RiotScruffy

RiotScruffy



17 Apr

Comment

Originally posted by sitwm

Instead of caring about clarity problems for champions, maybe they should do it for skins as well

We're also doing work on skins to make sure champion and spell recognizably is as clear as it needs to be.


20 Mar

Comment

Originally posted by TreeKeeper15

Hey Scruffy,

I was wondering if anyone at Riot was looking at a big bug on Maokai. I'm not sure of the exact way to trigger it, it's possibly related to using TP, but a lot of times when I return to lane from the base my passive will proc when I am full health. Usually it doesn't matter too much because it seems to mostly happen when no enemy champions are nearby, but I have had a few instances where it negatively affected a trade. I have reported this bug a few times for the past few patches since the Immolate changes have made Maokai feel playable again, but I have seen nothing about it.

I would also ask for a potential minor fix in how the Immolate burst works on a few champs. I have noticed that when Nautilus autos, if the target dies it doesn't trigger the burst, which is helpful when farming. I would also ask that something similar could be done with Maokai's Q. I have had many instances where my Bami's/Sunfire goes on cooldown at a crucial time because I u...

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Thanks for these, they both sound like bugs that we should fix.

Comment

Originally posted by Dyvith

I️ played clash with my friends in this most recent tournament and had a ton of fun, but we were super bummed out that we need to wait a month for the next clash tournament. Is there any plans for more regular tournaments?

We're starting at a one a month cadence, but if the demand is there we are definitely considering doing them more frequently.

Comment

Originally posted by Spideraxe30

Hey /u/RiotScruffy how effective do you think the solo lane Sickle/Spellthiefs and funnel nerfs have been

Solo lane support items are significantly nerfed as we intended.

Funnel is probably not quite there, but we can continue to ramp up the gold and XP penalties until its balanced.

Comment

Originally posted by ZelosRiven

Hi Mark!! ,some thoughts about Riven? People in RivenMains are not happy with the current state of the champion and with the dd changes even less,losing 30 ad in her core item when all Riven spells scale with ad is bad for her ant the resistances of new dd didn,t help her that much.

Pasting my twitter reply:

Riven seems stable on our end - sitting around 51% wr at high elo. Not op but definitely viable.

I’m guessing her builds are a bit altered after 10.6 so there may be some more adaptations for players to do.

In part i think buffed hydra is helping her RN

Comment

Originally posted by bz6

Clash Feedback:

  • Make it so we can copy paste summoner names during scouting phase.

  • Leader-boards?

Also, RE: reworked Fiddlesticks. His portrait icon in champ select / mini-map needs a change. Just like Aphelios's, because the one on PBE currently is too bright and zoomed out. Hard to identify s at a glance.

Thanks for the feedback, will pass it on to the fiddle pod.

Also, we're doing a bunch of upgrades for clash over time - scouting phase will get a bunch of tweaks now that we've seen it played a few times.


10 Mar

Comment

Originally posted by DrummeeX09

I wish they said how much Kayns orb passive was increased by.

Still tuning the numbers - We'll be more specific for the patch notes with a % increase.


03 Mar

Comment

Originally posted by cricri4167

Twisted fate?

We had to push them to 10.6 for some tech/localization work to add granular ratios per card type. Still coming, just a bit later.


25 Feb

Comment

We see Amumu and Rammus above 54% with Garen at 53%

Based on our system of thresholds (meant to keep things consistent and remove bias) this leads to nerfing the first two and not Garen this patch.

Current plan is just a partial revert of 10.4 buffs on Amumu and Rammus, so I don't think they will be in a bad spot after 10.5.


07 Jan

Comment

Originally posted by S890127

So the "showing Aphelios's second wapon icon next to the first one" thing didn't went live?

Still in testing internally. May come to live in a later patch.


22 Oct

Comment

Originally posted by cyberrobocop

Should rename Klepto to something else then as the new effect doesn't match with the current name

We plan to re theme it with a new name and icon.


15 Oct

Comment

Originally posted by [deleted]

[deleted]

Minions affecting player pathing at the high level as a game feature is a good thing and something we will probably keep in the long term:

-It adds context and different playing fields to champ ion combat
-It helps to make the world feel more physically real (things get really floaty fast when everyone just glides around from point to point)

That said - there are a few cases that lead to a shocking/unintuitive/frustrating caused by our current execution of pathing around minions
-Minions are forming a "wall" that doesn't really read visually as a full block
-Minions shifted while I was in progress, so my initial move would have brought me through but now it fails. This is especially bad if things keep shifting causing my character to get trapped and repeatedly change paths.

In conclusion - fundamentally minions will probably affect pathing in the long term but we could do work in the future to make it more predictable, consistent, and matc...

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Comment

Originally posted by Gabcpnt

As for champions like Bard and Kindred, who have skills that work both on enemies and allies sort of like the same way, could we expect more troll ideas like that in the future?

These type of abilities are hard to master and risk the "my teammate screwed me" downside, but they are very unique and add interest to all other 9 players when we do them right.

A key component to doing theses type of spells right is allowing allies to see them coming and react to them. So bard R is also dodgeable for allies - similarly kindred R has a clear timer that allies can learn and play around.

Comment

Originally posted by Team_Super_Mald

How do you decide when to go with energy vs mana as a resource for champions?

Default we go to mana - it's generally good to have the long term attrition.

When we have something special like rage or in the few cases where we want a more spammy "action spell" champ (usually melee).

Comment

Originally posted by Texual_Deviant

The Garen update has been out for about a week now. He's getting some nerfs soon, but in terms of gameplay goals, do you think the update has been a success in giving him some new build paths, damage and lane priority?

Also, in the past, it was floated that there could be some mechanical changes for Aatrox to add some more power after his knees were broken. Any word on if that's still the plan?

And lastly, who are your favorite characters, be it lore, kit, or attitude?

Thanks!

Currently Garen changes seem to be going well - we simplified and cleaned up the villain mechanics (which no one seems to miss).

We're having to nerf him some but he should still have the profile that we want - even though we're puling some early game damage he's still a lane bully (just not an unstoppable god)

Comment

Originally posted by ENIG0R

How many more VGUs until every champ is updated to modern standards?

145

Comment

Originally posted by Hobbsgoblin123

Do you still view the Aatrox rework as a failure? Is there any talk of a mini/major revert to make him similar to his old playstyle? Or just any talk of him at all? (While I don't think a revert is realistic, I can hope)

Pre-rework Aatrox was easily my favorite champion in the game and New Aatrox just doesn't do anything for me. I just wanna play my boy again :/

Overall in my eyes Aatrox wasn't the perfect rework but not a failure, actually overall a good one. Don't expect a revert.

Things that went well -Super fun and iconic new playstyle weaving sword attacks and dashes -More deep and sticky playstyle has created a larger and more sticky set of Aatrox mains (we see this in the data) -More clear counterplay for opponents

Things we would do better if we could go back in time -Keep more of the oldtrox gameplay fundamentals there (aa based etc). We made something new and fun but unfortunately a lot of old mains feel left out. -He ended up not having enough weaknesses at super high skill play, making him dominant in pro while not really being viable for normal players