PhreakRiot

PhreakRiot



23 Sep

Comment

Originally posted by The-Koci

May I ask why haven't you/if you thought about going in a different direction of nerfing the item, meaning changing the scaling to let's say ad or crit. And more so if changing the amount of targets it strikes (could scale with lvl/something) so it wouldn't be that powerful early but still did its job lategame.

Don't get me wrong, I am a life time Mage player and I enjoyed building the first iterations of the shiv because it was fun but it was so not fun playing against it if you weren't too. That got me thinking if amount of targets+scaling shouldn't be a bit different.

I truly don't believe Shiv needs to scale with AD or Crit. It also already scales hits with level.

  • The item's stat profile says it's bad on mages. The fact that LeBlanc and only LeBlanc abuses this item means this is a LeBlanc scaling problem, not a mage poaching problem.
  • We are trying to make items scale less as an overall game direction. Considering a full build has 5 items with unique passives, if they near the power level of spells (think about the AP ratio on Lich Bane and compare it to Jax W, consider Nashor's Tooth and compare it to something like Kai'Sa passive or Kayle P/E), then you start playing your items' patterns more than your champion's. In small doses this is fine (Lich Bane again).

Giving it an AD/Crit ratio just brings us back to the item scaling, makes it especially hard to balance for Rengar or Yasuo/Yone, and just isn't needed.

Now if the argument is that Shiv just shouldn't be a first item (no Noonquiver, removing...

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Comment

Originally posted by Doctor99268

If leblanc never touched the item, would you have nerfed it over and over.

The goal was to get Kraken, Stormrazor, and Shiv to be roughly equally powerful. It's fine if one was more popular than another.

Kraken we hit pretty quickly. Shiv people considered underpowered but wasn't (after the first set of changes) and eventually people caught on. Stormrazor we slightly over-nerfed.

I wish we hadn't kept pushing the minion mod when initially tuning it on Live; it launched with more than enough minion damage and we should have just given it stats instead.

Comment

Originally posted by LordSuteo

Nerf Shiv (13.18 didn't nerf the wave clear enough)

Surely the 5th nerf to waveclear specifically will be enough

To be fair we started with buffing it twice.

That was wrong.

Comment

Originally posted by Utterly_Mad

Should base dmg nerfs on abilities also be included? Or it wouldn't make a difference for this strat?

The more changes you include the harder it is to get it right.

Comment

Originally posted by pplcs

She has awful wave clear without shiv, won't lowering her AD make it even worse?

We're primarily hitting AD growth, so it will be unfeelable at level 1 and then be negligible for a while if she's mostly reliant on spells.

There isn't any single change that can literally only hit AD LeBlanc. It's just about reigning in collateral damage and trying to retain her overall power level on intended builds.

Comment

Originally posted by Boudynasr

its good that you guys are no longer bound by "locked changes" and are able to be flexible and react swiftly to stuff like Briar's WR skyrocketing and this

The intent with Briar for this patch was to essentially micropatch 13.19 itself after getting more data. There's never enough info within a week to have a reliable feel for her actual mastery curve. We can only see win rate movement by day and infer from there. Keep in mind that for any mature champion, your first game can benefit from guides and even just seeing them play in your games. That can never be true for a new release. So we elected to craft changes into a micropatch instead of making a call on this last Monday.

Micropatching is still a drain on resources. It means that some piece of work doesn't get done because people have to be pulled to actually ship it live. There's an extra step beyond, "I edited these two files and hit submit." So we really don't want to make a habit of it. But if it's pressing enough or it's just the right call for the situation, then it's a tool that we have.

Comment

Originally posted by TheBluestMan

Istg these were the changes people literally asked when we saw this shit lol

It's interesting; these kinds of things are the eventual results of power creep. Certainly, Shiv returning as a good first item is the straw that broke the camel's back and I did a rather poor job of getting the item into a fair state sooner. I spent much of summer just being like, "OK LB abuses Shiv, we have to keep tuning Shiv to make it not dominant on LeBlanc" despite LeBlanc being the only egregious user after like the first balance pass.

But actually LB has a bunch of small things that just slowly fell out of line. No individual change made this build appear but the end result is that she's just tuned kinda weird right now and scales with mage items worse than other mages do. So she just buys other items instead.

