phroxz0n

phroxz0n



14 Jan

Comment

Originally posted by Drathyyy

they say you can ward just outside the chemtech fog but it seems to bugged because it only sometimes works.

Do you mind elaborating?


11 Jan


02 Dec

Comment

Do you mind passing a link to the game? opgg and any identifying features from the game would be helpful


23 Nov

Comment

Originally posted by bz6

Any thoughts on Ability Haste and Axium Arc?

I remember when the team introduced AH to replace CDR, one of the goals was to reduce CDR (AH) creep across the item system. With this new pre-season up and running, do you feel you have injected a lot more AH especially with an item that like Axium. Just makes proper SR games feel like URF.

one of the goals was to reduce CDR (AH) creep across the item system

I don't think we ever said this. The change was to make it so that even if there's a lot of AH in the system, it doesn't cause a balance issue, because it doesn't stack multiplicatively. As for whether we've injected more AH; it depends. I would say overall, things are in a pretty good spot, we're monitoring Axiom to see where it settles long term.

Comment

Originally posted by Excalidorito

This ranged/melee lever would favor ranged champs over melee champs, I assume (and hope)?

yep lol

Comment

Originally posted by EnMeed

This is very understandable looking at it from a long term point of view. I am just desperate to not have the first counterplay I get in years to consistent problem champions ruined, but it seems like it's not even a huge issue - most replies from people who play the champions like Kat, LeBlanc etc. have mentioned for them it's not worth the damage tradeoff.

it's a pretty bad item on them. The only assassin it's good on is kassadin

Comment

The proposed change is a pretty suboptimal anti-pattern to put on an item. Players shouldn't be having to worry about using their kit interacting poorly with an item in very unintuitive ways.

The only champion that is building Crown optimally that I wouldn't prefer to balance around is Kassadin. Champions like Sylas and Lillia have some reasonable choice points against other mythics with Crown.

I didn't want to put a melee/ranged lever on the AP/Damage Reduction CD before ship, but will do so long term if necessary.


22 Nov

Comment

Originally posted by ltbird259

l

I had a game a minute ago where we were definitely ahead but laid out something like this:

we had 3 drakes

kills 12-12

we were 3 turrets up

The thing is though that their jungler was massively fed. So Viego was 9-2 when bounties went up. It feels like the system doesn't take into account how the gold is allocated on the team. A viego can definitely solo carry games like that so even though we were, in our opinion, equal or maybe behind since we had to scale up to match with the viego that was super strong. Felt pretty bad even though it wasn't a bug. We also never got bounties even once we fell 6.6k gold behind at some point. Idk felt really bad.

Did the 3 dragons not affect your assessment of whether the game was even or not? It's a significant advantage. Not saying it's correct or incorrect, just curious on your opinion of dragons vs gold/xp.


20 Nov

Comment

Originally posted by bz6

Did the League team get smaller? Across all departments? For such a small scope pre-season, adding "zombie" to a nameplate when affected by a soul doesn't seem to be much work. I don't mean to be rude but was legit wondering.

It's not really about how big or small the team is, it's that it's a cross discipline task. And most players also don't realize how complex game Dev can get behind the scenes.

Design needs to figure out how we are doing the representation (eg. We tried several different things before landing on the healthbar).

Once we decide this is the solution we're going for, Engineering then need to extend the UI system to include this zombie state in the UI system without breaking anything.

Visual design then needs to create several icons, before we settle on the correct one. And hooking them up in game to be playtested is not trivial either, you can't just throw a png in a folder and have a designer hook it up and call it a day. Textures also need to undergo optimization so they don't consume too much memory.

A producer will also need to weigh this work against the other priorities. Eg. Did the engineer have to tackle some emergent bugs that are negatively ...

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Comment

Originally posted by the_real_KILLGOREX

If you have summoner names turned off, will it still display "zombie"?

Yes, it overrides healthbar settings, the same way it will read "stunned" or "reviving"

Comment

Hi, do you mind elaborating?

Comment

Without any identifying info, I'm guessing this is the edge case that we've been running into that is quite rare, but we are attempting to fix (and micropatch as soon as we have a solid design solution).

Almost all of the negative bounty feedback has been a result of this edge case (and it feels really bad when it happens and for that, I apologize).

We are looking to fix it as soon as possible.

Comment

There are some additional changes coming down the pipe to improve chemsoul readability. The name plate will read "zombie" and display an appropriate icon. We couldn't quite get it in for ship, so it is likely to be coming next patch.

Comment

Shadowflame wasn't designed to be an anti shield item. It is a magic pen item for champions that cannot proc any of the other pure damage items (horizon, Lich, etc.) with an anti-shield cherry on top.

We found that gating the full item functionality behind an opponent team composition having shielders, when it's meant to be a core item did not satisfy those users.

