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over 2 years ago - /u/R0gueFool - Direct link

Originally posted by gheycub

Some thoughts coming from the perspective of a high elo player…

FIZZ

I’m not sure why Fizz was targeted with the nerf hammer. He felt strong when facing a skilled OTP, but Stasis Enchant does a pretty good job of rendering his all in useless while leaving him vulnerable in the process. I suppose I’ve just never thought of Fizz as particularly threatening compared to Zed who is my number one mid lane assassin ban at the moment. Anyway, this is a significant nerf and I’m sure Fizz mains will not be pleased. I wonder if this nerf has anything to do with counter balancing the Electrocute buff?

JAX

I’m not surprised to see Jax on the nerf list again. He’s still been a powerhouse both in the jungle and solo lane despite the last round of nerfs. Running around the map chasing a fed split pushing Jax was an exercise in futility and anti-fun. I believe this nerf is being done to directly target how fast he can solo towers and objectives as well as his overall late game scaling. I’m partly joking, but I didn’t mind Jax as an S tier champion because he’s relatively easy to play, so whether or not the player was skilled you could be fairly certain your teammate wasn’t going to feed haha.

LULU

I’m very surprised it’s taken them this long to nerf Lulu. When paired with a skilled carry, they become unstoppable. Especially when your opponent was novice enough to not target Lulu first. However, that was sort of the risk you take when playing Lulu. If your teammates can’t carry you’re screwed. I guess you could say that about most enchanters though. It looks like her Whimsy cooldown targets her ability to use it as both a cc and escape ability in one fight. Her scaling shield value nerf is specifically targeting her late game potential when buffing a carry that’s 4 items deep. I think these nerfs are fair without going overboard, there should be at least a handful of supports worth banning haha.

YUUMI

This is going to be a hot take due to the amount of players that think it’s cool to hate on Yuumi, but she was released in a comparatively weaker state than other on-release champs and deserves to be buffed. I’ve found her mechanics to be much more difficult to use on a mobile device in comparison to PC. She’s had awful win rates at all levels of play despite non-support-main content creators suggesting she’s strong. Her Q is very difficult to land especially when attached because you have no control over whether you’ve moved out of range and it doesn’t go through minions. It also felt as though it did as much much damage as an auto attack. This caused players to max her E first and play her like a heal bot which should not have been happening. I’m glad to see her mana regen was targeted because hopefully this will dissuade players from building noob trap mana regen items on her that aren’t as viable as other items due to the percent mana cost of her E and the mana regen mechanic built into her passive. Hopefully, the buff to her passive will encourage a more active that she’s meant for, rather than the passive parasite she’s meme’d to be. The buff to her Q will hopefully persuade players to max it sooner, although I seriously doubt this will happen because nothing has been done to target how difficult it is to land. Although it’s small I’m surprised to see a buff to her W because this may encourage maxing it sooner which I don’t feel is her intended play style considering the game suggests maxing it last. Buffing her R by a small amount will not do much because it’s also difficult to land while attached since you cannot control the direction of projection once cast. I also believe it’s mainly just used to catch out of range/position opponents so that your host can make a kill so I would have preferred a root duration buff (even more so than other supports, you really don’t want to accidentally kill steal as Yuumi).

GAMEPLAY CHANGES

I was so pleased to see some focus on runes because of how stale they’ve become! A lot of these changes will cause more experimentation and adaptation when facing different team compositions.

MAW OF MALMORTIUS

I very rarely come across someone building this item. Devs likely believe the item is already in a good state, but making it cheaper could encourage it’s use. It will be interesting to see whether players give it a try against heavy AP compositions as suggested. It will still remain a situational/niche item, however I wonder if this item could be a viable choice when facing APC’s in the dragon lane? It will likely still compete with Wit’s End.

ELECTROCUTE

I’m so glad to see this rune buffed! It’s absurd Conquerer has been the number one choice for so long (especially when it’s considered a viable choice for Mages and Assassins) and now it has some friendly competition.

TRIUMPH

Good, the increase to 5% bonus damage will feel stronger than a measly 3%. It will be interesting to watch this rune rise in popularity on champions like Akali and Vayne who do high damage and get multiple kills in team fights. I can see this becoming a very popular choice for players not wanting to wait for Gathering Storm to come online since Brutal was nerfed.

HUNTER-GENIUS

Glad to see this rune buffed. For champions without global Ultimates, it was difficult to stack and therefore took far too long to come online. Increasing the Ability Haste stack to 3 was a step in the right direction and this will become a viable rune for champions that either don’t have mana issues, don’t use mana, or will be building mana regen items early on.

PHASE RUSH

I’m not sure whether players will start using this item more after it’s buff. Maybe it will find a solid place among Fiora, Camille, or Olaf mains? It’s an item used to run down and catch opponents when you’ve already go some damage built into your kit. Regardless, I’m glad to see it also getting some attention in order to compete with Conquerer.