Comment

Current direction:

  • Nerf Shiv (13.18 didn't nerf the wave clear enough)
  • Nerf LeBlanc's AD (Lower Triforce and +AS synergy)
  • Nerf LeBlanc's mana pool to require building mana again
  • Small spell AP ratio increases to hopefully tread water on AP builds

22 Sep

Comment

Originally posted by GrizzlyAzir

its a pro change not a soloq change, did you not watch the video? he even says its for pro teams hoping to make more team comps viable

No I didn't.


21 Sep

Comment

Originally posted by Boobjobless

Can i ping myself as alive? I use that all the time to show i am there to a teamfight or that i’m dead and won’t be there.

Yes

Comment

Originally posted by ChiefTiggems

What about pinging my ult, and my teammate's ults to coordinate a team fight? Often I will ping that my teammate and I have flash ready to coordinate a gank. I will ping that I'm about to respawn when I died and I'm hoping my team lets me get baron/elder buff. I will often ping that my teammate is about to be up- so there's a chance they can stall long enough for us all to respawn- "don't give up yet!"

So I'm going to be locked out of using the pings as intended because people don't know they can mute unhelpful players? Sure.

The only pings that are changing this patch are the ones on teammates. Self, neutral, and enemy pings are unchanged.

Comment

Originally posted by FreckledShrike

u/PhreakRiot will allies still be able to see when we ping our own abilities and items? I use this constantly to remind teammates that the range on Nocturne ult is much smaller than they think from 6-10

Yes. Pinging your stuff is unchanged.

Comment

Originally posted by Whodoesntlovetwob

But isn't Lee Sin balanced around that winrate,similar to Akali,Azir,Aphelios,etc?

Lee Sin doesn't have the pro presence of Azir. So the best players in the world with hundreds of games of experience on him indicate that they don't think he's very good, either.

Comment

Originally posted by XBruceXD

Wish you could say the same about Tryndamere's attack range.

That isn't changing.

Comment

Originally posted by Bilore

Also the ult ping is super useful for letting teammates on the other side of the map know when your opponent ults

That isn't changing.


20 Sep

Comment

Originally posted by lemonrabbits

How tf do you chant for this team

Using their team name or initials I imagine.

I'm very helpful.

Comment

Originally posted by Asaz12

Even if its not proplay related how does it fix him in soloq? He is one of worst midlaners

and -20sec on ult that you never use off cd is useless

Even +2 armor or -10 mana cost on q would be more impactful

I dont think there was any worse buff than what he got now from possible ones

I saw many complains on twitter so hope there will be some change to that like please it won't impact him at all pretty much and he is struggling

Q cd from 12-10 to 12-8 would be so great..

Every change has impact. It's not like Galio is trash. He's a little bit weak on average. A champion can be bad at 1v1 and good at a strategic niche. I don't have really strong opinions on Galio but in general I think playing up a strategic niche is a way to ensure League of Legends has significant variance from game to game.

Comment

Originally posted by Pozay

Hey Phreak ; I'm noticing how most of the other buffs are not straight up damage buffs except this one (and syndra). Has there been a "directive" to avoid damage buffs ?

Nothing really obvious and direct. We're generally aware that the game is more lethal than we'd like. There are some systemic things in the works, some systemic things that are farther out, and some small direction in short-term changes.

The Samira/Quinn/Akshan changes from a couple patches ago are an example of that last one.

Comment

Originally posted by Lord_Dust_Bunny

I'm not sure anyone can with a straight face claim a "jungle clear speed nerf" matters when at the earliest it could take effect is level 8, for -5 damage.

By the time Lee Sin has E maxed, he is level 13 and has enough AD that -20 damage is irrelevant to clearing (as if a level 13 jungler cares about clear speed...). But more realistically Lee is maxing E last, so this nerf means at level 14 Lee Sin is now missing a whole 5 damage on his clears, while casually throwing out 700+ damage Q nukes to monsters.

Or calling the W change a 'nerf'. It's massively better until level 13, where Lee Sin now gets -1% omnivamp. The early game jungler getting a whopping +5% omnivamp levels 2-7 far outstrips the 'nerf' of level 13 Lee healing 20 less health per 2k damage dealt.

Most Lee Sin jungles max W 2nd.

For ~75% of Lee Sin players this is a 5 damage nerf at level 14.

Comment

Originally posted by UNOvven

But isnt Lee being buffed specifically for pro play? I can't see how he fits into these categories.

Lee Sin is like 48% everywhere.

Win rate is not power (not exactly anyway, they're obviously correlated) but also his teammates are the ones on the receiving end of that 48% win rate and they've been receiving that for several months. He could stand to be buffed even just for his teammates' sakes.