R0gueFool

R0gueFool



22 Nov

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Originally posted by VASQUEZ_41

Mundo definitely getting his rework this patch there was a riot worker on this sub that said it was coming this year

He goes where he pleases, and it sounds like that is the Wild Rift!

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Originally posted by Xxmlg420swegxx

What do you think about balance changes regarding champions that were not popular but got popular rapidly without real reason ?

I'm thinking of varus. Before, and even during 2.4, he wasn't seen a lot, and people used to think he was "meh", as in "alright but there are champions that are better". But now he is seeing a lot of success in the competitive scene without any buffs nor any really impactful nerfs on other adcs or adc items.

Also I would also like to have your opinion regarding draft balance in general. I don't know if it's just me, but as a midlaner, I feel like I am kind of "forced" to play an ap mid. I like yasuo a lot for instance, but since there aren't any real ap junglers or toplaners, i feel like it would throw off the team balance to play yet another ad in the midlane. Right now as ap junglers we have evelynn which is a good pick against squishies but not that great against tankier comps, nunu but as a tank, his primary goal is not to deal damage, ...

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Certain champions being popular in pro, while being less popular for the general player base has always been a things. We normally see this on champions with high utility, where the general player base cares more about damage, and pros value utility.

Champions like this can have an impact on, but it's unlikely to be massive nerfs unless they were far and above others filling similar roles. If a champion is weak to the general player base, but popular in pro we might take action depending on how extreme it is. An example would be shift power out of aspects that are valuable in pro play into aspects that the rest of us can take advantage of. But we wouldn't want a champion to lose their identity,

Varus, Ashe, and Jhin are all utility marksmen that tend to pop up out of nowhere in pro play, while being seeing as weak to most players for these exact reasons. But that utility is what makes them who they are so we don't want to lose that. So it really comes down to how ...

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Originally posted by John__Gotti

Yes, bout stats.

Ya kk, I don't think we are too worried if people are buying items with a focus on the stats (there are always limits here). A champion should want both, but often times someone buys an item because it has stats they need I'm this game (an adc buying Wits End for MR, with it's passive effects being secondary) but I don't think we would be too happy if an adc was buying Spirit Visage or Thornmail when they needed some defense.

That isn't to say that we won't be make adjustments to any items (I don't know the plans here), it's always on the table, and tournaments can/will impact those changes too. It's more of an issue when these items are build outside their class/role, built in situations that don't make sense, or pushes a champion/class into a dominant position that warps the game and pushes out classes.

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Originally posted by John__Gotti

oh, thanks for the detailed answer.

What about items? Many top players wrote about slightly strange builds, explaining that players often sacrifice passive skills of items for the sake of basic indicators (for example, Zed with MR + Serilda). Do you plan to expand the list by the start of the next championships?

Items balance is also looked at, but it can be a bit tricky here. An item could be fine for most champions but end up being strong (or just popular) on a particular champion. Items can also have a lot to do with the match up and state of the particular match they are in.

What do you mean by "basic indicators"? Are you talking about the items stats?

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Ya, She has a bit of a learning curve though, and ends to be fine in lower elos, but skilled Eve players tend to do really well in high elo. You just gotta put in your games on her to reach that point.

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Originally posted by John__Gotti

can tournament statistics affect game balance changes?

u/R0gueFool

Yep, we have been watching the Horizon Cup and made sure to make room for changes based on it in our upcoming balance patches. Most of the time this isn't our primary driver, but we try to be safe about our changes just before a tournament (to avoid risks like making something OP, or totally changing what players are familiar with). But we do use tournament data (especially after major events like this) and make adjustments based of that too. But for most of the time we are more focused on the general player base, though still with an eye on tournaments.

I don't know the changes that are planned, but generally speaking a champion's presence (pick+ban rates) is a good indicator of how pros view a champion's power.

But you do want to take other things into account too. (as an example, a champion might have a high presence or winrate but that only comes from 1 team that makes it very far into the tournament.)

It can get a bit messy when a champion is weak or u...

