endstep

endstep



08 Feb

Comment

Originally posted by NapalmGiraffe

Hey Endstep! Thanks for the video. Quick question- is there a chance that champs who used Armor and MR shards (Galio, Malphite, etc) are being looked at for slight compensation buffs on their passives for the lack of damage from those runes? I noticed in my recent Galio games going into Akali and not being able to double MR shard was very noticeable in both my survivability (w reduction scales off MR too) and passive damage for trading.

It's possible, I recall when we were working on them there was discussion around things like this. I'm not up to date on whether there's still followup happening or not though, that would be on the Live pod which is more Phreak's area.

Comment

Originally posted by x_TDeck_x

Honestly very cool. I expect Leblanc to be hit the most but I still kind of expect it to be relatively minor.

One that I'm very curious about if it even applies in this context is Varus R spread. I feel like quite often the spread doesn't break even when you're pretty significantly out of the spread circle

I believe Varus R uses a different system but I'll take a look at it later today and see if it could be improved

Comment

Originally posted by acloudfullofrain

TLDW; In short, on live servers, tethers sometimes fail to break immediately when flashed out of due to server frame checking. Now, with the implementation of area checking, they break instantly, which slightly nerfs champions like Karma, LeBlanc, Nocturne, and Morgana. Compensation buffs may be considered for affected champions.

good summary, thanks


07 Feb

Comment

Zac Q tether range change is part of a larger set of tether changes, it's now an edge check rather than center check. This PBE deploy has a bug where the initial check on Zac Q is still center rather than edge but that will hopefully be fixed in the next deploy. (Also the tether changes are only partially on PBE, and subject to further changes).

edited for clarity


06 Feb

Comment

Originally posted by FrankTheBoxMonster

Bit of a messy patch data wise but I think I got most of Rek'Sai (also to whoever moved the string table, you got me, -2 minutes of my life).

 

Now let's talk about the Malignance change (or rather, non-change, as the tooltip merely got updated to convey its live functionality).

Malignance is currently being told to never trigger on damage that contains the BasicAttack tag. This is currently preventing the item from working with Warwick ult (who does actually have a serviceable AP build) and Viego ult (much less serviceable but will become useful for this discussion).

Both of these spells are tagged as both BasicAttack and ActiveSpell against their primary target, with Viego being simply ActiveSpell against his secondary targets. This means that both spells will normally apply all other spell effects to the target without issue. Malignance instead ignores them both purely for having the BasicAttack tag. However, ...

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BasicAttack exclusion on Malignance comes from original testing without it where a number of cases were technically correct, but violated expectations. For example, should formswapper attacks in their alternate forms create Malignance pools? What about if they have damage attached to their ultimate swapping like Jayce R? Without the BasicAttack exclusion it's hard to intuit why Jayce R > AA can trigger Malignance but Elise can't trigger Malignance at all (or even decide whether Spiderlings should have the ultimate tag or not). The current version is the set of rules that generally aligned with people's expectations (though I agree there are some cases in the current ruleset that aren't the most intuitive - at some point I might revisit and see if there's not a better ruleset out there that matches player expectations closer than this one).

If it were designed to exclude pet attacks that's a whole separate tag that, as mentioned, could easily be excluded (and there's no int...

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Comment

Originally posted by Etonet

Is Malignance only changed for Eclipse or for other procs like electrocute as well?

Malignance's damage was originally not tagged properly (didn't have the "proc" tag) which is what caused it to count for Eclipse. The tag is fixed in this patch, meaning anything that disregards proc damage will no longer register Malignance damage as a contributor.

Comment

It does, but as with all crit damage modifiers on Shadowflame, it only applies to the bonus damage from the crit, not the original damage.

So if you deal 100 magic damage and it's amped 20% by Shadowflame to 120, Randuin's doesn't decrease the entire 120 magic damage, just the 20 bonus being added by Shadowflame. In this case Randuin's would reduce the damage to 114.


31 Jan

Comment

This is a bug we're aware of, it is purely visual however - the gameplay works, but the visuals on the healthbar don't always properly represent the status of the shield. We'll hopefully have a solution for this soon regardless.


11 Jan

Comment

Originally posted by KelvinSouz

is it fixed

probably 14.2

Comment

Originally posted by Wemnix

THANK YOU FOR THE AMP TOMES, ABILITY POWER USERS EVERYWHERE THANK YOU

no problemo

Comment

Originally posted by TropoMJ

First of all, thank you so much for making this video - I've not gone through Phreak's yet but I've just finished yours and it was really fascinating. This sort of communication is super niche (as you said in the video, you have to be super-invested to find yourself watching it), but it's really rewarding. I found myself reading the patch notes being a bit sad at how little context there was on why the item system was changed the way it was (even the dev blogs left a lot of detail that you covered out), so getting to see such expansive thoughts is great.

In general, if this is content you'd be able to make, it would be amazing to get discussion of I guess game design philosophy as it currently is at Riot. Stuff like current thoughts on how various classes are and should be interacting with various systems. One thing which came up a lot in the run down is the idea that mages should be less threatening against tanks than they were in 2023, and the item changes reflect that go...

