimite1

adc main who complained about adc being weak for years joins the balance team

Damn you're really upvoted for this?

I'm the guy who came into "Sneaky gets oneshot by face checking a Kassadin" and telling the ADC players they're delusional for thinking he shouldn't die there.

Like c'mon y'all, you're not even trying anymore.


15 Oct

Comment

Originally posted by SicrosEye

As much as Phreak deserves criticism for being ADC biased when balancing he is not a programmer - these bugs are definitely not his fault.

So TECHNICALLY they are. I didn’t do many of the script changes on K’Sante’s update but the project is still ultimately my responsibility.

I got some help from Milio’s designer on Friday looking into some things and fixing this bug in particular.


14 Oct

Comment

Originally posted by EgoSumV

Seriously though, it really seemed like you didn't know that K'sante passive scaled his entire auto attack's damage.

I know it amps everything on the mark.

Comment

Originally posted by UltraScept

i dont know if anyone responded to you about the base form tap W, but what I did was hit E W W as fast as i humanly could, and so far it seems highly replicable. i'm able to do it almost 100% of the time, and i'm sure a player mechanically better than me would be able to not only get that same consistency but also utilize it in real games.

for proof, here's me hitting it over 30 times in a row after around 20 minutes of practice: https://streamable.com/6983pw?src=player-page-share

the third dash can be performed more quickly by using Q at the end (which is the spaceglide combo OP posted). in most of these i didn't use the Q at the end though since I kept forgetting.

I appreciate it, thank you :)


13 Oct

Comment

Originally posted by Nalardemon

Do i smell an oppertunity for negotiations? 👀

there are a lot of bugs you could fix while you are at it

Hit me with it.

I went into /ksantemains after we went to PBE but a bunch of them looked like they were Live bugs so it was hard to parse what was new.

Comment

Originally posted by Nalardemon

would love to see rioters react to this tbh

Hi

How do you get base form tap W to work? I've only tried for a couple minutes but no amount of mashing buttons or mouse clicks is getting me there.

All-Out W is trivial but base form is stumping me.

Also some of these combos are cool AF. If you wanna W-R to cancel the dash go for it. I don't intend to fix that.

Comment

Originally posted by JinxVer

Looking at Data the "Average game length" hasn't really changed drastically, around 20ish seconds.

13.20 vs 13.17

On average, High Elo games still end in 25-ish minutes

And low elo games still 30-ish.

If snowballing was significantly reduced, i'm guessing we'd see a perceptible increase in "Game length"? But that doesn't look to be the case

Nvm, Phreak just stated otherwise, and he has the full picture, so he's likely correct.

Changing average game time by 20 seconds is significant movement.

Also the feel of the game is more important than the length of the game. Late game means more than early game already: Kills leave you dead for longer and they're more likely to lead to a Baron, Inhibitor, or another valuable objective.

Of course if it goes too far, it makes the game feel like nothing matters until 20 minutes. Some amount of the game must snowball to be fair.

Anyways, this is all to say snowballing appears to be substantially down without a huge increase in game time, which are both pretty desirable outcomes.


12 Oct

Comment

One thing worth mentioning is that champions almost always have more Armor than MR, which means converting adaptive damage to magic is inherently a buff. There may be some required follow-up for mages as a result of these changes, but anything that puts the tooltip damage of Electrocute lower for LeBlanc than for Talon is probably actually correct. It means LeBlanc’s power budget can be more about her kit and less about her keystone.


11 Oct

Comment

Originally posted by Blastuch_v2

ASU probably finished before the nerfs and they forgot to nerf asu too.

Started* before the nerfs.

At a certain point you have to fork Jax's data. You then start replacing files (model, animations, VO, etc.). Anything changed to the other "version" of Jax doesn't propagate. Eventually you merge everything back in and bam, Jax update. Of course it's our mistake for not catching it. But essentially that's what happened, though a bit oversimplified.

Comment

Originally posted by dmnwarrior

I just tested it, your jungle item didn't actually decrease. It seems that if you kill the camp whilst in your Q, it doesn't actually give you the bonus XP from killing the monster with a jungle item. Surely this is a bug.

Yep. Fixed soon, though. We're micropatching this issue.

Comment

Originally posted by __kique

it happens if you're untargetable when the camp dies, yi's Q for example

Thanks for chiming in. That should be fixed by the changes above.

Comment

Originally posted by kammos_

Will the bug making Illaoi literally unplayable right now also be micropatched?

Yes.

Comment

Originally posted by Makiavelzx

I assume the micro patch will also fix it when it comes to untargetable people ? Same bug happens with Master Yi Q, Maokai W etc

Yes.

Comment

Originally posted by SliceAndDies

master yi also doenst get full exp when he is in alpha strike. I WAS IN ALPHA.

It appears that's the same bug as the Shaco one and will be fixed by the micropatch.

Comment

Originally posted by blahdeblahdeda

They changed the attack range for the jungle pet. Either the bonus XP range was set to the same range as its attack range, or they just changed any range value they saw to the new attack range.

Entirely different cause.

Comment

Originally posted by ysnman

Why did u make tank jgl, who can easily spam gank as well, as consistent in farming as a farming jgl. Aren't jgl matchups mainly balanced around farming and ganking? How does it make sense to give a champion that can spam gank also the possibility to farm when he can't gank. As a jgl, if u pick a certain champion "i wanna spam gank this game" goes through his mind, but for the cost of "this might not work, but i will risk it". Your changes just removed the difference of the champions played in the jgl and there won't be a "i sacrifice my early for mid-late" anymore cuz u cant outscale a rammus that can alternatively farm when a lilia or karthus cant "spam gank", or it will at least be very hard so they will mainly farm their camps, or am i wrong? You can correct me here if so

In general, I'd rather all champions enjoy farming their jungle. I think it's valuable that everyone feels supported by their primary income stream.

This means making resists scale your monster damage appropriately and not disproportionately aiding AD champions in that regard. Some champions are going to be faster than others, sure, but Malphite top doesn't get less XP/min than Tryndamere just because he kills the minions slower. I'd like to bridge that gap in jungle somewhat.

Regardless, the point isn't to make champions early or late game skewed. Maokai is actually a scaling jungler. He just also has sick early ganks. He's actually just OP.