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19 Nov

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I've had this happen when my phone, and I believe it was caused by my phone overheating. If that is the case for you too, try turning down some settings or take a break after a few games.


16 Nov

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Originally posted by surlytempo

Thanks so much for taking the time to respond. Really appreciate the effort on your part. I wanted to take some time to think on it and do some active reflecting on my part by experimenting with rune loadouts across a range of different heroes.

I think in general my disappointment with the rune system isn't so much any one rune itself, although there are runes I favor less and those I wouldn't run ever I think. I think for me, the issue is about stat distributions across AD/AP scalings along with runes appearing more beneficial for melee classes (higher damage bonuses (understandable given range limitations), but also those runes that not only preserve their damage potential but heavily mitigate ranged champs ability to lock them down. Consider that for an AP caster, the trade off between choosing between Hunter Titan and Bone Plating is a much bigger ask as an early game rune choice for an AP caster with low base stats and a required stacking element. Whereas for melees g...

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I don't think your feelings are misplaced, and please don't take what I was saying to mean that they ever were. A player's feelings are actually the most valuable feedback you can give us. This is a bit off-topic but hold with me for a moment.

We often see players generalize their feelings as "All/Majority/Most Players feelings X", but actually tends to work against the person's argument when really the most valuable thing for us as developers is what you the person taking the time to post feel. Don't make an argument on other players behalf, because you are going to be the best person to know how you feel about something.

There are some really great posts on this blog about this, the most valuable ways to give devs feedback, I read this daily and if you are interested in game dev I highly recommend them. So sharing how you feel about a change or feature is super valuable, even if it isn't the "actually X is very strong" we want the strong things to feel strong ...

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15 Nov

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Originally posted by John__Gotti

Hello developer. Are you following Horizon? Don't you think Varus, TF, Riven and Renekton are too popular?

We've been watching, though I need to catch up a bit. My understanding is that there are a few with a higher presence than we would like (Ziggs, Camille, and Renekton are all currently at 100% presence with some others that are close), and the balance team is keeping a close how things continue to trend.


14 Nov

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Originally posted by wondahboi

I never would’ve believed Rioters actually go on this sub haha

Plenty of us keep an eye on this subreddit, even if we aren't the most active posters. =P

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Originally posted by D0n0thing

Will you delete the current version or keep him?

Ya he will be changed, there won't be two versions. But don't worry he is keeping his identity and having it cranked up to a more modern standard.

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Originally posted by gwtsva

What about Amumu :(

Oh we got him into the game a while ago.

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Originally posted by Sgrinfio

passives with the same name don't stack, so I'm pretty sure they don't even if they come from different champions. Same for Black Cleaver

2 people with Black Cleaver would stack it faster on the target, though it's not worth getting two to stack quicker. That said you are correct buffs with the same name do not stack. So no double Staff of Flowing waters buff on a single target.

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Very good, Max taunt, rush thornmail or sunfires and chain gank. Then you win.

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It's still on schedule for sometime this year. That is all I'm allowed to say. =P

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It's largely due to how easy it is to get Quicksilver enchant. The power of having both so easily is a bit scary, and would slow the game down/drastically weaken champions who rely on CC at higher levels.

This also means that we tend to see more interesting spells taken in it's place.


11 Nov

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Originally posted by surlytempo

But we are in a team fight meta are we not? It's not that I feel the philosophy of runes has to be changed every time the meta changes, but to create a rune system that allows itself to evolve with the meta through either combined passives, more item/combined build synergies. If we look at runes like Brutal or Gathering Storm, they are not even equal to the classes they apply to. For example, different AP champs have different AP ratios and so there doesn't seem to be an even distribution of power across champions within even the same damage category who are intended to benefit from those rune selections.

You say the meta can be changed, but, where or how has that meta really changed? And how much of the meta can be changed given you and other developers reluctance to break with those things you deem are fine? Is "fine" really the bar you want to set for what you are trying to market and promote as one of the best MOBAs out there? I don't mean to be rude, but with the amou...

