phroxz0n

phroxz0n



11 Jan

Comment

Originally posted by Kenny328

While you're here I was looking forward to the "Off Screen Pings" that were teased as well. Is this completely scrapped or also coming in the future?

Coming but delayed

Comment

Originally posted by A_Vastayan

Let's hope u/phroxz0n sees this thread and decides to reply. Maybe he's checking Reddit more than Twitter. Even if the project is cancelled, we'd really like to hear it and not just let it vanish over time like if it was never talked about.

Still planned, just some tech issues. We can't ship this feature using the AOE targeting reticle that was shown in the vid, it just looks terrible


09 Jan

Comment

Originally posted by bz6

Biggest positive is the emphasis and acknowledgment of the possibility of not buying a Mythic first or even at all really.

Re positional agency. I hope the goal isnt to homogenise power across the game. Would definitely make the game boring and less strategic. Class, champion, and role fantasy are awesome RPG elements to have in League. Different counter-play breakpoints within the early, mid, and late game flow of the game is important to emphasise these identities.

Any thoughts on Ability Haste creep? On Bruiser/Skirmishers being tankier than tanks?

Cheers /u/phroxz0n

We think a lot of that is from Jak'Sho, but our intent is to reduce poaching by some amount from fighter class (it's intended to be bought sometimes, but not always)

Comment

Season start was filmed last year, so a few things have changed since then.

Top&JG excitement and select look good, esp for average play.

This resulted in some sadness for bot; the roles are still being balanced. 13.1 hits some of the anti-bot outliers (mundo, ramm, jak'sho) and we've started work on some satisfaction passes for ADC.

We're continuing to look at healing outliers post ravenous and tank changes. We have some small scope changes to GW in a few patches or so and are testing well (small component gives 40% is the main one)

Notes from the vid; we don't consider legendary rush an abuse case (BORK/Demonic/Sunfire) and we'll continue supporting non-mythic rush

AP item and mage satisfaction is on our radar, we've buffed a few outliers in 13.1 (Horizon, Seraphs), but other items/champs need more work


06 Dec

Comment

Originally posted by TargonBoi

Yuumi teaching new players the nuances of positioning? Like HOW???

I could have phrased that better :( Sorry, what I meant by nuances of position means you can observe what people are doing, have touchpoints to get exposed to positioning yourself (hopping out to ward, swapping to allies, abandoning if necessary) and hopefully your friend is teaching you while you don't have to pay the consequences of dying 12 times a game while focusing on learning other skills first.


30 Nov

Comment

Originally posted by AuryxTheDutchman

Are you guys mulling over changes like having CC affect her too while she’s on someone?

We've considered it, I don't think it meaningfully reduces frustration, while sometimes making Yuumi's inputs not function, which makes it feel like your buttons aren't working. As a result, I don't think it's a good change.

Comment

Originally posted by Hue__hue

When the audience for Yuumi is new players why is everyone in higher elos sick of that champ then?

I don’t see high elo players complain about Garen.

This is what we need to resolve first. Long term we want to tune yuumi to be weaker for sophisticated players, so that she can be tuned around her intended skill bracket. These changes are the first step at that.

One of the primary reasons for her effectiveness in high elo is because she can get out of lane too reliably and then hop on a fighter/assassin late game and reduce their counterplay too significantly.

The intention of the changes is so that she is less likely to get out of lane unscathed in high elo, which would directly reduce the frustration as a second order effect (that's the intent at least). The root duration change is to make it so when she gets out of lane, she's not reducing the counterplay by as much.

Comment

Thanks for the post. I think there are some good points in here, but there are some core assumptions that we disagree on.

Yuumi's main value to league is that she is a champion that can help a player bring their friend into the game by drastically reducing the importance of one of League's skilltests (positioning), which allows the new player to focus their mental energy elsewhere.

Live Yuumi has 3 main issues: 1. As tuned, she is a Pro Play bound champion 2. Yuumi can be frustrating for some player segments (varies significantly by region X skill bracket) 3. Tends to abandon lane partner later in the game

A few further notes. Each change we make to increase the power of active yuumi (as coined) directly makes it less likely to succeed in hitting the goal for the intended audience (new players), especially when it involves yuumi jumping out in a Teamfight where she can die instantly.

