RiotPhlox

RiotPhlox



27 Jul

Comment

Originally posted by Betaateb

This is like Calculus being independently developed by Newton and Leibniz at the same time by coincidence! The groundwork must have been recently laid such that you both could do this great work simultaneously, for the first time!

Nice

Comment

Originally posted by corylulu

I'm guessing this was not actually a bug since Alpha, but rather since code last got refactored to fix inconsistencies between ability ranges and/or the per side perspective offsets.

IIRC, ability ranges used to be calculated from the center of the unit, whereas auto-attacks were calculated from the edge of the units model (perhaps still is). So there could have been per-side adjustments to compensate for the perspective and the red side minion might have been shifted 20 extra units forward, which would also require a 20 unit range offset to make all things the same (likely to make the units hitbox look proper when facing the other direction due to the perspective).

I recall a refactor several years ago that attempted to normalize a lot of these differences and negate the need to adjust each side to make the perspective look correct. I'm guessing that the offset might have been overlooked at the t...

This is absolutely possible! I don't have great insight into the deep lore of league code (and am not an engineer either) so I cant verify this was the case, sadly.

Comment

Originally posted by avscc

Have we seen RiotPhlox and Caenen_ in the same room before? Maybe RiotPhlox has raised this to his superior before and was threatened to keep this a secret, so he created Caenen_ as his whistleblower account. put tinfoil hat

MonkaS

Comment

Originally posted by Caenen_

Which day last week did you notice it?

Also, what does design say about it - is 300 the intended attack range, or 280?

Last Monday. I went with 300 as the intended range, shouldn't change much though.

Comment

This is such a weird coincidence. Just last week I was looking through the minion data and found this bug. I legit spent like 2 hours double triple checking to make sure that these values were actually the ones controlling range, like who would've thought this would be in the game since Alpha.

Anyways, the very fabric of league of legends is probably gonna break and minions will never be the same after this. (It seems pretty much the same on internal environments tbh). What a wild bug, and what a hilarious coincidence.


15 Jul

Comment

Originally posted by _rothion

Old Evelynn could lane before EVEN after the nerfs due Mid Evelynn being a menace (E shifting to Physical Damage, DFG being removed) - and it was a nice off-meta role to play with.

Since she does have clear weakness that can be abused (making her lane still be a less-optimal pick than Jungle), adjusting Q cooldown on minions would also benefit the situations where she could help the team but can't - like holding a lane for a few seconds or clearing super minion waves.

As an old Evelynn player that played her on a lane a lot, that change would really make me happy.

We did this with Kayn recently too by letting his Q deal extra damage to monsters FWIW. His playrate isnt high (.3% or so, but 50% winrate) but it was low cost and for the people that enjoy it now they can be viable.

Comment

Originally posted by Anni01

on the theme of junglers going mid/top, what is you guys position on nunu mid right now? because i am playing and loving it but am afraid of the nerf hammer

I answered this somewhere else in the thread, but generally we're monitoring to make sure it's 1) not op 2) not unhealthy for the game


14 Jul

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Originally posted by GoodHeartless02

Just gonna shoot a random question since we’re on strange champs going mid, nocturne has been more meta mid and I think you guys recognized that a few patches ago with a buff to his jungle, any other changes coming to him or is he just better played mid now?

We're still interested in making sure Nocturne is a strong jungler and his mid isnt overbearing. Right now Jungle nocturne is healthy, and mid/top are very strong.

Theres a good chance we revisit him and look for something stronger to make his jungle at par with his solo lanes.

Comment

Originally posted by lolleaves

I know this is mostly unrelated, but with what you said in mind, do you think it would be possible to give Evelynn the same treatment? Right now her Q's cooldown is reduced on everything except minions, and changing that could be enough to allow her to off-meta lane.

I think so, I know Eve's original designer was interested in that. It's the kind of change that has no guarantee of happening but I could see digging into it

Comment

Originally posted by BloodTrinity

Thoughts on doing that for Nunu Q? Mid nunu is a very degenerate playstyle at the moment that is very difficult to poke out or kill due to minion Q healing. My other thought was lower W snowball's damage to minions.

