R0gueFool

R0gueFool



18 Sep

Comment

Originally posted by thatwasaheadshot

I guess I do understand your point, he truly does shine very well when in good hands and within an actual team but the thing is his pickrate is abysmally low and that has to mean something basically since people barely play him his high winrate shouldn't mean that he's near anywhere as strong as some meta champions at all or even close to being normally viable I understand that you guys obviously have more statistics and data but him not receiving any kind of even light buffs right now make no sense.

The low playrate high winrate is an interesting case. I was actually talking with another designer, who has worked much closer with the PC team than I have, about this the other day.

It's one of those things that's tricky for me to explain in text, but here is my attempt.

Facts His fantasy (Space Dragon) is broadly appealing. He has a unique/unfamiliar play pattern with a high skill floor. Success with Asol comes more from large strategic plays (roaming/ganking/macro plays), than smaller tactical plays (1v1 lane combat, mechanical outplays, flashy highlight video type stuff) that is generally appealing.

This creates an interesting (and actually more common, than I expected) situation.

A player finds the idea of the champion appealing and tries them for a few games.

Because his gameplay is unfamiliar and his high skill floor, the player does poorly and likely loses each of these games.

They drop the champion and try someone else.

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Comment

Originally posted by thatwasaheadshot

Hey R0gue, what do you think would be the best way to make him playable again?

Well more of lets say Viable? Since he's barely played, no seriously I have never ever seen him once even on my gold account that's insane.

It really depends on how you want to define viable here. In terms of power he is (and has always been) one of the strongest champions.

This goes a bit deeper into skill curves, but he has a high skill floor (and his skill tests are not highly mechanical, that is easier to read/appreciate, but are very strategic). On top of that he is very different than other champions so his skill tests (mechanical, tactical, and strategic) don't transfer to other champions very well, and familiarity with other champions don't transfer over well to him.

This is to say that for hardcore Asol players his winrate is likely MUCH higher than we are seeing, and his currently high winrate is likely lowered by new Asol players giving him a try. To be clear, I haven't looked into his one trick winrate or anything to verify this, but I suspect this to be true given what we have seen, and we saw something similar happen on PC at one point.

So when thinking about how do we make him v...

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Comment

Originally posted by KatashiWR

They'll buff him if his winrate is relatively low. But he's always been a pretty unpopular pick played mostly by one-tricks which affects his winrate. So he probably won't receive a buff unless they randomly decide to give him one. I personally think he needs a rework. His kit is pretty outdated compared to other champions.

Ya, the trickiest part is that his theme (space dragon!!!!!!) is very attractive, but mechanically he isn't the most appealing champion to most players.

For Asol players he brings something interesting/unique that isn't overwise offered. This can be a big plus, but it makes any sort of rework tricky when the primary goal of the rework would need to be to broaden his mechanical appeal.

Comment

Originally posted by PublicRotation

u/R0guefool, I've been wondering, what kind of ban rate % would be considered unhealthy for a champion? Also if X champion gets nerfed because said champ has a high br%, where would his br% need to be (after nerf) so the balance team can say to themselves "Oh it worked, the champion doesnt have an unhealthy br% anymore!"

I know the balance team doesnt only take ban rate % into account when it comes to nerfs, but I'm really curious about this.

Sorry for the delay.

Ban rates are all relative. There isn't a strict number that is used because as the champion roster grows everyone's banrate shifts. So really what matters is a champion's banrate when compared to the average ban rate. Even within that some champions are just more frustrating to play against and have a higher banrate. So I don't have a great single number for you

This is why banrate is generally a better judge of frustration than it is of power. Champions like Rammus/Amumu have had some of the highest winrates (regardless of elo) but are rarely banned. Where as Akali was rather balanced (from a winrate perspective), but can be highly frustrating to play against and had a massive ban rate. Assassins tend to be frustrating to play against and I expect will always have a higher than average ban rate, the grey area comes in when discussing the bounds of what that should be. Then also factor in their winrate, pickrate, elos, player perception etc. B...

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11 Sep

Comment

Originally posted by D0n0thing

This is why I'm not designing the game lol. You guys are way above me in understanding mechanics that go on behind the scenes and I realize this. Sometimes I like to throw out ideas and stuff. I really appreciate you guys for giving me something to do. I've been deeply depressed and not feeling any enjoyment out of life but wildrift helps me cope.

Happy to help, keep the thoughts coming, it's fun and a great way to start getting your feet wet if your interested in game design. It's super helpful to get player feedback. You all often catch things we might miss.

I'm glade to hear you're enjoying it and it's helping you out. I might have some time for a game or two right now if you're interested shoot me a DM.

Comment

It's an interesting idea for sure, but there are a few challenges.

The first being how best to give you that option in a clear, quick, and usable way. Something like this would require some large changes to the shop UI, especially if you could change it on the fly.

