phroxz0n

phroxz0n



16 Jan

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Did the person play normals or just aram?


12 Jan

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Originally posted by phroxz0n

Ahhhh mb guys, I'll resign tmrw

In all seriousness, the patch being live with ranked on was confusing, forgot that preseason is normally on with ranked on, but the season reset and preseason being live being close together meant there was between 0-9 hour discrepancy in some regions

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Originally posted by JTHousek1

I assume they're seeing what happens after both her core items get nerfed.

Yep


10 Jan

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Originally posted by Immolar

In your tweet you say that this was an issue caused by “people not demoting often enough”. Does this mean the demotion shielding is going to be less impactful this season, causing people to demote more?

Follow up question, If this is the case, is it a product of the new system attempting to adjust MMR off “player skill” as opposed to just wins and losses?

yes, people will be demoting from tier boundaries more this season as we made promoting easier. Frankly it was pretty off that a player would be playing with Silvers, while they have Plat rank. or Gold with Emerald rank, etc.

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This was meant to say "closer to where your mmr". We still want players to reprove themselves on the new content!


27 Nov

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Originally posted by iDobleC

Is the idea to ship the current iteration with cinders to live with 14.1 or is there like a chance for a different version to show up in PBE?

It will be this version with maybe some tuning

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We've tried this idea multiple times and it hasn't really panned out for the most part. (both for the original 2019 version and the recent version) Players get more irritated when the terrain is making their pathing worse/making them pay more attention to pathing around the map. It also didn't actually make gameplay more fun. If the current terrain doesn't work out, we have a lot of potential mitigations to make it less snowbally, but over time found that players enjoyed it more and more


21 Nov

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Originally posted by Playful_Consequence7

So all the map changes made were built around the existing elevation system of the old map? interesting call

it's more like it doesn't cost us anything to design it within the current constraints of the map. It's just the map, so it doesn't really affect whether we have to design around elevation or not.

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Agree with the opportunity. In practice though, it is way harder than it seems to remove the height, on top of the art considerations. I'd estimate probably ~40% of the scope of this Season Start's Engineering and Art budget would be required just to flatten the map, because it would require re-architecting how the game is inherently structured on the backend.


11 Nov

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The arena is about 80% full


29 Sep

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Originally posted by Epyimpervious

People whine about Phreak but since his joining the balance team the champion buffs have gotten pretty interesting and many not damage related: Veigar range, Trynd range, Zyra E casting lockout, Ziggs radius buff, Rumble E1 + E2, Liss CC duration, Reksai health scaling on passive etc.

I like this direction a lot. Some of the older champions especially really benefit from a little TLC.

Edit: minor clarity

Wanting to give credit where credit is due here: Veigar: truexy Trynd: phlox Zyra: zenith and phlox Ziggs: raptorr Rumble: phreak Liss: me Reksai: truexy


26 Sep

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Originally posted by MazrimReddit

Galio sucks at his one job.

I want galio to exist as a malphite for anti ap, I wouldn't even pick galio to counter a 5 ap comp

I think that's a possible direction, but would require at least 1 ability to be reworked to make it happen. Rn he has the anti magic flavor on W and R, but it would need to be a lot more of his kits power budget. I remember solcrushed trying something a bit similar to this in Dev but it was too niche and unsatisfying. This was a reasonable compromise to get some of that anti magic flavor in there without making him completely useless when a team wasn't all AP (teams usually have about a shields worth of magic damage). Hopefully that gives some context for the reasoning there.

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Originally posted by namegeneratorsystem

"Since he's already successfully fulfilling his role as an anti-mage in lane, we'll be buffing him in a way that increases his general power without altering his matchups."

"Generally pretty weak and is countered particularly hard by some of the mid-range mages in the meta. "

So is Galio actually fulfilling his role as an anti mage or not

Galio generally loses prio to mage matchups in lane and that's intended. For Galio to actually beat these Champs in lane and get prio, his combat pattern would need to be pretty overtuned.

So we think his lane is fine; he loses push, but won't die and can farm defensively relatively fine.

Where he is intended to excel is in using his globals to impact the map, hence buffing that aspect of his kit rather than make him generically powerful. Sorry for the confusing wording there.


16 Aug

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We're going to be putting a QGT out sometime in the next few weeks that chats about durability, snowballing, game time, etc. that will talk about a lot of the things in specificity.

But for now, the high level thoughts on durability here are that we're not close to being back to pre-durability, but natural patch balance, item changes, new content, etc. do contribute to pulling it back some.

We expect if we're taking good swings at balance we can't only nerf things, we have to buff things as well in ways that align with a champion's fantasy (preferably in ways that aren't durability, like MS buffs to Nidalee or mana buffs to Sylas like you mentioned) instead of damage. But sometimes, the thing that is going to resonate with a Caitlyn player is their damage being buffed.

Ultimately, it's a push and pull. We track the number of buffs/nerfs we do in a patch, and the number of damage and durability buffs/nerfs net we do patch over patch.


24 Jul

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Originally posted by nfect

I feel like the biggest issue with Shiv is its insane waveclear potential which I don't think is addressed with the upcoming changes.

Waveclear is Shiv's identity (and it's a pretty satisfying one). Items are meant to be strong at a specific thing and that may be frustrating for some, but it's part of the item's power budget and we intend to balance the item around it.

Granted, when the waveclear is too powerful, such that you're one tapping the casters at range, then yeah that can lead to stalling and lower interaction, but we intend to tune the item around that property.

We also intend to allow AP users to buy it sometimes as a bridge to AP AS builds (like Nashors).


12 Jul

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Originally posted by UNOvven

Question, how does this line up with, for example, the mastery curves that Riot Blaustoise posted 5 years ago that showed a significant divergence in the ratio of mains to new players, and as such a visibly signifcant effect on the winrate that is much higher than 0.4%? Or the quite common examples we get of a champions winrate falling by well over 2% when the only thing that changed for the champion is that their playrate increased?

It's about the same. the NET EFFECT is 0.4%, which is (high mastery effect on the observed winrate) minus (low mastery effect on the observed winrate).

High mastery players still perform significantly higher (~2% than the observed WR) for most cases

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It's worth noting that different champs have different "Mains Game Share" at different MMR's.

I tried many different interpretations of mains (MMR + Played over X games of champ, MMR + games played at Z rating, MMR + Y champ mastery, MMR + Games with a decay function for when the games were played), etc.

The most consistent one was just champion mastery at 100k+ (which helped, because it was also simpler to implement).

At 100k (compared to something like 50k) players were consistently outperforming 50k players, but hit a plateau of performance, so that's where I put the bar of performance increase for "being a main". It was also a relatively consistent static increase whether Masters+ players were considered or Silver players were considered.

The TLDR of this is mainly that:

  • Newer players of the champion tank the winrate about as much as the mains increase it (lower quantity of mains, even if they are performing better relative to ...
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Originally posted by Damurph01

Karthus adc im looking at you

We know that players continue to not change their defensive shards against karthus Bot and that inflates the WR at least some amount relative to their true power level (and similar to a bunch of other mages bot).

Some of this is due to how hard it is to figure out where opponents are going in champ select, some autopilot and some ignorance.

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Originally posted by HS_Cogito_Ergo_Sum

Uh, we have two different sets of changes for Rell on PBE.

There's the one u/phroxz0n put out, and these ones that are actually one the pbe.

Which one is the right one?

The ones I posted are the right ones