phroxz0n

phroxz0n



23 Apr

Comment

Originally posted by NarcItUp

Still mind blown riot created a problem where none existed with gwen. If her gameplay was as problematic as riot said it was pre rework, then why wasn't that reflected anywhere in her pick, ban or winrate? If I recall correctly she was strictly overpowered in the jungle when played by mains. that was all.

It quite literally just feels like they did the opposite of making her less "problematic" seeing as we are now onto her 3rd nerf in a row, the highest ban rate shes ever been, as well as still perma picked in pro. At what point do we just bite the bullet and revert? if the players didnt find her problematic before, why did riot?

Its just sad watching them force changes with spotty rationale, and the champ suffers as a result.

We think Gwen is a champion with a very resonant thematic, and think it's worth the fine tuning to get her balance in the right spot.

Additionally, we like that she adds another melee AP into the meta that can act as a natural release valve for certain types of top laners that allow her to scale freely.

She opens up a lot of comp flexibility in a way that Rumble, Kennen, Aurora, etc. do not.

As with any multi-role champ, it's a bit tough to land the balance, especially since her levers aren't particularly easy to forecast, but we think attempting to strike that balance is worth it.


15 Apr

Comment

Originally posted by fictionallymarried

u/RiotMeddler Hi there, you guys may or may not have considered this already but I hope players who opt out of chat to avoid toxicity while keeping good behavior are taken into account with the changes to Honor.

The team better than anyone is aware toxicity is impossible to fully get rid of despite all efforts. It's a tad unfair to be punished and kept from progressing honor for choosing not to engage with or see toxic behavior while trying to play to the best of one's ability.

something that's on our radar, in particular making it more clear what things contribute to honor and tuning those ratios appropriately


09 Apr

Comment

Originally posted by Griffith___

noooo my aatrox buffs nerfs what happened.

hoping they forgot since yorick is missing too o7

We pulled aatrox from the patch, couldn't get confidence on the list in time


26 Mar

Comment

Zoe buffs next patch. Needs a bit more time to do the right change


13 Mar

Comment

Please send me the ID, thanks will take a look


10 Mar

Comment

We're adjusting this further this patch. Due to some technical limitations which we think we've now resolved, we haven't been able to do it super effectively with tanking servers.


06 Mar

Comment

Acknowledged there's some pain around particular strategies here. However these changes are temporary and we're likely to relax the mid roaming condition after seeing the results of first stand. Given that the changes went in late, we were willing to accept a small hit to solo queue and relearning cost for the patch to not risk lane swaps (as previously played) being a major part of the tournament.


26 Feb

Comment

The person is playing very disingenuously from what I can tell, tanking their mmr to 0, swapping servers then getting boosted. Obviously that's not a thing we're happy with and need to solve systemically


22 Feb

Comment

An addition to this I forgot to mention: * There will be very clear messaging if you're identified as lane swapping. "Lane swap detected: please leave the area!", we might have cooked with how noisy it is * We considered referees enforcing it but what if you have a failed invade top side then Keria walks slightly too close to top on his way out, does the ref pause the game and threaten a yellow card - "don't take one more step or it's a violation!". The more we thought about all the edge cases and needing to define them the more impractical it became, as amusing as it'd be to watch


17 Feb

Comment

Originally posted by Then_Debate4763

Thanks for the insights ! So it was completely random to have 9 emerald in this game and the next ? Interesting

I'd say it's significantly more likely, because you're in low diamond skill level and that's where a lot of people at the top of new smurf accounts and people who are resetting out of diamond in the early parts of the season go

Comment

Originally posted by Then_Debate4763

Hi, enough to move 500+ lp mmr from one game to the next ? I lost about 90 lp in 6 games. If that’s the intended way for mmr to work I’m genuinely concerned about the state of the game. If I win 6 in a row I should play with 200 lp masters do you think ?

the emeralds look like they're actually diamond players, so since you're the only one in the lobby whose mmr is stable it looks like you're playing with emeralds, but they're actually diamonds like you. They just haven't played enough games yet

Comment

Originally posted by Then_Debate4763

just took a quick look on opgg. doesn't seem to be anything particularly wrong. the plats are obviously smurfs and most of the emeralds seem to be ex-diamonds who haven't played enough games yet for their visual rank to stabilize. you also lost a ton in a row, so you probably lost a lot of rating


09 Feb


07 Feb

Comment

There's a bug with her spell recommendations logic where w max is being suggested 2nd that is tanking her winrate badly.

She also has a bit of a mastery curve, while also having a decent play against curve so it'll go up over time

We're monitoring how her frustration plays out and not overreacting for now, but have been testing a few changelist internally


19 Jan


11 Jan

Comment

At the risk of diving into a minefield here, I do want to separate the difference between idea and execution.

Chemtech Soul we definitely took as a point of comparison of things we want to avoid. The question is, do we think the concept of a "revive" to be a concept that is completely off-limits in League.

I think the answer to that is no. And given that one of Atakhan's [the LoR card] main thing is about reviving people we wanted to pay that off. But I do think the execution matters a lot. Chemsoul being permanent, having pretty minimal counterplay (you can't really do anything differently) made it notably different from Voracious buff in our mind.

For Voracious, we expect a lot more gameplay around waiting the buff out as it's one time, perhaps prioritizing trading objectives more than straight up fighting the opponents, etc. At the end of the day though, taking Atakhan is meant to give an advantage for the team that takes it and it's a new set of gamep...

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02 Dec

Comment

We know Ambessa is too strong when people have learned her at the moment; wanted to get a clean read on her power and optimizations before nerfing her, otherwise it can be challenging to understand how her mastery curve is shaking out when it's also conflated with power adjustments.

We're pretty sure she's balance able but will just need a little bit of fine tuning to get her into a good spot


25 Nov

Comment

We did try it, it was too out of the way and didn't lead to great encounters either. Team taking it is basically pinned and has nowhere to run


14 Nov

Comment

These answers aren't really correct. You can look at the the players at the top of the ladder and almost all of them will be roughly around +-20.

The reason they don't get higher is simply because they are winning just as much as they're losing (50 percent winrate), because they aren't maintaning a 65% WR when they're at rank 1. They might have been when facing master, gm but not at the top.

Part of this is also because if they are actually that good (eg. Say they are 4000 mmr when the other 9 players are closer to 3000), then the teams will be balanced such that each team has a 50% chance to win (ie. The 4000 mmr player will have the lower players on their team). If the player is good enough, they'll be able to maintain that higher winrate and start to push the boundary (similar to what srtty was doing last season on NA)

Another interesting case study would be if you were to put a soloq god like showmaker or canyon in a much weaker server, you'd see the lp ...

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