Game balance would also take a decent hit from moving in this direction. The first being that stats are not all valued at the same rate and an item that swapped between to stats would likely need to be over costed in some situations. Assuming you could swap it after purchasing the item we would likely need to further increase the price due to the added power versatility adds. This also doesn't take into account that effects on MR items are likely over tuned due to the more narrow value that MR as a stat provides.

Item design philosophy would also need to change to accommodate this direction. Right now we can make effects tailored to the items stats and the other way around. Thornmail, Randuins O...

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08 Sep

Comment

Originally posted by Collin_1221

Hello, could you take a look at Font of Life and Ardent Censer interaction on Singed. This hasn't worked on Singed since Font of Life was updated, I thought it was removed but it seems this may be a bug since in another post you said the interaction should still work.

Thanks from a Singed main :)

What interaction are you referring to? I just tested FoL+Ardent Censer Singed on live and was able to get the bonus AS whenever an ally proced the heal.


03 Sep

Comment

Originally posted by thatwasaheadshot

I think ik what part you're talking about I meant the 300% part was pretty much always mentioned in her ult description before the rework until it was poofed away, im sorry btw im just not good with the mathematical stuff in the description so I might have misunderstood it.

No worries, we changed it to show the damage numbers instead of 300% for this exact reason.

Comment

Originally posted by thatwasaheadshot

Hey, thanks for clarifying this I legit thought that the missing health part was gone since I couldn't see it in the description anymore.

Its on there, it talks about it on the in the section about the Second Cast. What language do you play WR in? Its possible that there is a language bug or something funky going on.

Comment

Originally posted by thatwasaheadshot

But I swear they did fix something about the ult scalings in the rework because the busted part about the ult in the first place was the 300% 3x damage I thought they removed that and placed a fixed maxed damage done under 35% health.

u/zekorei u/thatwasaheadshot Including you both cause I'm a noob who doesn't know if this reply with alert you both.
Akali's ultimate scales with missing hp, this damage scales from 100%-35% of the targets remaining HP, reaching cap damage when at 35%. This cap is 300% of the ability's damage. Rank 1 85(+40%AP)*300%=255(+120%AP)


02 Sep

Comment

Originally posted by maher_bk

As an Akali main, I'm happy with the changes. However i am still seeing a high ban rate (8 out of 10 games) so it's kinda depressing.. do you think this will change ?

Many players are still more familiar with pre patch Akali (hell our data is still early on how its shaping up). I expect she will always be a high banrate champion, but I also expect/hope her ban rate to drop a bit with those recent changes.

Comment

Originally posted by thatwasaheadshot

Well idk man you have to get into some deep discussions about numbers and mechanics to explain why said abilities are broken lmao otherwise its just plain useless complaining.

I read it, I think there are some good points here for sure, and well worth checking out for people who don't play Akali but want to better understand her.

I am interested to see how she looks after the nerfs (data is still early here). But my gut says it's promising.


01 Sep

Comment

Font of Life isn't give him Singed much survivability when it goes to split pushing regardless of map size. It could even be argued that on a smaller map it's even more likely that an ally procs it and heals Singed.

Liandrys will hurt Singed, but he, like all core Liandrys users, have been over preforming for a while. I wouldn't say he is in a rough spot, just harder to play given his unique playstyle. If you understand that style you tend to do really well with him.

Comment

Originally posted by Mr_Opel

good points haha, let's see how it affects her. didn't even consider bans. ban rate will take some time to catch up to changes in strength, people's perceptions on power change slower than the power itself

may I ask what the rationale was behind Soraka nerfs? I personally felt like she wasn't a problem especially with grievous wounds and proper focus - Nami is almost universally regarded as the strongest enchanter in high elo.

Oh ya I was going to respond to that other post =P.

Basically I over did it with the Soraka buffs, she jumped up in power, but she won't be gutted by these nerf, and I expect she'll land in a fine spot. Nami is a touch strong too, and I wouldn't be surprised to see her popping up in the patch notes (not hinting at anything, just a my personal take).

Comment

Originally posted by OhItsMeSnow

Noooo don’t nerf the rolling ball of fun. My 2 cents on why his wr is higher. He is such a situational champ(versus ad champs) and thats why people tend to pick him to punish enemy comps when they go for 4 ad or full ad teams. If the enemy picks out a more balanced team, sure the effects of rammus won’t be as severe.

To be clear there are no nerfs to Rammus in this patch. I simply am pointing out that he is likely the most undervalued champion in Wild Rift.

He is going to be strong into full AD teams for sure, but he is far from bad in more balanced team comps.

Comment

Originally posted by Mr_Opel

haha I know, I understand that dance as a former kat one trick on PC.

