R0gueFool

R0gueFool



24 Aug

Comment

Originally posted by John__Gotti

thank you, absolutely clear policy.

I played with Jax on the team a couple of days ago, he took AP items, three of my allies started writing "write a report to Jax, he is a troll" I was very upset about this. Therefore, I decided to ask.

Well, thanks for the answer, if it is necessary then so be it.

ps I always write only negative comments about what I don't like. I would like to take this opportunity to praise the balance of the game, it's amazing how you manage to keep the power of different champions at the same level (realizing that this is very difficult, do that there are both simpler and more difficult champions on the list)

Thanks for the kind words, the whole balance team works hard to try to keep everyone in a good spot. We over shoot at times, but that is why I'm happy we patch so often. =P

Comment

Originally posted by Xxmlg420swegxx

I 100% agree.

OP mentioned Varus, whom I OTP since the second half of season two, and he is the perfect example of a dual scaling champion, so I'll leave my input here, especially about him.

A champion that can be built either AP or AD is very healthy because right now, most if not all champions that can be built so feel very different from one build to the other. This practically makes it like it's two different champions. For instance, Varus has 3 viable builds: crit, lethality, and AP. I will straight up ignore crit varus though because he is way below the other two in my opinion.

Lethality varus is a poke champion that can turn around teamfights with his super low CD ultimate (with the regular lethality build it is about 27s). The build revolves around sniping and making sure he is impossible to catch.

AP on the other hand is an all-in build that revolves around oneshotting anyone with a delayed burst, taking more risks because he needs ...

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Ya I think Varus is one of the champions who does alt builds very well.

Comment

Originally posted by John__Gotti

u/R0gueFool

Sooooooo sory for tag, but can u say something bout this, pls

What are you interested in hearing about?

I'll share some of my personal thoughts on duel scaling champions, but these are just my thoughts.

I think it comes down to a per champion basis. We see many champions have multiple options of build styles (Tank, AP, AD, bruiser, enchanter, etc) when these styles offer something different.

Malphite, Gragas, Amumu, and Singed are all tanks with AP builds. The important thing to take note of is that these builds offer something that their tank builds don't. They play differently, and have noticable trade offs.

We see similar things with Seraphine, and Lulu with their mage builds behaving differently than their enchanter builds.

But AD and AP builds are a bit different in that typically these builds have the same or very similar goals (do damage) and the playstyle of champions trying to have both options tend to not change their playstyle between them. So it's harder for these to feel interesting when...

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23 Aug

Comment

Originally posted by ApprehensiveWin1230

As long as you don't remove it from tanks then we all good.

We are following a recent change PC made where you need to have enough bonus health. So tanks should be just fine.

Comment

This is something we have been talking about internally.

We agree it makes games take longer than they should, and are playing with some idea on how we want to solve it (and how critical the problem is).

The comment about backdooring is an interesting one, and not one I had heard before.

We also agree that the frequency we are seeing Warmog's Armor as the lone defense item for many nontanks in ARAM is a problem. This should be addressed in the next patch.


20 Aug

Comment

This was recently brought up by one of our designers in the patch notes discussion. LP gains are something we are actively looking to improve. His post also has some really good insights if you're interested.

https://www.reddit.com/r/wildrift/comments/p69jjf/wild_rift_patch_notes_24a/h9d3ald?utm_source=share&utm_medium=web2x&context=3


19 Aug

Comment

Originally posted by H4isenberg

I totally agree with the mana cost. What bother me is the second skill slow. Why is this a thing?

Thank for the answer anyway.

We call this a kiss/curse mechanic, they can be a bit tricky to use for sure and often run into issues where they feel really bad.

Generally, they allow us to make the skill or rest of a champions kit stronger, because of the negative effect attached to it. In this case, it even provides a window of power (when you hit the button) and of weakness (when slowed), so it puts it totally in the player's control. We don't tend to use them often, because kiss/curse mechanics often feel bad, like you stated, even if they end up being really powerful.

