PhreakRiot

PhreakRiot



11 Oct

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Oof that's not great. We'll investigate why this happened and fix it ASAP.

Edit: Found it. I didn't cause it! (sorta). We expect to micropatch it today.

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Originally posted by Spideraxe30

Hey Phreak could you pretty please include the full scaling numbers for camps in your rundown video?

I'm pretty sure everything is there in the patch notes aside from scuttle.


10 Oct

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Originally posted by imchocolaterain

Fixed a bug that caused Kraken Slayer and Stormrazor to ignore Shen's W - Spirit Refuge.

I'm guessing it blocked the auto attacks, but not the bonus damage?

Yeah so technically Shen W isn't "dodge" and instead relies on tagging damage sources appropriately so he can block them.

When we remade Stormrazor/Kraken Slayer I didn't realize those needed to be specially tagged such that Shen W can block them.


07 Oct

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Originally posted by Spideraxe30

One more thing, in your patch rundown you had the Zed W CD nerf at 2 - 5, however on PBE we still see it as 0 - 3 seconds, is it going to get hotfixed in or did I misinterpret the vid

Rank 2-5

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Originally posted by Minishcap1

Hello Phreak, is it possible to look at tuning Demonic Embrace's % max hp damage back to 1.8%? The item feels really underwhelming on Singed, especially since he almost completely relies on it to deal damage. It feels like Singed is not rewarded with enough damage after laning phase for how difficult and volatile his laning phase is, And in season 11 when we lost old Liandrys which was a awesome core item for him, and replaced it with modern items which are way less satisfying, he has had itemization problems for the last 3 years that have never really been addressed in a way that feels good.

Demonic was essentially forced to be his pseudo-mythic core item, because mythics have not been a good fit for him, and when it was nerfed down to 1.6% he has had issues doing meaningful damage since. You can get large amounts of damage over the course of a game, but the damage that comes out never feels impactful because poison + Demonic never feels threatening at all. You have to go...

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In general champions should be tuned downstream of systems, meaning Demonic should be tuned to be appropriate for League of Legends and then champions who are bound to it should be re-tuned if needed.

It doesn't seem like Singed is really hurting right now, so I'm not sure this is urgent or even warranted.

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Originally posted by Spideraxe30

Also would you know why the team decided to not make camp health scale at lvl 2 if every other level now scales? Is it just to not affect first clear

I kept it this way because if, for example, you wanted to practice a clear in single player, getting level 2 before Gromp/Krugs spawned would grief your practice.

Realistically camps can't spawn at level 2 in a real game. This just makes it consistent in single player. Scuttle Crab can and IIRC it scales smoothly from level 1.

Or they're somehow forced to be level 1 no matter what but I didn't bother to check since camps can't realistically be level 2 in a real game anyway.


06 Oct

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Originally posted by Spideraxe30

Since you guys hit most of the scaling runes, was nullifying orb ever on the table since it scales too or is it too niche

Was definitely an option. The designer chose to skip it due to how niche it is.


05 Oct

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Originally posted by Retocyn

I'm cracked over Quinn changes. Literally last patch they have shaped her more towards less AD growth, more base HP for Phreak now to say: "well, her stats are out of line". Will see how it goes, but 5 ms nerf might be huge and might lock her into Fleet Footwork as the only keystone option.

No, it was less Q/E damage. Akshan got less AD growth.

There's a difference between laning phase health and midgame health. Quinn needed more midgame durability but she does not need near best-in-class laning phase durability.

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Originally posted by JTHousek1

Oh yes, I just skipped over that, apologies, fixed now

I appreciate you

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Originally posted by MohamedRefai

you said before that ranged lethal tempo is fine but then it's getting nerfed again why? it already got a similar Nerf this season or is it a preemptive Nerf because other runes are getting nerfed then won't hail of blades take over?

Every other damage rune got nerfed.

Hail of Blades may become dominant but it's also really hardcore tied to specific champion kits.

If we have to rebalance every keystone in a patch or two we will. It's likely we'll hit Phase Rush in .21 regardless.

