phroxz0n

phroxz0n



29 Sep

Comment

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


07 Sep

Comment

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.


12 Aug

Comment

Originally posted by ThatsAToad

Riot finally listening to the community and adding a dedicated “harass” ping.

Haha. We filmed this a while ago, but harass ping only lasted a few days. As some noted, it was an iteration on the "poke" ping which was too niche, so we tried to make it more general with "harass", but it's still too niche so now it's gone


01 Aug

Comment

Originally posted by Kurumi_Tokisaki

Pretty interesting, some points that interest me or was sort of obvious but stated from first ~20 mins:

(first 20 may edit if not lazy):
-15 to 20 ppl on the balance team, sometimes 10-15, data oriented obviously (data for fun factor plz 😎)
-a champ is not strong in any skill bracket = buff but strong in any 1 = nerf also strong/weak vary by their skill brackets
-looks at Win and Ban rate, mastery data and riot has an understanding of how a champ is balanced or not at various skill levels and such
-everyone on balance at least multi season diamond
-at least 2 ppl per role and they put forth a list of champs that need to be buffed/nerfed
-aggregation of data from all the regions, China has some weird trends the team hasn’t really understood yet
-certain champs tilt players in regions differently (yuumi Korea and yasuo in China aren’t nearly as bad as NA salt against both)
-item wise before they nerf the item cuz it’s strong but now c...

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There are not 15-20 ppl on the balance team (designers), there's significantly less, because it's the optimal amount and becomes too difficult to get alignment on anything. When the group gets too large, it's unwieldy. There are ~15 people in the room at the meeting. This is: data (though I also pseudo function as a data analyst), player comms, game analysts (the master-chall people that represent each role from a partner team), producers, QA, other designers from off-team (my boss, etc.)

Keep in mind that the balance portion of the team is only a small part of summoner's rift team's day to day function, given that things like Durability Update or Preseason take 6 months to a year of fulltime work with multi-disciplinary teams (art, engineering, sounds, qa, production, data).


29 Jul

Comment

Originally posted by i1u5

Riot told me in their quick gameplay thoughts he's easier to kite, has worse target access compared to other members of his class and is reliant on landing his spells to heal.

To clarify, these are his intended weaknesses, but may not be manifesting themselves in the current state of the game on account of the healing being overtuned as described :sweatguy


16 Jul

Comment

Originally posted by Distasteful_Username

resources can also be used to describes human resources e.g. employees. money helps with that to an extent, but hiring people is a lengthy and difficult process. it could be upper management or finance deciding that the balance team can't be granted X employees or Y dollars to spend on hiring too, though.

phroxzon can't just magically conjure up employees/money regardless of riot's financial position.

Basically this. We get a lot of interest, but have not found people good enough to fill the roles, mainly the combination of game knowledge and design skill. Frankly, the fact that we are still performing as we are is superhuman levels of dedication from the devs.


15 Jun

Comment

Originally posted by _Willothewisp_

70 dmg increase in rank 5 E on Ivern seems big

The ivern scrape is wrong. It's 30 shield when maxed and no damage increase


13 Jun

Comment

Like other people said, it's meant to be future facing


08 Jun

Comment

Originally posted by Athien

Looks like senna is an ADC again until like 4 or 5 patches when they will change the drop rate back to her being a support.

Snip snap, snip snap, snip snap - Michael Scott

Gotta give /u/RiotAugust work to do somehow...


07 Jun

Comment

Originally posted by ubuprojex

I appreciate the reply but I have to be honest with you man I don't think anyone plays assassins to do any of that, especially stuff like backstabbing turrets and vision denial (traditionally a support responsibility). People play assassins to pull off cool combos, be threatening/scary for the enemy team, and to play the map deftly/cunningly to get quick kills, I think if you go in these directions the class will never recover popularity wise. Just my 2 cents and not trying to sound overly critical. I don't think that burst patterns are as problematic as you guys seem to have recently concluded, and I would caution against taking what gets upvoted on this sub as representative of the playerbase as a whole

I think there are some players who will always be see champ kill champ. That's fine if they want to play the game that way. There are plenty of others who enjoy engaging in other types of gameplay.

