phroxz0n

phroxz0n



18 Nov

Comment

So just for context, I looked into the game. The ahead team started a 50/50 Baron that got stolen and the team got 4 for 1'd. Their Mid got solo killed in the side lane. Losing team pushed 2 lanes and killed 3 turrets.

The total swing was:

  • 1650g Objective Bounties
  • 1400g Champion Bounties
  • 2250g Champion Kill Gold
  • 1850g Turret
  • 1500g Baron
  • 750g Farm

This set of events with Objective Bounties was 9400 and 7750 without them. I'm definitely open to other opinions here, but personally, I don't think this is unreasonable and the bounties didn't change the way the teamfights or Baron encounter played out.

I do think in this particular case that the bounty may have lingered for too long after the losing team equalized the game (and something we're looking at addressing), which may be off.

However, I'm of the opinion that if you do a giga throw at Baron with a 6k Gold lead when you were signi...

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17 Nov

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Originally posted by RandomPunktSucks

But how for real. How bad can it be? Our team was behind the entire game, the enemy took all drakes and had nashor + 2 of our inhibs down. We were 12k behind, and they get a bounty on our nexus tower.

Like, there must be some kind of check you forgot to implement?

Do you mind linking me the game, so I can check it out?

Comment

Originally posted by sabusa444

This item is a hardcounter for every invis champ like akali oder kha. If i remember correctly it gives you true sight so you just counter a whole champ with this item.

The item shouldn't give true sight. And if it does its a bug. Do you mind verifying?

Comment

Hi folks,

We're currently monitoring objective bounties turning on slightly too early (when teams don't feel behind enough to warrant getting a bounty).

Please reply to the thread with games that feel off to you & why they felt off (opgg and game identifying information will suffice).

Comment

Hi folks,

If you have any bounty games that feel off, please post them in this thread. (opgg and identifying features about the game will suffice)

Also please include information about why the bounty felt off to you. It's a very tuning dependent system, so we're trying to gather as much information as possible from you all.

We don't expect to have hit the correct tuning on the first try and the first few hours of games will give us 1000x more games than we ever possibly could have playtested.

Thanks everyone!

Comment

Originally posted by Alvezzi

I had the same thing in my game. They were up 5 kills and had an extra dragon, and had taken all our outer towers while we hadn’t touched theirs. They got bounty to take our inner turrets so we got absolutely assblasted.

Would you mind linking the game so I can investigate?


26 Oct

Comment

This is actually not as bright as intended. It's meant to make your champion invisible.


20 Oct

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Originally posted by erich1510

Regardless of regional favoritism, It still sounds like revenue decisions are often considered a factor in gameplay changes (eg. paying more attention to balance for popular champions/have a skin coming out, whereas ASol gets looked at maybe once in 10 patches) and that seems to be a dangerous slope to go down on. Pre S7 League felt like a more holistic approach to gameplay over revenue - we didn't have such prevalent gamification mechanics like shorter games to accommodate shorter attention spans, hextech chests and loot box gamification mechanics etc. outside the game. It felt like the live gameplay team genuinely had players' interests first and foremost over what the analytics dictate might increase player engagement or revenue. It genuinely feels almost as sinister as Facebook and Instagram's approaches to their users.

I know you're not going to believe me, but revenue is not even remotely a consideration for people making gameplay changes and I've been on the team since season 4, including the live gameplay era. Sometimes skins come out and I didn't even know they were in development, so I wouldn't agree with this take at all.

Comment

The representation in the video is not exactly accurate. We did say that certain regions have certain preferences (this doesn't just mean China for example) regarding damage and that we have a lot of discussions internally about it. In that meeting, we did NOT say that damage in league is staying the way it is ad infinitum, nor that we are happy or unhappy with where it is currently.

Regardless of whether a region likes damage a certain way, if we determined it was worth changing the amount of damage for some reasons (whether that's increasing the quality of tactical gameplay, slowing down combat, etc.), then there's a possibility that it will still be done.

Notably, there are a lot of flow on effects from changing damage that require weeks, if not months of follow up work and instability, including completely up ending the meta and game understanding for Pro play, so that's also one of the considerations. It would not be as simple as just reducing damage by X% and...

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11 Oct

Comment

Originally posted by Caenen_

Well, that explains what I just started looking into. Thanks.

Would you happen to know which patch this was introduced as a bug, too, btw?

Around March sometime I believe. It's not really a common strategy to cs with support item, so probably took a while to catch it.


10 Oct

Comment

So uh... I regret to inform you that Shard of True Ice not giving minion penalty is not intended. It was fixed recently, but not as a result of this video. Sorry for nerfing your strategy :(

One of our designers accidentally removed it for Shard only while doing a rescript :(


09 Oct

Comment

Originally posted by FruitfulRogue

But why are Assassins a special case lol?Shouldn't you be treating each class relatively similarly instead of allowing one class to egregiously stack something without Tradeoff?

ADC's can't stack AS and Lifesteal without losing out on damage, mages don't even HAVE the option to stack AH and utility anymore, and Tanks need to juggle resistances, HP and damage without becoming irrelevant.

Mages aren't weak but they feel HORRIBLE to play and I'd argue they feel the worst too play in league then in any other game in the MOBA genre right now.

Moba like Smite and Dota provide mages with SO MANY options and variety. There's Attack speed mages, DPS mages, burst, battle, etc. But in League, they're majority burst orientated with 1 to 2 alternate options for specific champs.