While active yuumi is less frustrating to play against, we can o...

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17 Nov

Comment

Originally posted by Exoriah

Its honestly great Glad they revived it in a healthy manner

Revived. I see what you did there


16 Nov

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I mentioned this on Twitter, but the changes that we had weren't quite at the design quality bar, so we've taken it back to work a bit more on it and will release it when it's ready.


15 Nov

Comment

Originally posted by HiVLTAGE

I had a question regarding champ diversity.

Champions that have been purposefully dissuaded from jungling such as Camille, Sylas and Twitch could see a return with the clear changes. Is the balance team still planning on barring certain champions from jungling by other balance levers if they’re a problem or is the goal to give as many champions jungling ability?

We're leaning towards being inclusive by default and then assessing champs case by case.

Things that might cause us to reduce a champ's strength in JG specifically might be because it's:

  • Unhealthy (excessive frustation, exceedingly low counterplay, etc.)
  • Damaging their main role (eg. if the off-role JG is too high WR which causes us to nerf the main role)
  • Too strong in Pro. Multi role flexes are really valuable for regular players, because players love to play their champions in multiple roles, but we know this makes champs inherently stronger in draft for Pro
Comment

Originally posted by DM_ME_YOUR_HUSBANDO

I think these changes have good potential. I don’t have a problem with making jungle easier, getting more people into the role will probably be good for the game.

Our goal is to make jungle easier to get into and increase the skill floor, but not change the overall skill required to master the role (not that anyone has really mastered the role anyway).

We wanted to move mastery out of unintuitive mechanics that were only satisfying for a small subset of players to mastery that is more clear and satisfying (eg. choosing and optimizing your companion, more champs can jungle, etc.) and we're still keeping some of these optimizations (like camp dragging).

Features like rec jgl paths, displaying leash ranges, etc. aren't intended to allow a Gold player to become Canyon.


01 Nov

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Lol fun fact, I was the observer for this game. Terrible job... Didn't know where to look LOL


29 Oct

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Thanks for doing these as a non Korean speaker and dopa fan :)


11 Oct

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positive comments aren't allowed on reddit


05 Oct

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Originally posted by Stubrochill17

Hey Phrox, someone mentioned a tweet from you confirming that those new TP items weren’t meant to be included. Someone posted a thread asking about them and I wanted to give a source on what I heard you had said, but I couldn’t find the tweet. Any chance you could comment here or link the tweet/comment regarding those? Just wanted to help out that other guy who posted.

I think Phlox tweeted it. Phlox aint Phrox :)

Comment

This is still a task to do on our backlog, but we're not planning to change how Epic Monster leasing works for Preseason, so it'll be live functionality for now.

Unfortunately, epic monster behavior, healthbar, etc lives in an entirely different flow to camps and so it's been a non trivial task to make adjustments to them without overhauling the way the system is architected.

I do think patience bar is a good thing to add to dragon though, if we can figure it out.


03 Oct

Comment

Originally posted by kaz-amars

If it was an easy fix they would have done it by now. Top lane would need a complete top to bottom rework that also doesn't make it so that bot doesn't just swap to top.

There are million things that can go wrong with even the slightest change to the lane. Not to mention there are plenty of psychopaths that enjoy it the way it is that will be very upset if it ever gets changed.

Basically this yeah. We're still investigating, but no promises. The other issue being that there's a polarized audience, one group loves 1 v 1 want to win by themselves, another group wants more interaction with the rest of the map. Typically mutually exclusive.


29 Sep

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Hm interesting. I think I fixed another bug 7 years ago that seems to have created this one lol 🙃


07 Sep

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We try not to add additional ratios, because each ratio added makes the game 0.1% more complicated. Multiply this by 150 and suddenly the game becomes a lot more complicated. We only do it if we absolutely have to.

It's already daunting to come back to League as a returning player. Imagine how daunting it is to learn League now as a new player.