Was K'sante able to get back into combat?
Or would they both retire in Brazil?
Yeah K'sante teleported back to where he started after like 10s, the enemy was left to rot. No idea why lmao
Was K'sante able to get back into combat?
Or would they both retire in Brazil?
Yeah K'sante teleported back to where he started after like 10s, the enemy was left to rot. No idea why lmao
1 balancing of items/runes like hubris/dark harvest?
2 was 6v6 considered? being more chaotic and personally really miss that hexakill announcement
3 will there be bans?
4 was 200haste summoners spells cd on aram testing for this? and if mark/dash and smite are available
5 why it was bandle city themed and not ionia themed? (thought it would be like arena, ionia first then later reskinned to be bandle to be more general
6 why water on one side only instead of a river down the middle like this? (qiyana question
7 is the recall empowered/baron ver? else just walking back to base seems more practical most of the time
8 cannon minion not worth more points?
9 cappa juice available?
10 will little legends show up like in aram? potentially even helping in battle like the SR jungle pets?
TURBO QUESTION TIME:
We'll be tackling scaling runes/items by speeding them up like other modes where necessary. Same with items that are way better in fast teamfight fiestas.
We tried a few different team sizes, but since it was Thunderdome we fast fast failed them to find what was most fun. 5 Players keeps things from being too chaotic on a small map, 4 wasn't fun when we tested it but maybe with a smaller map it could've been sick.
No bans right now, we wanted to optimize heavily for fast queues and being able to pick what you want. There's a world where we could add bans into quickplay style queues or similar, but nothing right now.
We have some summoner haste, but might want more... 👀 as for snowball we didn't think Melees needed the help as much on the mode with the way the map is designed. Also it helps stand a bit further from ARAM so that each can find its own audience.
Artists are probs bette...
I feel like it's going to hinder the game mode's longevity if there are no bans, which will lead to data showing people dropped off playing as the 3 patches go by, and then we will never see the game mode again.
What guarantee do we have that some champs will not just be obscene in the game mode, where it's almost expected to see the same rotation of 5-10 champs in every game? ARAM gets around this because it's somewhat randomized at least. Every other game mode that doesn't have bans suffers from people losing enjoyment because inevitably there is a meta formed and certain champs can't be blocked.
It just seems super counter intuitive to say that the mode is for people to have fun and play the champ they want without giving them a way to ban one of the near-170 champs that exist that would hinder their enjoyment.
Totally possible! We'll be watching closely and learning the kinds of things we might need. No bans was less of an explicit desire, but something we accepted to hit other goals and get it out to y'all.
As for champ balance - goal is definitely to prune down topend champions so it doesn't feel like there's some true menace that destroys the mode.
Was K'sante able to get back into combat?
Or would they both retire in Brazil?
Yeah K'sante teleported back to where he started after like 10s, the enemy was left to rot. No idea why lmao
How will balancing work in Brawl? How can you balance Hwei, for example, who has great wave clear and beast in team fighting and, for example, zed whose teamfighting and wave clear is not as good?
We'll be doing a bit of proactive balance around pulling down high power champs (like best in class make the mode unfun types) and making sure that characters with mechanics like stack gathering or lategame scaling still feel good and functional in the mode. After that, we'll be targeting adjustments to keep the mode fun for everyone.
Same general approach for items and runes, there are just a lot of pieces of content tuned for a different combat style/cadence and different gametime than Brawl, so we need to do our due diligence there. I'm sure we won't catch everything, but we'll be giving a good stab at it and you can expect more changes post-release.
How will balancing work in Brawl? How can you balance Hwei, for example, who has great wave clear and beast in team fighting and, for example, zed whose teamfighting and wave clear is not as good?
We'll be doing a bit of proactive balance around pulling down high power champs (like best in class make the mode unfun types) and making sure that characters with mechanics like stack gathering or lategame scaling still feel good and functional in the mode. After that, we'll be targeting adjustments to keep the mode fun for everyone.
Same general approach for items and runes, there are just a lot of pieces of content tuned for a different combat style/cadence and different gametime than Brawl, so we need to do our due diligence there. I'm sure we won't catch everything, but we'll be giving a good stab at it and you can expect more changes post-release.
add bans please, then it's playable
We were optimizing for getting into games fast and players being able to pick what they want which ended up leaning toward quickplay queue structure and thus no bans. If 20% of your Brawl gametime is in lobby it's probably a bit tiring to play the mode, for example.
That being said, I think there's some real opportunity longterm for figuring out a way to give people a ban or something like it. That'd be a sweet exploration space for the future but would have to really figure out how to balance it against impact on queue times and player desire for the feature.
For /u/RiotCadmus how did you guys land on bandle city for the map, given this season is focused on Ionia. Did you guys explore any other map ideas and whats the story behind this place, does it also have a proper name?
For /u/RiotPhlox given this map is in bandle city can we expect intermittment pipes to play through the mode. Also what initial design goal for the mode?
The strategic goal of maximizing ear pain is one we hadn't considered for the mode, but I do like the idea of scattering intermittent pipe sounds around for targeting that value.
The initial design goal is best spoken to by /u/AzuBK, but generally it was to target a fast, lower-stress mode that can afford large skill differences while still letting you pick your champion
Funniest Brawl unique bug you ran into during testing?
K'sante could permakill someone by ulting them off the map at one point.
can u tell phlox and sirhaian they're my goats thank u
pog
Whatever u/RiotPhlox or u/AzuBK decide to steamroll me with that day
:D
What are some of your guys favorite anime or recommendations? I know riot phlox favorite is death note.
I am the biggest hater of death note, it is true. Lowkey flip flappers or houseki no kuni tho
LETSGOOOOOO
Oh, wow, are you one of the devs on that? :D This was partially inspired by the hard controls of the in-game herald, especially in the beginning where it was really hard to turn.
Yeah it was almost unusable at some points in dev, you've captured the feel well <3
Sometimes you gotta let Jarvan take the wheel
Love the lil game!
Pretty sure the herald here is way more controllable than the one we had throughout a lot of dev, lmao
Forsen
Forsen
Add tentacles to Shyvana ;)
I think you're in the wrong subreddit, bud
Could you give different ranges for passive and ultimate tentacles?
I think it would get kind of weird
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
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