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You're right that different champions have different ratios and thus things that give AP, in this case, Brutal and Gathering Storm, values changes for each champion but that is going to be the case with any game where you have different characters. There isn't a lot of design space when everything is equally valuable to everyone.

I'm sorry that I used the word "fine" what I was saying is that the rune itself is not weak (it actually might be a tad strong for its slot), the problem is that people undervalue it because it isn't as feelable/noticeable as other runes. That is a problem for sure, but when talking in terms of "balance" it isn't a problem here. As for the meta changing, it does change different regions and elos within those regions all tend to have a different meta. We see this in LolPC all the time, and Worlds is often where these metas clash.

You mentioned that you believe funnel strategies are toxic and should be dealt with maybe we didn't deal with i...

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Originally posted by Floriver

It's definitely not a terrible rune. It has its uses, even if those uses are slightly more niche.

... But new runes would be nice ;)

...Looking into it a bit now I'd argue that it actually could be a bit more niche, while it isn't the most popular rune it is on the stronger side. I'd say this is an issue of satisfaction. Runes like Gathering Storm show you their scaling, and others are more feelable. But the issue here is that once you have this effect you just gain a small, unnoticeable, amount every 2 minutes. I'd bet it would see more play if we showed the values at X minutes (like you see on Gathering Storm) in the tooltip.

...It would also see a lot more play if we put it into more recommended builds. Player's don't deviate from that as much as I would have expected.

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Originally posted by surlytempo

For me, I think the stacking nature of runes seems out of place (and out of pace) with our current condensed 5s snowball format. 5m is a long time in a game. I get the principle behind say Gathering Storm vs Brutal and Conditioning vs Bone Plating or Carpace, but, with the stacking runes, the amount of time needed to generate stacks just feels both too long and poorly paced. Maybe give stacks equal to the amount you already have prescribed, but in smaller amounts at shorter intervals. Idk, I'm just not a fan of the current rune system in general. I would personally like to see runes that allow more heroes to engage in more build diversity, and on-hit runes that provide more presence to a range of different champs in the game. Some classes could benefit more from others in terms of specific rune choices, ranged vs melee, a distinction you already make. The current meta just feels so stale tbh :/ and I feel like runes could be a great opportunity to not only promote deeper g...

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It's possible that it isn't the best rune if you are constantly trying to teamfight, but the meta can change and I wouldn't want to us to get in a habit of adjusting the philosophy of a rune (in this case, late-game scaling) to better fit a different meta.

Conditioning isn't the most popular defensive rune, though these runes have a better spread than other tiers. But aside from a lower pick rate, it's actually performing just fine.

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Originally posted by Floriver

I feel that conditioning is a weak rune because WR relies on snowballing so much.

Giving up on immediate buffs like adaptive carapace, bone plating, or loyalty for 5 minutes of nothing makes your early game that much weaker.

This isn't a big deal in the mid lane or jungle, but it seems important for baron and dragon lane since it's a game of attrition.

I've had so many fights where I've won with a sliver of health, and, had I taken conditioning instead, I would have lost.

And because of how short the games are, you don't stack up that much armor/MR, making the end payoff not that rewarding.

And as mentioned, it's better for squishies since armor/MR has diminishing returns, but squishies can't afford to not have bone plating or adaptive carapace in the first 5 minutes.

I use conditioning only for ARAM or for bruisers like Galio.

Ok, so your issue with the rune is that you feel that the early game is too valuable to risk on a rune focused on the late game. That suggests an issue with the idea of having a late-game defensive rune.

I think that is a fair issue to have but we already have other early game runes and I don't think we would want to change this just to add another.

Though I don't agree that squishy champions need to take Bone Plating or Adaptive Carapace I think it really depends on the match-up. Bone Plating is great against burst or assassins, but if you are not worried about that it isn't worth taking. Whereas Adaptive Carapace is better if you can stay at low health for longer, something squishy champions tend to struggle with. Though it is a fine general defensive rune.

It's also worth noting that it's only the first 5 minutes of the game, generally, you aren't going to be dealing with a lot of burst damage or be at low health this early on.