Comment

We went with a grab damage increase because we were looking to buff him at higher elos where he has been struggling. The LoLPC team recently did a similar buff and it had a large impact to high high elo winrate. So this felt like something we could try, with that high elo goal in mind.

We didn't want to change his mana cost because mana buffs tend to be stronger at lower elos where players are spamming skills more often.

I do agree the mana cost on his grab is high, this is intended because of the amount of power behind it in the early game. I recommend getting fimbulwinter as his first item, it is highly underutilized by the player base. It gives him survivability (health, it's shield, and from his passive mana shield), solves his mana problem, and gives him a massive amount of ability haste to attempt grabs more often.


18 Aug

Comment

Originally posted by thatwasaheadshot

Actually yes I was praying for a nerf hell It really wouldn't matter if it was huge I just want to play Akali peacefully without having her getting banned in almost all my matches its really sad for us Akali mains where it came to the point where I had to play other lanes simply because I one tricked Akali in mid.

We are sympathetic to this, and get that it sucks when you can't play your main. Bans are a new thing in our game and we are taking it into account with our adjustments. Sorry, I don't have more than that atm, but I promise we are taking them into account.

Comment

Originally posted by DiscombobulatedPie17

While it is true that the AP assassins have built-in safety nets in their kits they are too forgiving. In other words, the margin of error is not as wide as it should be for this particular class of champions designed to get in of a fight and quickly get out when they are more than capable of staying for much longer to claim more kills.

I agree with the lack of itemization for AP champs but it's the fact that some AP champs are abusing the stats that the items provide which in turn make them extremely difficult to play against. (The lack of solid magic resistance items does not help matters too).

The AD assassins do not gain extra health when they are building lethality builds, instead they receive stat increases that help strengthen their power such as high damage and flat armor penetration. They do not gain extra survivability unless they specifically select an item that provides defense such as the Guardian Angel with an added bonus of AD. But by doing so they co...

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I think you and u/Mr_Opel have some good points here and it's a tricky one for sure. In terms of item identity, I think it could be a bit better with clearer focuses for each item. That said with what is currently available to us mages like Orianna and Akali do have a bit of overlap in their core items. So it does feel bad to nerf the class as a whole, not that we couldn't and try to compensate in other ways, it just that it would be a rather large shift to try and lower the frustration of 1-2 champions.

Comment

Originally posted by temporepro

I think part of the Akali/Kata problem can be mitigated by adding
Banshee's Veil, or some sort of AP+MR item. Crystalline Reflector has done wonders for squishy mage midlaners against AD assassins, but there is no counterpart against AP assassins.

While all assassins are manageable with good team comp (personally I almost never ban them unless requested by teammates), I believe what makes Akali/Kata more hated than others are their potential to wipe out entire teams without much outplay potentials. Zed/Fizz/Rengar/Kha'zix/Lee Sin/Evelyn for example, are very powerful in their own ways, but they're more or less single target focused, as assassins should be.

For Akali, I think the biggest problem is her AOE execute R2, and energy regen inside her shroud. The R2 obviously allows her to take out multiple low targets at once, the quick energy regen gives her too quick of a re-engage within a single team fight. In comparison to Zed, who has to wait much longer ...

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Thats interesting to hear that you feel Akali's AoE on R2 is the big issue as it isn't typically the pain point I tend to see brought up. Normal I hear about her survivability, mobility, or single target burst.

I think you're right that a delay on Kat's resets would weaken her, but it would make her feel very clunky. This would be a huge pain point for experienced players and likely push us to include more durability in her kit to make up for this added time/risk she is taking.

Comment

Originally posted by pol08

I think that is part of the ban system it made these high skill-high reward champions almost always banned and not picking them every game lowers someone knowledge and performance about them.

There can be some truth to how this sounds, but we saw similar (actually slightly lower) winrates with these champions before bans were introduced. Because the game changes in other ways and player skill is constantly improving I can't this is directly related but it doesn't suggest these players are getting worse.