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Thanks for the thoughts - (maybe) helpful quick answers to these in case I never get around to another video:

General thoughts on how we structure classes - a lot of this comes down to power budgeting classes as a whole and deciding what to trade off when looking to shift a class strength or weakness to a different spot. Using a (somewhat incomplete, but hopefully illustrative) example here with mages, compared to other classes, mages generally have the most AoE and high teamfight impact as strengths, with immobility and meaningful resource costs as weaknesses. By making them less target-agnostic by removing some of their anti-tank outputs, we then generate room to add more AP which is the most satisfying stat we can give mages and this has the side effect of raising the variance of the mage class (since they are now sharper, dealing and taking more damage overall due to the loss of HP + haste and higher AP) which is generally a positive in this case considering that they ...

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Comment

Originally posted by Beats29

As long the content is great I'm sure people will like it, I don't mind it if you can't do it often. At least I prefer quality over quantity. I recall you making a small twitch stream with another rioter (I'm sorry I can't recall atm) where you answered several questions. You even answered one I did about the "demonic embrace spiritual successor" for AP tanks due it's removal and it was very insightful (before we had any ideas about what items would gonna come). So yeah, I'm sure people will like it as long the content is engaging, I think the way you have in explaining decisions makes the viewer interested in the content.

Besides patches, at least for me I would like insights about the goals you had before the official patch. For example, the awareness I got is that the goal this preseason was to reduce ganking, are you afraid for example that ganking paths may be too hard or it's scaling needs something? Also 2nd question, in terms of mage itemization (although they may s...

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Yep, sounds like the stream I did with Phlox last month. Thanks for watching, I had a lot of fun on that one.

Quick answers to these questions:

  • It's definitely possible jungle will need further adjustments, but we expect that with the changes to the jungle and there being more objectives in the earlygame to take that there will still be a lot of earlygame power in the jungle.
  • It's definitely too early to tell on diversity goals - to be clear here, the type of diversity we're looking for is quite different from the goals of the mythic system, where we are much more accepting of champions being bound to specific items or combination of items when appropriate (e.g. Rumble buying Liandry's first every game is not a failure, but an expectation). We do still want to provide some variety, but it doesn't have to be in every slot in this system, and it's simply too early to tell what the actual long-term structure looks like, especially given there's balanc...
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Comment

Hey, that's me!

I'd be happy to make more videos if people are interested (probably shorter ones though), but I found myself in a weird spot on the Seasonal pod where we don't ship content very often so I don't have frequent content drops to talk to players about in the same way that the Live pod does (e.g. Phreak) or like I did when I was on Wild Rift, so I'm not sure what kind of topics/discussion/thoughts people would want to hear. Besides talking about new patches, are there topics people have in mind?


16 Dec


20 Nov

Comment

Originally posted by Blitzedlegend

That zonyahs statline is so gross for Ksante

This statline isn't real - please disregard. The actual statline is pure AP + armor.


02 Oct

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Originally posted by sirloinsteak050

And the item icon is the ms paint scribble

behold my masterpiece

Comment

Originally posted by mint-patty

Oh hell yeah, great work! Which is your favorite of the three, or if that’s too partisan of a question, what are some fun debates held in-office arguing the different options?

The meeting where we made the calls on which concepts we would present for voting was pretty tame, but there have since been some heated debates around what exactly the Eerie Invitation is inviting you to and what yordle bagpipes sound like


10 Sep

Comment

Mandatory pro changes are part of the balance framework (I think this is the most recent dev blog about it, but it's a few years old and I don't work on the Live pod so it's possible there's a more recent post or a more recent version). There are other scenarios where champions are changed for pro purposes (e.g. the framework doesn't suggest champions to buff for pro, only champs to nerf), but the must-nerfs come from there.

Using K'Sante as an example case, looking at top 5 regions, on 13.12 he was nerfed and fell to 70% presence (from 80% on the previous patch). 13.13 saw him drop again to 56% presence, and limite...

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30 Aug

Comment

Originally posted by Myozthirirn

Each skin is coded as a completly new champion. They also have another set of champions for ARAM, Arena and such. Elementalist Lux just loads each game with 19 champions (One for each player +10 Luxs), thats why they had a lot of problems with crashes in OFA, the game had to load up to 100 instances of lux for the mirror.

And then on top of that all the damage values have to be placed in the tooltip, extended tooltip, actual damage formula etc. Each time they change one skill to deal 5 extra damage they have to change the number in like 2000 places. I'm sure they have some tools to automte the bulk of it by this point but its a miracle this doesnt happen we dont notice this happening more often.

This is not true in any real sense - I imagine this line of thinking probably originates from people talking about Elementalist Lux requiring the loading of a large number of different models (which is true), but from a gameplay perspective things like different skins, a champion in different modes, etc., are all the same, as it should be. There are of course some minor exceptions (e.g. in the past there was a logic fork for Zz'rot that would modify its functionality if the gamemode was Urf to prevent people from spamming infinite portals and pushing), but for the case that's being discussed here it's simply not true - if you want to modify, say, a champion's base damage on a spell, that's literally just changing a number in one file. All the tooltips will pull from that value, and you change it in one place and you're good to go (there are exceptions of course, some calculations are hard to show for tooltips for example so in some cases it will be two values you need to change, bu...

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