Ah Lil' Kenny my fav champ. At least with the other fun names i could tell who they meant lmao
Edit: OH WAIT ITS KENNEN LMAO
Lil' Kenny the Lightning Rat
Ah Lil' Kenny my fav champ. At least with the other fun names i could tell who they meant lmao
Edit: OH WAIT ITS KENNEN LMAO
Lil' Kenny the Lightning Rat
Correction: Riot Truexy and Riot Phroxzon*, Phlox was in the chat. Everyone starting their names with ph- confused me, lol.
I really dunno why we all have names starting with Ph
Ah this is so awesome, thank you! This all makes a lot of sense.
I wonder if part of the community confusion is that, rather than "just nerf gankers," it seems like the changes were actually intended be a very slight net nerf to all junglers -- but to hit ganking junglers a good bit harder.
So the larger scope problem is that Jungle probably is longterm too powerful no matter the champion or strategy, just gankers were even stronger. If we can afford to nerf the role in ways that don't feel like are making it unfun/unplayable etc then it's probably worth it.
Also fwiw League being a living game means that if we miss on something here we can react. We're watching the role closely and I've got a lot of things prepped depending on what goes on
Read moreI've always liked the Quick Gameplay Thoughts series, because I like getting in-depth thoughts on why game balance/design choices were made. I kind of thought this article was lacking.
There’s been some question of making power farming more worthwhile in order to reduce how often junglers gank—we’re potentially taking a small stab there
I think this is cool, but I wanna know the thoughts behind how this is happening.
How does the balance team go from "gank junglers are too powerful" to "we should nerf treat gold and increase xp per camp?"
- How did the team decide gank junglers are too powerful?
- In what ways are they too powerful?
- Why did they choose the "treat gold" and "camp xp" levers, and not something else?
- What do they plan to try next if this doesn't work?
/u/RiotAxes I'm always grateful when y'all take the time to wr...
How did the team decide gank junglers are too powerful? In what ways are they too powerful? Why did they choose the "treat gold" and "camp xp" levers, and not something else? What do they plan to try next if this doesn't work?
I can jump in to answer this! I'm about to start a playtest so might have to be a bit more brief than you'd like tho. Apologies of something comes off weird or needs clarification, ask away underneath
For ganking junglers we tend to look at what kinds of characters are dominating meta, what the high elo/pro strategy is around jungle pathing and so on. It's a mix of external information gathering and internal analysis (looking at expected value of ganking vs farming, testing, talking to the game analysis team, intuition, etc.).
After that we look at how their power is manifesting (gank bot at 3, snowball ahead) and whether we think it's beyond the pale.
Then it's about both what is best to do, and wha...
Read moreSo that is why Neeko could turn into the fountain turret
Funnily enough that was unrelated afaik
You're up early wtf you doin
Cats woke up me D:
What handsome people
Finally Muay Thai Lee Sin, I've been waiting for this one to go on sale for a while.
Greatest Lee skin ever imo
Read moreAny chance you guys can consider tweaking how stacks of the jungle item are generated? With both junglers taking longer to upgrade their smites cause you need 40 and the stacks being tied to actually killing the large monster of each champ, I find that the jungler whose team is behind struggles to get their smite to 1200 as their camps inevitably get poached by both enemies and their own teammates alike. Previously, the only criteria for upgrading your smite was simply casting it 5 times, so junglers who were behind were still able to get their smite on even footing as the enemy jungler more consistently. With this current stack system, the jungler who's behind ends up being stuck at 900 much longer than their opponent, meaning they're almost always unable to 50/50 a smite-fight unless the enemy makes a critical mistake.
I'm not sure how this will impact the average time junglers get to 1200 but if the actual smite cast itself generated 1-2 stacks, it would help lessen the ...
Currently there's something coming next patch which means behind junglers should be able to cash out bonus treats faster when they can get a few camps. Likely not enough on its own but we'll see. Lots of tuning to make sure this mechanic lands exactly as it needs to
Ya I definitely agree the total EXP should be lower than S12.
I feel a middle-ground where Krugs are still worth significantly less than before, but the other camps are worth a tiny bit more than S12 (still lower as a sum total) might be worth considering. The amount of EXP lost relative to S12 while ganking/holding lanes from the -25% minion EXP penalty is super noticeable, so combined with the lower camp EXP junglers seem to be consistently falling really far down on EXP compared to sololaners.
Possibly the kind of thing we do over a few changes too, bring it up to par with before and see how that shakes out and so on. These kinds of things can be super sensitive and preseason is still quite long for making sure we land the right number
Out of curiosity, is the intent to equalize S12 and S13 EXP values on all the non-Krugs camps, or to overcompensate by a little bit to partially make up for the nerfed Krugs exp?
Not sure tbh, likely would be slightly down cause Krugs is a more takeable camp but I don't want to commit to anything here/now since we're on break and I haven't thought about it deeply yet
Wouldn't it be better to just make the bonus xp scale instead or is there something I'm missing? That way you keep the xp for non-junglers the same while still buffing the xp for junglers back to their old values.
Definitely possible! I'm not committed to any change yet and there's benefits to each (or something else)
And what about the champion takedown. Is this supposed to give a you a treat or not. Because there is some discrepancies between the patch notes and the game.
Assume ingame is correct for things like this
You should also take a look at the other stuff we found regarding the treats and champion takedowns and the tooltip for the jungle item.
Yeah there's def some tooltip cleanup needed, thanks!
I will update the reddit post for now and explain what happened. But it is really unclear currently. I also feel like it needs a bit of compensation. It is kinda weird to just shift the XP like this and not give compensation. Because taking XP out of the jungle wasn't what was intended right?
Likely gonna compensate ya
Alright i understand the changes now, im assuming it has to do with the 15 XP shift that was in the patch notes right? If this is the case can you please make it more clear in the patch notes. Because I am sure with the current wording 99% of players will not understand this change.
Sadly a bit of awk timing since a lot of us are off for Thanksgiving, but when we're back I'll pass it along
But why does it not say that in the patch notes? There was no reference to these XP changes in the patch notes. Pretty sure nothing was added back onto the item. Maybe you guys missed smt. Im very curious what the intended change was
Well technically the way they scale didn't change (percent of base is unchanged). The base reduction of xp was in the patch notes wasn't it? -15xp on camps +15xp on camp kill for jungler
It should've been in there probs and my fault for not passing it along
This is cause base xp of camps went down (and was compensated on item) and camp xp over lvls scales off of that base number (at least in pretty sure that's what's happening). Decent chance we up scaling to compensate
Apparently xayah w is bugged with this are yall looking into it?
I have not heard of that bug myself, can I get more info?
Ok but I thought nothing modifies true damage....why is this modifying true damage?
I just am not crazy about the inconsistency....the item is cool and all but if I can't reduce true damage why can they now amplify it? :/ that seems kinda not great for people on the receiving end
A ton of things amp true damage