Comment

Originally posted by LaserShotgun

I feel like for a high-ish skill ceiling character that dominates when played well (lee, akali, irelia) 48-49% is ideal, it's the price to pay for having a skill intensive character that works well independently from whatever comp the teams have going. But i'm not a dev so my opinion can be kinda dumb.

It's good to hear opinions, and very valuable to hear them from our players, and not many of them are devs.

However, this is exactly where we see many of these champions sitting. Evelynn, Akali, Yasuo, and Lee Sin all fall within that range, some falling below it depending on the Elo we look at.

With Irelia, and Katarina being between 49-51.

Rengar and Fizz are objectively strong, head and shoulders above the rest, and that is why we nerfed them.

Comment

Originally posted by Shinubz

Personally I think something like 45-47 is ideal but I also understand devs need to think about player retention and all that

Sorry for the late response, the day got busy and I wanted to give others a chance to weight in before I responded.

I do think 45 is likely a bit too low for them to still feel good (currently our rules say that if a champion is <45% or >55% they MUST get adjusted.

As for player retention, we definitely don't want players being so frustrated by their opponents that they quit the game (though everyone gets tilted and needs to take a breath from time to time), so it does cut both ways.

With all that said these champions sitting slightly lower can make sense.

Comment

Originally posted by KarlKhai

Does that include the bans, cause if a champ isn't performing it could be that people don't have the chance to play them.

When they do make it past bans we still don't see them overperforming. But even before we had bans in the game they were STILL underperforming.

Comment

Originally posted by bensonbenisson

Zeke's, Iceborn, Dead man's and other tank items.

Give Winter's Approach / Fimbulewinter a try as your first buy. This item is REALLY strong on its core users and is highly overlooked by the playerbase. With Blitz I think this is his strongest first item.


17 Aug

Comment

Originally posted by LaserShotgun

u/R0gueFool with the nerf to fizz, are all ap junglers dead? Evelynn is barely playable at higher ranks (I figure she still dominates at gold and below) but she was nerfed into oblivion and can't keep up, diana suck against lee and xin zhao, what other ways to play ap jungle are there? Is an evelynn unnerf considered?

Lol Hardly,

Eve is actually the exact opposite, high elo Evelynn players know how to use her stealth to a terrifying degree, where as lower elo players don't take enough of an advantage from it.

Fizz was crazy powerful, and I hardly think this will dumpster him. He is likely just fine after these changes. Lucky for everyone we patch regularly so if we over shoot it we can adjust him in a future patch.

Diana is SLIGHTLY underpreforming in the jungle (part of this might even be Fizz eating her winrate, so Fizz nerfs are also a Diana buff). And we are trying out some lightly Diana jungle buffs to touch her up.

Gragas is another one not mentioned, but doing just fine and brings a lot of utility to the table.

Don't forget Nunu is on his way as another tank/AP jungler next month.

Comment

Originally posted by Shinubz

I think its a good idea to take a page from lolpc here. Champs like akali are allowed to sit at an acceptable but weak overall winrate, such as 48, to make up for the truly skilled who have put in the work to turn akali into oppression. 30% for your example for new players would be pretty ridiculous, but I think it's important to let hard champs have their reward without being too op for competent players, and I think akali is prob into the red zone at this point

Your right 30% is a extreme. What percent do you think makes sense? Are you saying that 48% is where you think they Akali should sit at?

Comment

Originally posted by z3storm4

Can you get some new skins

Sorry, I'm not on the team that handles skins and don't know much about their release plans. But I know they are hard at work making them look so good. You'll see more skins for sure, we showed some exciting ones in the last /dev diary.

Comment

Originally posted by pokachipokachi

i don't wanna bother too much, but does that mean that his phase rush build is nerfed? cause now it seems that going conqueror is mandatory, especially against early bullies
Anyways thank you so much

This shouldn't have much of an impact on his rune/keystone choices and they should remain at the same powerlevel relative to each other. This could also be argued as the smallest buff to Phaserush, relative to conqueror, because now that his damage is lower conqueror's % damage amp is also lower, while Phaserush is unaffected.