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Originally posted by Boudynasr

I don't understand, aren't all these changes supposed to kinda gut him from pro? like they are net negative for the elite K'Sante players.

also since there will no pro play after worlds patch atleast till spring, could pro play champs get some relief buffs for soloQ since it wont affect pro?

We may still be bound by pro play but ideally we'd like to balance him the way we balance any high skill champion: Put his tuning to a level where some amount of mastery is required and pays off and the end result is a champion with fair gameplay.

If we undershoot his power, we can just give him more power, but the hope is that skilled opponents also have room to react to him without being oneshot by hit confirming an instant cast stun.


04 Oct

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Originally posted by Haoszen

Okay, Riot doesn't know their game at all as it seems... "The intent is for junglers to spend a bit more time farming, but not so much that they're trapped in the jungle." Instead what will happen is that junglers will spend less time clearing camps and spam gank even more because it's worth more than expeding more time killing camps.
Welcome to another spam gank bot lane season.

I mean the alternative is to strictly give more power to an already overpowered role. Do you think making camps more valuable is going to help make junglers less overpowered?

Junglers will gain less XP from minions, catchup XP is worse, and their gank power will be lower due to having less than 100% health and laners having stronger items. They're welcome to ignore their jungle and gank but they're going to fall behind if they do.

Like y'all are really good at the first order consequences, "Jungling is slower, so I guess I'll just gank" without taking time to understand the full picture.

Keep in mind the best junglers mostly just full clear into spending a full minute on the map killing whomever they want, then full healing off two jungle camps and doing it again. That's specifically being addressed here.

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Originally posted by JTHousek1

Hey, bit late but thank you for the heads up, I went ahead and fixed it

Another correction: Melee Lethal Tempo has changes compared to the last PBE post and the numbers are accurate in the patch preview

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Ah, I missed a line here in the "Jungler Healing" section.

Monster AD is lower on every clear after the first. Level 1 and 18 are the same, but monsters will deal a bit less damage.

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Originally posted by fjelskaug

On the previous 13.20 preview post they mentioned 2nd Herald was unchanged

I was mistaken.

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Originally posted by EasyRevolution5415

Sucks they waited to do it until after worlds patch when it's the player's at the highest skill-level that everyone recognizes as where his problem area is lol

maybe they just had a contract agreement with that rapper he was made for that he would get to have a near 100% presence at worlds this year

The first planned ship date for K'Sante was 13.16, but the work wasn't done yet. As we got closer to Worlds, we didn't want to repeat the Skarner/Mordekaiser/Pantheon mistakes from yesteryear so we held it back. We probably could have released him as early as 13.18 but at that point, only one patch (and really only five days) to react to Elite-level solo queue was insufficient. So we held off until 13.20.


03 Oct

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Originally posted by Mimic_tear_ashes

“I will not let leblanc be a 45% winrate champion” u/PhreakRiot

She’s not. AP LB is within 0.5% win rate. I can’t help players trolling their builds.

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Originally posted by SyriseUnseen

While I dong necessarily think runes need as much power as they have currently, Im very concerned about this approach. I thought by nerfing ratios you meant just that, not basically just removing them.

5% might as well not exist. And I dont mean that in a "tilted" way, I mean it's so insignificant that it just shouldnt be there, just increase the base a bit more in the final levels and delete it. This is now just extra text.

The designer on it was worried about potential cross-class poaching. e.g. Electrocute Sejuani. I think that's a reasonable call to make.

I don't think there is a problem with largely-cosmetic scaling ratios, though.

Either way, you get 1-2 free "levels" of it across the average game via gold scaling. That's not nothing. It's also not a lot, which is intended.

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Originally posted by MorbidTales1984

Based Phreak, a fellow HoB Trist enjoyer.

And old Essence Reaver. CDR is such an underrated stat on her.

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Originally posted by MoscaMosquete

How will that work vs people with low HP receiving shields? Will it suddenly increase damage against them?

You're misunderstanding what I wrote. It's not counting shields as health. It's failing to amp against shields.