RiotRayYonggi

RiotRayYonggi



03 Jun

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You have to use the data somewhat responsibly at least:

Mid: https://lolalytics.com/lol/tierlist/?lane=middle&tier=all

The very first AD assassin (if you count him) is pyke at 49 flat. All the rest of them are below.

Jungle: https://lolalytics.com/lol/tierlist/?lane=jungle&tier=all

The very first AD assassin is Nocturne at 50.7 (if you count him), Kayn (if you count him) at 50.4, with everyone else below 50.

This doesn't mean they are TRAGIC by any means, but does not imply they are powerful. And ...

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01 Jun

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Big patch we are sweatin over here


26 May

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Originally posted by Mazrim_reddit

have you got any plans for Seraphine mostly separate from this? She is still really strong adc but with a tiny play rate while support has been suffering for a long time.

I think a lot of people want to play her but the pick rates are really down there in the lowest in the game

We have dedicated some time to thinking about how to improve seraphine support without impacting bot, nothing to announce regarding that at this time, but we are aware of the player requests.

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Hitting the most moved champions in the first swing, we plan to analyze systems, items, classes of champions, runes, etc over the course of the patch and address those (as well as the less-out-of-line champions) in the next couple swings.


25 May

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Originally posted by dumbo909

Idk I have no idea how to balance a game but it's cool

vibes


17 May

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Total effective HP is up somewhere between 15-30% for all targets, meaning that being bursted from full is much less likely (but still very possible). My findings is that the game still "feels" like league, and you may go entire games without noticing any differences, but there are very common occurances where targets survive skirmishes/all-ins with 5-15% HP remaining which can be attributed to the durability update.


13 May

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Originally posted by MCrossS

Healing and shielding aren't the same, though. I don't think there's an easy answer to this, but I'm wondering if you guys aren't making a fundamental mistake by lumping in those two mechanics together, even though at a glace, the added effective HP added to a champion doesn't really care if it's permanent HP or not, that's already accounted for by the abilities themselves.

For instance, if you're nerfing healing hard on the basis of healing reduction being prevalent, doesn't that make the shield nerfs harsher in comparison, considering there isn't grievous wounds to speak of (disregarding the atrocity that is Serpent's Fang)? Just food for thought, I'm very unsure what the result of this is going to be.

If it ends up being necessary, are you guys going to return power to the affected abilities or look elsewhere? Because that's another concern of mine.

They are only lumped together in the sense that they are in the same lists. When we went through and nerfed champions, shields are nerfed less than heals on average because we expect healing to be comparably more buffed (mostly due to GW adjustment)


11 May

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Originally posted by Pletterpet

Kinda woried riot is going to completely forget that most mages are going to be hit hard in 12.10. Let ad assasins be weak for a couple patches please. I want to be able to play Orianna again

A big part of my work these past few months (and the upcoming months) was helping ensure we have no blind spots.


06 May

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Originally posted by Elden_Bonk

I'm more interested in knowing if anything is going to be done about bruisers building things like death's dance and maw and becoming unkillable gods with assassin tier damage that take a team-wide effort to be handled. Increasing the durability is good, but bruisers are already insanely tanky, should we expect them to be even tankier? Cause if that's the case then it's going to feel terrible. Are they gonna get a clear direction and be forced to make sacrifices like every other class in the game does, or are they still going to be able to just get everything they could possibly want with a couple items without any concession whatsoever? The goredrinker->death's dance->maw combo for example covers absolutely every possible area and is so stupidly overpowered it completely warps the game around. Even assassins who build just DD and maw suddenly become bruisers while still retaining their massive damage.

Another thing that I'm concerned about is that poking i...

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They will not do assassin levels of damage when the target they are killing is more durable. If items are still OP after the durability update we can nerf them. Poke is something we are watching as well.

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Originally posted by Tormentula

Will Elise get compensated at all?

I like the changes overall but can’t help but acknowledge Elise is going to be missing several legs this patch.

