RiotPhlox

RiotPhlox



30 Jan

Comment

Originally posted by TypicalWhitePerson

Add tentacles to Shyvana ;)

I think you're in the wrong subreddit, bud

Comment

Originally posted by ElderNaphtol

Could you give different ranges for passive and ultimate tentacles?

I think it would get kind of weird

Comment

Originally posted by moody_P

i really really like this change, thank you

i think you could stand to nerf her base AD as well i don't like how strong she is with right click items like ibg/sundered, i feel like those items create very degenerate gameplay that's fun for nobody involved

Definitely possible and reasoning makes sense. I think it's worth isolating changes for this patch but there's honestly a decently high chance we'll have to follow up because it's pretty unknown exactly how much power this change will end up being.

Main goal is making sure the champ feels good, exact tuning is easier and comes later

Comment

Originally posted by KollaInteHit

What is with these crap shaco changes? And is his ultimate not fixed yet? It's the most bugged minion spaghetti right now.

Ult bug is resolved for this patch

Comment

Originally posted by PartySr

Illaoi

I hope they are nerfing some things and not just buff her tentacles range by 125.

Her tentacle damage is going down some now that the reliability is going up so much. She's probably going to hit quite a few more tentacles the entire game, and so individual tentacle output can be a bit lower.

So much of her output is tentacle damage that small number adjustments there end up being massive.

Internal GAT estimates were pretty high for the +125 range change and she's already on the strong side numerically from 14.2s changes as well

Tentative numbers tomorrow ofc


16 Jan

Comment

Originally posted by Yen_Parafonia

Are there any items you guys developed/experimented with for Patch 14.1 that didn't make the cut? If so could you post some examples? I love design's and explanations of why they didn't go live!

Early on in Assassin item testing I was trying to experiment with a high-skill item to replace old prowler's claw. (The targeted dash was really fun/high skill but also had some pretty severe counterplay issues)

There was a decent bit of testing around a riff on Spectral Cutlass -- the item we were testing had it so that when you hit an enemy you marked a position under the enemy enemy and could teleport back to that position at any time within 5 seconds (reactivating the mark). The goal was for it to be neither an engage tool or an escape tool, but an outplay combo tool.

This was a really really fun item, but had some pretty concerning edge cases like actually being an insane Jayce/Khazix gapclose item. There were a few iterations to solve this like making the mark appear between you and the target, and the like. It ended up being shippable, but we wanted to reduce dashing/complexity in the item system so we left it for another time.


12 Jan

Comment

Originally posted by Orisi

Is there now a note on your desk saying "new champ idea: flat MPen scaling assassin"?

The only note on my desk actually reads:

"Please wash before first use.

100% Cotton.

Machine wash with similar colors only.

Do not tumble dry.

Made in Ecuador."

Comment

Originally posted by ZanesTheArgent

Honestly, Phlox, i find more believable the two actual reasons are just embracing community culture and the fact that Pyke exists.

Culture because we're factually in a point of time where saying 18 arpen will have tons of people implying a % when you really just said 18 and not 18%, so it more comfortable to keep them balbuciating the same way.

And Pyke because you dont want to go through the headache of explaining that his spells scales with Armor Penetration but only the flat part so no please stop asking why Seryldas aint increasing his execute threshold.

Yeah I was specifically replying to the clarity point (esp wrt new players). Social Inertia is def another reason to keep it as Lethality, as was it being a stat other things scale with (Pyke, Axiom, etc), as was it just being a cooler name.

Comment

Originally posted by seyandiz

As a developer myself I'm aware the real financial cost of having to remove all references to lethality and across localizations could be, which I would like to see mentioned too. Be honest with the player base.

I'm a bit sad that communication around the conscious decision to keep the name wasn't mentioned in the notes, as likely true this makes it seem a bit revisionist? I'm not sure that's the right term here but I think it gets the point across.

I'd make the argument that lethality also doesn't tell me it's weak against armor. If I'm 50 lethality I'd think I'm really good at killing. Couldn't the same thing be said by naming it something a bit more on the nose? Physical Burst?

I think the name lethality just has a focus group pull to it that the kids like and that's alright too. Maybe more stats should have names like that?

Instead of heal and shield power, why not Protector's Power?

My point here isn't to suggest changes, but rather h...

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I generally agree our names across the board for stats are not ideal or consistent. It's a lot of our oldest system names enshrined by years of service with a few new ones thrown in.

I do expect there'd be some pushback from players if we changed AP into something else, for example, but imo there's surely a better name out there. Is it worth it? No clue.

Not sure why you're bringing up financial cost here? It didn't factor into the conversation at all.

Comment

Originally posted by LongFluffyDragon

Instructions unclear; do they go end to end in opposite directions?

Follow your heart

Comment

Originally posted by kn1ghtbyt3

i feel like a unique name for heal & shield power would be nice too, even if it's not a priority its just...such a long term for a stat

though of course coming up with a term that makes it clear that the stat works on heals and shields could be pretty tough

Oh I 100% agree, like Virtue or Spirit or smth. We should bake it into spell tooltips and the like if that happens

Comment

Originally posted by helloimapickle

murder (ingame)

how can I build lethality to murder people irl

Smith two longswords together at your local forge to get a serrated dirk and go to town, i guess

Comment

For newer players, Armor Penetration actually tends to message "good against armor" much more often than the reverse. People would buy into into armor stacking. This is particularly true when %arpen exists, so we have two different versions of armor penetration useful in very different cases.

Giving it a name like lethality makes it pretty clear it's good for murder (ingame), and that's just about as good as we can get for a stat name claritywise.

Honestly, it might be nice to do this for flat mpen in the future, but that stat is much less common and also systems/champions don't have explicit scaling with it


09 Jan

Comment

Originally posted by DefectiveSp00n

Would saying yes get a faster answer?

Possibly

Comment

Originally posted by Tronei

Unironically Teemo (for solo queue/lower ranks at least), played against it on PBE and with Malignance and it was a complete nightmare to face in mid game.

Teemo is my bet too

Comment

Originally posted by Halfscan

Bro please tell me how tall Shen is. I need it for reasons.

Smut reasons?

Comment

Originally posted by PartySr

Is is a typo or those are Shojin stats? If is not a typo, then Heca, Noc Jax, Aatrox, Rene and other Shojin users for jungle and top lane.

Senna, Janna and the other enchanters for support.

I think the HP might be inaccurate at the very least

Comment

Originally posted by Thicc_Femboy_Thighs-

Jungle Leona.

Huge benefits from New items. You can completely ignore top now.

Mid and bot easier to gank.

Since jng exp is f**ked a low economy always useful non stop ganker benefits from weak jng.

Ok I'm here for it

Comment

Originally posted by GalaxySmash

Whatever champion my opponent plays

Amen

Comment

Originally posted by Good_Philosopher8923

Blitzcrank mid

Stormsurge is surely nuts on him