I think we'll continue to monitor mid Nunu to make sure it's 1) not OP 2) not unhealthy for the game

We'll see where we end up, but no promises. (We are watching it though)

Comment

Originally posted by TrololoIo

You could remove his W CD reduction vs minions, right now if you can't cc him he will always get it. W reset should be if a champion fked up and didn't leave, not a guarantee.

We could, though I dont think we need to go that far. Generally it's pretty nice if we can have consistent mechanics for a spell across different outputs.

Can be kinda weird if as fiddle you get refunds on everything except just minion draining for example. Would have to be worth that cost.

Comment

Originally posted by WarriorMadness

Tank Fiddlesticks W Minion healing: 25 >>> 15%

Honest question, will this actually be enough to address Tank Fid?

While it will make his laning harder I don't see how it affects the aftermath, it seems like building tank will still work since they didn't hit his base damages or % health damage, just that he will have to play safer in lane to get through.

We found minion healing to be a super sensitive lever for Fiddle top/mid to be successful in lane when balancing him before release. It's not gonna kill the playstyle but his lane will be weaker and he won't be as good at just negating all the damage you to do him.


25 Jun

Comment

Originally posted by ElendilThunderLord

What if every time Karthus hit a champ with Q, his W cooldown is reduce by 1s?

What if every time Karthus hits a champ with his Q his R cooldown is reduced by 1 second?

Comment

Originally posted by Britishpikachu

Would love some swain and taliyah changes to help them back to mid again. One's fallen off and become a support while the other is almost exclusively a jungler now like karthus, would be nice to have them back in their original role again..

Interestingly Taliyah and Swain are actually pretty strong in mid, but people really dont like playing them there (I think Taliyah mid might still be popular in Korea, icr)

This makes it a bit harder to just make them good mid because it's more about feeling good and feeling fun there, and not just weak like Karthus.

That all being said, I'd be interested in looking into some of these projects longterm. They're slower burn projects because they cant take priority over bigger game problems but are ones that can be high value. They might take a long time to become anything though.

Comment

Originally posted by [deleted]

[deleted]

4 ticks per second, that means that you'll consistently deal some damage with the ability rather than larger amounts but only once per second (so they can get out etc)


24 Jun

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Originally posted by ShiznazTM

:V let us give opinions on all the upcoming mid changes

Cannon minions shoot the old Inhib Tower Lasers ;)

Comment

Originally posted by MCrossS

Regardless of it, that doesn't seem like a healthy mechanic at all. Karthus is old design. At this time, you would never design an ability that just cast a wall on you with 0 cast time and, for some reason slowed you? And what you're proposing now is that this wall that appears out of thin air that affects you immediately at 1000 range (with a length of 800 to 1200 units) not only slows you and shreds your MR, it also immediately grounds you?

Think of how powerful Cassio's miasma is as a 700 range delayed skillshot with an effective area that gets smaller the closer it is to her. What you're proposing is unhealthy. Wall of Pain is a painfully outdated ability that shouldn't host as much power as a grounding effect. Why not develop an ability to replace it, like you guys did with Ezreal's W?

The wall on live currently has a cast time, also range, size, and duration are all subject to change and not noted here. If we thought this was directionally good we'll do our due diligence to make sure that it's not miserable to play against or anything like that

Comment

Originally posted by zekeismydaddy

Please keep in mind that you're also affecting a jungler. He is a giga-scaling mage that can threat the whole map and his main weakness in jungle is that he can't directly gank you. You're basically removing that. Grounding is REALLY strong and not only that he also gets a ranged Poppy W. It's crazy.

See Edit. Its definitely on the radar

Comment

These are part of a bundle of mid iteration changes with a tooltip that accidentally went to PBE. Sorry! List includes stuff like tick rate on E from 1/s to 4/s.

No guarantees anything sticks around but I'd love to hear what you all think!

(I'll try to get a list out as soon as I can)

Edit: Note that this would not be the full changelist, we know Karthus Jungle is still quite strong without any possible buffs.


23 Jun

Comment

Originally posted by Auberaun

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