I’m going to branch into anecdote. But the kat OTPS/mains I ran into many times in West Coast challenger were like Mali Uwu, Kyle, Hoon, Vex, Asamii, 4 character Taiwanese dude, and Bestplayer1. Hoon and Asamii have dropped her entirely, bestplayer1 is d1 now and rarely plays (i think swapped to Akali), TW1 is playing mostly other champs now (albeit possibly for tourney reasons), Kyle plays Kat occasionally still but hasnt reached challenger and doesn’t do well into me anymore when he is on Kat. Vex is like the last true Kat OTP and hes still working his way through GM. Idk, for me it feels like hitting an already dying breed lol..

going back off narratives, I just checked. there isn’t a single kat main in challenger anymore. there was once nearly thirty.

Id also caution when using diamond or masters, perhaps even GM as a sign of high elo. Theres a far bigger percentage of players in maste...

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Its very possible those players have jumped off of Kat due to her high ban rate. Its also a very small sample size from a single region of players that you notice. Its not to say its nothing, the highest levels of play will always have a small playerbase but that it is still a small data set.

When I say high elo I'm not referring to a players in any particular tier, but rather their elo and percentage of the playerbase.

Lets say these changes reduce Kat's ban rate, they then get to play this champion some more, she'll be a bit weaker and IDEALLY they get to keep playing a champion they love.


31 Aug

Comment

Originally posted by Mr_Opel

As always though we have follow up patches and if she ends up being too weak/strong we can respond.

True, I forget about that sometimes haha

I don’t know, I run into the same names that used to absolutely destroy me in the past. Not only are the usually not challenger anymore, but when we carefully save cc for her, Kat becomes a non-factor in my games these days with the proper team comp… the only time she ever performs is as a last pick into our poorly built team comp with no cc and squishy. I feel like the counterplay and awareness of what Kat does is so much higher in high elos, and shutting her down is so much easier than old Kat which one slip up she wipes our entire team and snowballs out of control.

Perhaps it’s not fair that I’m comparing the current iteration to what was once regarded by most as the strongest champion in the game though.

It is worth noting that those same Kat players know to watch for what can stop them and get to choose when they go in. So it is a bit of a dance of who can get better first.

Comment

Originally posted by Mr_Opel

I really don’t think Katarina deserved a nerf, she’s been struggling so much more since her last few. She’s incredibly overrated and Katarina players have also been frustrated and struggling in High elo. The number of top 100 Katarinas dropping by more than 80% says a lot… and the haunting guise nerfs already hit her since she doesn’t build Ludens. Akali struggles a lot more in most elos than people believe (or want to believe), but in the end is still a very strong champion in the right hands and her constant pick/ban in pro play in all regions is a testament to that.… so at least her nerf makes some sense.

I don’t know. Balancing around placating general irrationality sounds like an awful idea. I hope it was a soft nerf... and I’m saying that as someone who struggles with Kat as a support main that one tricks a support with no cc to shut her down.

Oh, and thanks for the post!

Its a soft nerf for sure, actually something I think you had suggested in previous discussions about Kat =P. However Kat hasn't been struggling at higher elos, that's actually where she preforms the best. She is a highly skilled champion and it turns out highly skilled players can take advantage of that.

Your right that she doesn't benefit from many of the other AP item buffs but the goal is to nerf her at high skilled play and lower her frustration, so it feels warranted. As always though we have follow up patches and if she ends up being too weak/strong we can respond.

Comment

Originally posted by DianaOTP330

Why do akali and katarina get nerfed, which require a decent amount of skill, but Champions that are stomping games for a while now with about 0 skill required like rammus, tank garen, master yi or jax get buffed or remain unchanged ? Ok yi gets nerfed... also Banshees veil when?

Master Yi (everywhere) and Jax (everywhere, but mostly in the Baron lane) had been under preforming for a bit (at all elos) so we wanted to give them some buffs. We over shot it a bit with Master Yi in this last patch, hence the nerfs in this patch.

Yi has only recently become strong after last patch, and we are nerfing him in the very next patch (this one), so I'd say he hasn't been stomping games for too long, just recently.

Tank Garen was in a similar situation. If I remember right (I could be wrong) he started popping up right at the tail end of a patch after the next patch had been locked but he was nerfed as soon as we got a chance.

Rammus is a special case in that I have been saying he is strong for a while now, but he isn't seen as nearly as frustrating as many others. I also wouldn't say we have sat on him, he has popped up in the patch notes a few times. This is where things like pickrate play a role as champions with a smaller playerbase tend to...

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Comment

Originally posted by mq003at

High banrate means the champ is too OP, or too annoying.

Atm, Akali has 47.55% WR, so I am pretty sure her kit is just annoying (imho, Zed and Irelia are more annoying than her so I am not sure why people keep banning her). Nerfing her to make the ban rate goes lower may become a good strategy, but it will not be good in the long run. I really don't want to see any champions sitting at 45% WR like the PC version.

You are right though it's a tight rope to walk, we don't want anyone sitting that low. Currently, Akali is sitting right around 50% so she has a bit of room to drop before we hit that point. But bringing down her frustration is the primary goal here.