These champions are often trying to nuke champions through a defensive shield like Janna, lulu, locket etc.

In those situations against a full hp ~15-1800 hp target, getting the max pen can be significant. 7 mpen can be a surprising amount of damage and it also has good effect against bruisers who are frequently at the max hp threshold and taking ambient damage.


19 Nov

Comment

Originally posted by Far-Opinion-8644

Reporting a game with a note able failure of the bounty system. GameID: 4108486869. Enemy team got bounties on 2.5k gold lead proceeded to turn it around to a 7.5k gold lead. But they still were getting bounties.

Post Micro-Patch

You ran into the edge case that I described on Twitter. We are figuring out a design solution for it and will deploy it when it's ready. It doesn't happen in many games, but when it happens it's quite painful and I'm sorry you had to go through that.


18 Nov

Comment

We're planning some imminent changes (either today or tomorrow) to objective bounties to address:

  • bounties turning on with only a light lead
  • having bounties more appropriately fall off if a team clawed back some (but not all) of the deficit

Then we have a good lead on why bounties are occasionally not falling off for ahead teams, but resolving this is more complicated, so the earliest we'd be able to resolve that is 11.24.

All of your feedback is valued and thanks for helping us track down the issues.

Comment

Originally posted by bz6

Any chance you can make bounties not last till losing enemy is ahead?

It’s rewarding losing.

Yep, there are some changes being worked on to:

  • Not have bounties trigger when a team is only lightly behind
  • Not require a losing team to claw back so much of the lead until the bounty falls off
Comment

Originally posted by kamparox

Do you guys plan on making the metrics public ? This will stay a point of frustration for sure if you don’t. Not knowing the exact metrics on champion bounties is fine because you can kinda guess. But my ass being 1/3/4 in toplane and seeing my barely alive t1 towers all light up with 480 gold bounties all because (seemingly) my mid is 7/3 is kind of hard to gauge and also a giant kick in the balls.

It's mainly that we don't want players paying too much attention to optimizing the thresholds (eg. inting when close to thresholds to get a bounty; even though that's a net negative play)

For now, we've decided not to show it as it's meant to correlate with a player's intuitive understanding of how ahead or behind they are, even if they don't know the exact formulas. We're not quite hitting the mark on that, given how often bounties are triggering when players don't feel like the bounty team is that far behind. And there are some other edge case states that we're looking at resolving (eg. if a losing team has Dragon Soul, it is being valued too highly by the system).

Comment

Originally posted by kale__chips

However, I'm of the opinion that if you do a giga throw at Baron with a 6k Gold lead when you were significantly advantaged, the game deserves to be equalized

I might be the minority here, but I completely disagree with this line of thinking. The advantage of having a big 6k gold lead (compared to smaller 3k lead or less) should be that you have buffer and room to make mistakes before the game got equalized.

To say that the game deserves to be equalized after a single "giga throw" is not something that I'd consider to be a good thing by any means. Note that I understand 1650g objective bounty is not the main/only reason for the equalizing. But it is worrying to me if the idea being pushed is that the game deserves to be equalized after a single mistake. This would most likely lead to pro teams playing more carefully to avoid throwing and we'd be back to boring games where teams are scared to be proactive and make plays because the...

There are different degrees of mistakes. For example:

Moderate Size Mistake: If Yi and Ezreal gave away their champion bounties and they lost a turret, they are still 4k gold ahead in that scenario and the 6k gold lead gives them that buffer.

Extra Wide Mistake: Starting a risky Baron in a bad position, flipping it, getting punished, then all getting chased down, losing all bounties and 3 turrets.

I'm not saying that if you make a mistake the game should be equalized, but if you make an enormous mistake, then yes, in my opinion the game should be equalized when the lead is only 6k. If the lead was 10k or more, then yeah, sure they still have a buffer even after an enormous throw like this, but that wasn't the case in this game.

Comment

Originally posted by AdamovitsM

Agreed. One thing I have to say tho is that the new bounties make it a lot more worth it to trade objectives. That’s a pretty bad feeling when you’re ahead.

I do think that's true, but that's also the primary counterplay as the losing team. One valid playstyle from behind is to play keepaway and annoy the enemy team by constantly splitting them up (think 2019, 1-3-1 G2).

It's definitely a bit different to the ARAM playstyle that people have been used to playing; ahead teams need to be a bit more vigilant about pushing out side waves; having good vision, collapsing on lone split pushers (who are making themselves vulnerable as they are definitionally behind), etc.

Objective Bounties have a pretty strong teaching element to them (show both the winning team and losing team points of interest with the highlights), especially for newer or lower skill players. I'm pretty confident that the community will learn these things and improve their coordination over time; the initial shock of a particular piece of content dropping that changes gameplay is always painful, but we're quite confident that this feature improves the game...

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