phroxz0n

phroxz0n



26 Nov

Comment

This is something that we are aware of and are considering options to address. For this season, we wanted to make Haste a combination of a "progression stat" and an "intentional choice" for AP users and we knew it would be at least a little painful (especially compared to the amounts of cdr from last season, like many have pointed out in the comments, getting to 30, 35, 45 for many champions was happening too early and too reliably). I don't think we've nailed the balance of it on the first go, but I'm at least pleased with the way the structure has been playing out (but not the balance of the structure).

This structure is: Get a good baseline haste with Mythics (so your champ feels like it's casting more spells throughout the game), choose between burst/defense +haste/scaling/offensive haste for legendaries/runes and choose between burst/defense/haste on boots.

Lucidity boots on champions are generally underpurchased right now (majorly due to preference/familiarit...

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Comment

Originally posted by Snowchugger

Our design goal was that there shouldn't be a "one mythic" for a given champion

No offense, but saying things like that makes me think you fundamentally misunderstand game design?

There will always be an optimal build and players will always want to find it.

The only way "more than one mythic option for any given champion" will ever be a thing is if said champion can flex between two roles - e.g. a mage played mid and a mage played as a support may choose different items.

Other than that it's not like it's a "situational choice" as to whether that mage builds Luden's or Everfrost or Protobelt. One of those options will always be strictly better.

There will always be an optimal build and players will always want to find it.

I think this is true to some extent, but it doesn't mean that you can't strive for it. Pragmatically speaking, we know that there will be some hard bound champions, because we can't make double the number of Mythic items due to complexity of the game.

To push back on your point a little bit, I would argue that in a lot of cases, where players think things are optimal, there is actually a hidden build that is competitive, waiting to be discovered. In the best case scenario, the newly discovered build doesn't take over the old build, but is situationally as competitive. We see this in many games, not just League.

To give a League example, the AP items that were changed in patch 8.4 took almost 2 years for Pro players to discover that there were builds other than Ludens -> Morello -> Sorcs on champions like Orianna, Syndra that vary based on the game stat...

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25 Nov

Comment

ROA (with a transformation mechanic) was a mythic for a few weeks in development. It was ultimately pretty unsatisfying as a mythic, due to the time to ramp up, leaving the player impotent for too long.

Our design goal was that there shouldn't be a "one mythic" for a given champion (there will always be a few champions that we can't achieve this on, but is the goal). This is one of the reasons why we're trying to unbind a few of the champs OP mentioned from mana, so that they can engage in Mythic choice in the system.

Some of the champs you mentioned are quite squishy without ROA, and that's a piece of feedback that we've heard and considering how to respond to. Everfrost and Non-Mana AP Mythics with some health should theoretically be an option for some of the champions that used to buy ROA.


22 Nov

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Originally posted by Rozari

As a 1m+ Xerath OTP im really against permanent ring around my character just for this item. It will add unnecessary information noise for me and my skillshots.

I understand the ring for Rapid Fire since it increases attack distance and really important to know when its up. But those 10% damage is something different and does not change the behavior of spell, just a small reward for being on max range.

It would not be permanent just while you are walking out of base


21 Nov

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When you hover the item it shows the range. I was going to add a range indicator for when you purchase the item and leave base, but ran out of time before ship. If I get time, I will try to add it for a future patch.


19 Nov

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This is bugged (good catch) and fixed for 10.24.

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I can speak for the mage side.

  • The intention with these changes is to make builds more differentiated from each other.

  • We also didn't want to make the system more difficult to balance (ie. have to ceiling one subclass' access to haste based on another subclass' access to haste).

From the design side, we want to use Haste as both a "progression" axis (makes your champ feel like it's getting stronger relative to the game state) and "choice". The AP Mythics all having Haste are intended to make your champion feel more fluid (you're not meant to choose between haste and no haste on Mythics, but instead a little haste [Ludens] and a lot of haste [Liandrys]).

As much as possible, we wanted to avoid the "one item that fills everything" in the second slot. Cosmic Drive is intended to be the "choice" Haste option, fighting against some of the more burst oriented options like Horizon Focus, Lich Bane, scaling options like Archang...

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14 Nov

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Originally posted by BADxW0LF1

When yuumi is attached and hasn't attacked with her q or auto'd, is she considered out of combat. Does this fix you mentioned above fix her being able to heal while attached and proc moonstone?

yeah, if the ally themself is in champion combat, the fix should fix that.

Comment

Originally posted by DriftingKing

Good suggestions. Moonstone Renewer is still bugged as well, so they need to fix that first.

Yeah, sorry for that, the item is still bugged if the user themself is out of combat and they try to renew the buff without damaging an enemy. It should be fixed for 10.24. The original heal instance if the user is out of combat functions correctly, but renewing the buff does not if the user stays out of combat (eg. soraka standing in the back healing, but not damaging anybody) :(


12 Nov

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Originally posted by EuG_GreeD

Not sure if you know it but its not only having pink wards and buying t1 supp pink item. If you have t1 with wards inside and u upgrade it by placing normal wards u also lose ur pinks. Same way if u have t2 with pinks and u upgrade to t3.

I had this in pbe too but thought it would get fixed

do you have any evidence/replay of this? I cannot reproduce it.


11 Nov

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If anyone else runs into this, please DM me the game that it occurred and your summ name/server. TY

EDIT: Figured it out, thanks everyone

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Originally posted by h20lover

I'm sorry, but the replay has expired. :c I'm Celestial Fire, if you guys have longer access to the replays. It'll be the first Janna game for today. But this has happened multiple times so far.

  1. Have control wards in inventory.
  2. Buy Stirring Wardstone.

Regardless of whether I have an additional slot or not, the control wards would get deleted. :c

I'll take a look at it, thanks

EDIT: Figured it out, thanks everyone

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Can you pass me the reproduction steps for this? It should remove the control wards in your inventory but grant the equivalent stacks on the wardstone. If you wouldn't mind checking the replay, that would be great, thanks.

EDIT: Figured it out, thanks everyone

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It's mainly there as a gating mechanism to prevent non support Champs from upgrading the item. Functionally, spamming wards in the fountain doesn't actually help your unlock because as others have mentioned, the true gating mechanism for supports is level 13. As a champion with a warding item, you'll almost certainly have placed 20 wards by the time you've hit level 13.


05 Nov

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This type of idea is typically quite unsatisfying for the user. Its success case leads to disincentivizing action as the optimized behavior. It might be satisfying on release while enemies are caught off guard by the turnaround, but once people start playing around it, it will end up being quite unsatisfying and have very few use cases.


01 Oct

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Originally posted by Pieskov

If you here, a quick question, are you planning to do anything with gold gain on support, or we will be stack with 1K in entire game in season 11 too?

Support gold gain for quests is slightly faster than in S9. The Support item final upgrade is slightly weaker to compensate. This will allow supports to get into the main item system faster.

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Fully upgraded support items should be counted as legendary items. If they're not, it's a bug on our end.


24 Aug

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You could be forgiven for thinking OP was talking about the first lux shield that hit 0 people.


14 Jun

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Originally posted by cutewhaleee

Are you gonna fix it yourself on monday?

lol are you memeing august. No, but if we can get a repro, I'll try and fix it for good.