I don't understand Riot's weird obsession with giving fighters and bruisers a wide variety of items constantly meanwhile mages literally just have a collection of stack stick items.

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Assassins are a special case because they are the class with the highest amount of burst damage. Each class has different intended strengths and weaknesses, different player profiles and preferences which is why classes are treated differently.


08 Oct

Comment

Originally posted by RenegadeExiled

honest question, but doesnt that seem completely backwards to you? Assassin class champions, historically, were looking to dump their spells and kill a target, while Mages are looking to run through multiple rotations in a fight. yet here we hare, giving assassins access to even more AH, while 2 of the mage options are limited to defense items, and the third can only be built second item or later, with no benefits besides just more AH.

to me, that seems backwards from how it "should" be, where Mages are making hard choices and sacrificing their itemization for what was originally one of their key stats, while assassins are getting even more given to them.

Are you suggesting that assassin items should have more power in Burst damage and less in AH? The entire point of AH on assassins is that it draws out their combat pattern, allowing them to still succeed when they land all their spells but not having their one combo instantly kill you. Assassins are getting more AH by intention BECAUSE it reduces the amount of burst damage they need to deal in first rotation and sustain their power level.

As for mages, it's fine to give them a choice between Burst damage and ability haste. One of the issues with s9/10 itemization was that mages were maxed out on cdr by item 2 every game, which isn't a desirable state. I don't agree with the notion that the majority of AP items should have AH if that's what you're suggesting. They have a solid baseline with mana Mythics haste and can go Lucidity or transcendence if they choose. Then they can choose between damage, defense or haste.

Comment

Originally posted by Auzsi

Both umbral and ghostblade providing AH. There will definitely going to be a power creep, but say whatever you want. Even the blind can see it. Mages has a single haste item in their entire legendary roster, meanwhile ad has haste on almost all of their items. Sounds fair.

Assassins are a special case. It is a conscious choice to give them haste and utility effects in the legendary item passive so that they have less item power budget in Burst damage. Mages have 3 haste items in their legendary roster.


07 Oct

Comment

Originally posted by bz6

Are you worried about adding more “creep” with these drakes and that new ability haste item for assassins?

Ability haste creep, movement creep (with the Fortnite portals)? And that Sion passive soul. I feel that you’re giving tools to champions that shouldn’t have that type of stuff.

It’s removing counter-play, specific champion identity, and the power of teleport. Like portals really? That feels very non-League like.

/u/phroxz0n

Any time something new is added, we need to appropriately weigh the risk. In this case, we're not really worried, so long as there are appropriate tradeoffs. If you're opting to go Ability Haste item, you're not going Edge of Night or Youmuus or Umbral Glaive. Each of these are powerful game impacting effects in their own right. Of course there will be some users like Nocturne that are disproportionately good with the item, but every piece of content is going to have a "best user".

League is a game built on variance for maintaining interest. Even a player who plays only Malphite for 10,000 games should feel like loading into the game always presents different challenges and ensures that different fun/interesting situations always emerge.

For that reason, I don't really agree with the last part of what you said. Of course there's a version where we go too far, but I don't think this is it. Portals have a lot of counterplay; there's travel time, their positions are ...

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Comment

Originally posted by Jeremithiandiah

yeah my concern is that with zhonyas you will be unkillable to the enemy assassin. Although we have yet to see the stats of the item

The intention is that if you go both this item + Zhonyas, your damage takes a severe hit. Generally that has played out, but in situations with 3+ assassins it can be viable, in which case, that's intended to be a powerful case anyway.


11 Sep

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Originally posted by patmax17

Now I'm curious about which questions did get to Meddler and what he decided, but I fear that's a question that would better stay unanswered xD

Any large preseason feature goes through him for sure, so like elemental terrains, dragon soul, item rework, that kind of thing. I can't really think of anything smaller scope that he had to be tiebreaker for though.

There's also a big difference between meddler having to be tiebreaker in an official capacity (very infrequent, because it means all of the above processes have failed) and just meddler giving feedback and letting us make the call (relatively common).

Comment

Originally posted by jagspetdog

Can you give examples of how you resolve conversations with designers when you seriously disagree with a changelist? You guys sound like you'd run into a lot of issues.

Typically, the designer (and their design lead) has the final call. Designer and GAT member frequently talk through the changelist, the pros and cons, design intent and expected result. If there's a disagreement on these, then we can do any number of things including : bring in more opinions from more senior members of GAT side or design side (including going all the way up to meddler if it's important enough), put something in test to validate the hypothesis (with test goals), ship it with contingency plans (eg. Make a winrate shotcall. If this is more winrate than predicted, then revert it or pull back). There aren't too many issues because everyone has good interpersonal skills and it's handled in a professional manner.


07 Aug

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Originally posted by iremos12

So basically she is like orianna or Karthus. Sometimes they can bully champs out of lane but are considered very strong lategame mages.

Well kinda. Orianna actually has good lane matchups against the majority of mid laners. Orianna only has bad matchups against assassins in regular play. At high elo, she's fine into them. Karthus is more accurate (he has bad matchups against a lot of things) also karthus is only average late game, he's a midgame spike champion. Karthus is good late game in regular play because players don't play well against him (always 5v5 Teamfight, stack carries on top of each other, no split pushing, worse at picking him off when the map is more open, etc.)

Comment

It's matchup dependent. In bot if she has an adc and supp matchup where she can jump in, then she is strong early. If not then it is very difficult to walk up to the wave (typically something with range like Cait morg, etc.)