  • void nerfed
  • MR increased
  • towers kill her laners faster when diving
  • less healing
  • more enemy HP
  • the changes don’t benefit her like other champs cause she can’t take extended duels and her DPS was hard gutted.
  • already struggling on live as a tower diving cheese pick with certain AD laners.

We will balance champions on a champion-by-champion basis.

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Originally posted by SometimesIComplain

Do you anticipate that these changes will necessitate a ton of champion balance adjustments throughout the following patches?

Yup, loads.

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Originally posted by iDobleC

Any reason why Dragons and Herald didn't receive changes like Baron did?

Really excited for the changes btw!

Dragon we could likely adjust too. Herald I believe just doesn't do enough damage to be threatening in most cases anyway.

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Originally posted by viking_oden

What exactly is the point of this given that the champions that suffer from these changes will eventually be buffed to alleviate their new weaknesses?

For example, everyone knows assassins will be hit hardest by this and will eventually be buffed, and those buffs will most likely contain extra damage somewhere, circumventing the extra durability and bringing us back to where we started off.

So what is the point exactly? A meta shake-up?

That information is in the article. We want assassins to still be able to fulfill their fantasy so long as you play well. Currently on live, Zed kills squishies without landing anything very consistently, for example. Or talon builds tank. We want to remedy these issues but maintain that assassins are threats when itemizing correctly and playing well.

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Originally posted by JungleEnjoyer

Have you thought about how this will affect under-tower CSing? Or will the increased turret damage only affect damage to champions?

Only champions, thanks for the question

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Originally posted by masterz223

Are you guys going to be taking a look at Death's Dance as a result of these changes? Out of the list that was the one item I was expecting to see the most. Increasing durability and decreasing overall healing is great, but I feel like DD is just going to be even more oppressive than it already is right now. Maybe a decrease in its damage conversion by like 5%?

No planned changes but no items/systems are off the table for future adjustments.

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Originally posted by Paralent

Less of a hot take/question and more of a general comment - please keep in mind the small number of (mostly older) burst champions who already have to use their whole kit in order to score a burst kill, which I agree is generally a healthy dynamic. Naturally I'm approaching this as a Fiddlesticks main, as Fiddle can aid in kills without his ult but isn't soloing anyone (beyond level 3) by walking up and using EQW on them.

Fiddle's also susceptible to being collateral damage here, as he still derives a huge ratio of his total damage from high base damage values (and thus, penetration) rather than AP ratio damage, when compared to most other mages. This means flat buffs to health and MR cut against his current state more directly than other mages, and are likely to render him even more reliant on penetration or pseudo-penetration (Void Staff, Shadowflame, % damage amp...). But I agree, it will take a bit of time to see how it all shakes out a...

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We can make adjustments on a champ-by-champ basis to ensure each individual champion can still fulfill their fantasy

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Originally posted by Deadedge112

What will be done with champs that regen missing or max health? Seems like Garen will come out big on these changes. On the flip side, top laners with no built in sustain will feel very weak or Mana hungry.

I was on pantheon yesterday against a pretty bad Fiora (never ripostes effectively), and i couldn't touch her despite being up 2k gold, and levels. She had hullbreaker and bork. I had yomuus, DS, and DD. I feel like this change will only exacerbate that GSP between champs with and without innate sustain.

We will adjust on a champ-by-champ basis post-ship

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Originally posted by Orageux101

Have you guys thought about where this puts tanks? Sustain increases make duellists even happier into tanks and the flat increases do less for tanks

Yes we have tested tanks and found them to still be very effective (if not more effective)

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Originally posted by MCrossS

When you say you're going to reduce healing and shielding, do you mean those item changes or are we going to see individual value nerfs on skills?

Both

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Originally posted by AmuzaniEgak

Will there be adjustments to account for the resource divide between mana based and manaless and energy champions the number of abilities needed per fight rises?

This is an area we are watching closely, and will adjust if needed