There are lots of directions to go, but we'd test it to make sure different types of assassin players like the things we're offering.

Comment

Originally posted by atlas0929

can we at least know what you have for AP ASSASSINS because all of these changes seem to only cater to AD assassins, Nida, Elise and Evelynn are just building their graves right now

There's some harvester buffs that should help Nida and Elise. Eve gonna be a little weaker (though still fine) for a patch.

Comment

Originally posted by ubuprojex

If it's not burst (presumably that means it would be cooldowns/survivability) then why wouldn't you just play a bruiser? If the assassin pattern is that problematic for you guys now then just remove them from the game

We need to do a bit of crafting around what types of strengths different classes are meant to have from a holistic perspective. Some of these can overlap. For example:

  • Perhaps assassins are meant to be the fastest class in the midgame.
  • Or perhaps they're meant to have a lot of vision denial tools.
  • Maybe they're meant to be really good at backstabbing turrets periodically if they can escort the wave in without being hit.
  • Maybe they're meant to have different types of vision or map control tools
  • Maybe assassins are meant to be really stealthy ;) (I know how much reddit likes stealth), etc.
  • Maybe there are meant to be different types of objectives that assassins are specifically better at interacting with, etc.

Lots of possibilities here that make them different from bruisers

Comment

We still intend to do some form of the changes, especially to address the fighter item issue. Just going to see how 12.11 lands first and re-evaluate how we're going to give the power back (which may not be burst).


03 Jun

Comment

Originally posted by swan-sie

Just seeing a lot of buffs to damage numbers immediately after the durability update worries me a bit. Do you know if there will be another quick gameplay thoughts discussing how the patch landed, and where RIOT is aiming to direct the game next?

there will be, yes

Comment

We're specifically trying not to do this.

I'd love to hear things from players around what things specifically you're worried about going back to the old state? (And what things in the new state feel weak/strong?)


01 Jun

Comment

We're not pulling tower damage all the way back. If current is ~20% buffed, the target is ~5-10% buffed relative to previously. However, we think tower damage being too high has some undesirable outcomes.

  1. Dives being weaker than intended has some negative effects on punishability of champions and it removes a satisfying feedback loop when playing the lane well. We don't think you should always be able to convert a lane victory into a kill, but if previously, you could dive and escape ~40% of the time after putting the enemy in kill threat range, it's probably closer to ~15% of the time now. This makes the game have less rich decisions overall and less forward momentum (especially in high level play) because the optimal play more often than not is to let them recall, rather than take a calculated risk. This makes the game less fun in the long run.
  2. As a person on the receiving end of dives, I can see the perspective that it feels good to be m...
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18 May

Comment

Originally posted by Pentagon34

Thanks for the video. Really helped me!

On top of this video, which Curtis put quite well, there are 5 people on the enemy team and 4 on yours. It's more likely that there are trolls on the enemy team than yours, unless that troll is you. If you still think that its not your fault that you're losing, drop a few of the games here from your point of view (YouTube link) and I'll review them for you.


13 May

Comment

Originally posted by Lagmaster0

It kinda feels like a replacement for old oblivion orb which I like. The flat pen felt missing on my mid karthus build until shadowflame. :)

Yep kind of filling a similar slot

Comment

The intention of it is to be a good item to buy against squishies and squishies receiving shields (Lulu, Janna, etc.) It's not meant to be particularly good against Sion (that's why it has Flat MPen). Having said that, it's also not meant to carry much power budget and mostly for flavor, since I didn't want its usefulness to be dependent on whether an enemy team comp has shields or not. (That might have been a bad choice)

We didn't want to increase the prevalence of Serpent's Fang effect, because it is harmful to champion design. (Frequently use large shields as functional invulnerabilities)


11 May