SWEET TOOTH

This is by far the best thing to come out of this balance patch! The fact that almost every champion in the game builds this rune besides junglers and supports demonstrates the need for it’s nerf. It was far too overpowered in comparison to the other Inspiration runes. Hopefully, players will experiment with other builds now and see their potential. I’m curious if this nerf is being done in anticipation of the possibility Elemental Rifts are introduced in patch 3.1? For those unaware, with an Oceanic Rift, the map sprouts both more bushes and honey fruit plants. So perhaps devs have found that when this occurs those who have built Sweet Tooth become overpowered? Additionally, on a recent podcast with Excoundrel and iTzSTU4RT, Riot dev Endstep mentioned he had talked to his team about ways in which Ixtali Seedjar could be buffed. One suggestion he mentioned was changing it from an item to a rune. This is just conjecture, but perhaps Sweet Tooth is being nerfed in anticipation of this move occurring? I could imagine the Sweet Tooth/Ixtali Seedjar rune combo would be overpowered whether it be on the same champion or between champs in the duo lane.

BONE PLATING

This is the right move considering assassins where buffed with the changes to Electrocute. However, this rune has always been very popular.

CONDITIONING

I saw some confusion about the changes made to this rune, so I made a table:

Old Conditioning 0 8 10 12 14 16 18 20 22 24 26 28 30 32 AR+MR 0 5 7 9 11 13 15 17 19 21 23 25 27 29 Minutes

New Conditioning 0 5 7 9 11 13 15 17 19 21 23 25 27 29 31 AR+MR 0 3 5 7 9 11 13 15 17 19 21 23 25 27 29 Minutes

As you can see, this rune comes online 2 minutes faster, however gives 1 less AR and 1 less MR at each interval. I think it’s a healthy adjustment. Endstep argued in one of his Twitch streams this rune is undervalued by players considering how strong it is. I’m not surprised they decided to shift some of it’s strength earlier and decrease some of it’s strength overall. Tanks who use this item had to wait far too long in order to engage. I like that it comes online at they same time as Gathering Storm. When playing as or against those who like scaling/late game builds with both of these runes, it will be easier to tract your/their power spikes.

HUNTER-TITAN

I’m not surprised this was nerfed, it was built all the time and far too strong against crowd control when used in combination with Mercury’s Treads. It weakened a lot of crowd control reliant champions and rendered others (ie Teemo’s Blind and Shrooms) virtually useless. This will be an indirect buff to champions like Morgana and Leona.

SECOND WIND

I’m not sure this buff will be easy to feel? I honestly don’t have a lot of experience with this rune because it felt so weak in comparison to other choices. I will have to give it a try on champions like Garen, Teemo, Mundo, and Nasus who wait out their opponents.

Overall, I’m very pleased with the balance changes within patch 3.0b and hope you are as well. Reminder that with this balance patch also comes the previously announced matchmaking changes. Hopefully with both of these changes we’ll feel some major quality of life improvements. GLHF!

Nice breakdown.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by Psolly6

Conditioning rune needs the +% increase it has in League PC. I don't see anyone using Conditioning at all.

It's definitely not a popular rune, but it has been a powerful one.

This is because it is very difficult to feel (no VFX, stats aren't frequently looked at, let alone where stats are coming from).

Our hope here is that by making it come into play sooner it'll be a bit more tempting for those looking to scale into the late game, but still want something a bit sooner.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by Ficnkle

The problem with Malmortius isn't the gold efficiency but the fact that the item is completely outclassed by Sterak's. Most bruisers would rather build Sterak's + Wits end or a defensiveitem if they need MR. They need to change the lifeline passive for something else, idk maybe taking reduced magic damage below 35% health

We agree this is the major issue with the item, but that isn't something we can address right away, particularly in a balance patch, so we felt this would give the item a little nudge in the right direction.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by kevinomsa

A bit off topic but since we're talking about runes, does weakness (5% more damage when impaired) procs off of Rylais slows? For example, if morgana bought rylais, her W should permanently deal 5% more damage correct?

Correct. Slows, even those coming from items, count as impairing enemy movement.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by MoondancerPL

Thank you fool for being here. Posts like these above with your insight and thought process are most welcome. Please share your view more frequently if you have time

Thanks for the kind words, I'm always happy to chime in when I can. It's a bit tricky these days, now that I've moved off balance and onto champions, so I can't really get into the work stuff I'm working on as much as before. Hence why I've been a bit less active here. But don't worry myself, and the rest of the team are still around.

Feel free to tag me for anything in-game related though, no promise I'll be able to respond or have a great answer though. =P

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by Frostzel

or maybe you could give maw‘s shield an ad scaling? Right now sterak‘s still feels stronger against a 4 ap 1 ad comp simply because it has a hp scaling on the shield as well. 350 magic shield is barely anything for maw.

That is an option for sure, it really comes down to if we think that these items should even be competing for the same slot in a build. Like you said any magic damage shield would need to be very powerful to compete with a shield that scales with health (Sterak's).

Maw does give some great stats when Lifeline is triggered (30 AD, 10% Physical and Magic Vamp) until out of combat, but those are not as feelable as a massive shield.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by Frostzel

those stats are great, that‘s true, but if a champion has, say, 70 base ad and +5.5 ad per level (I know those are rather on the high end, its just an example) then that champion gets (14* 5.5 + 70) : 2 bonus ad = 73.5 at all times just with steraks. Even if this number were to be just around 60, my point would still be valid.

Maw will give 45 + 30 when low hp = 75

When low hp you will rarely be able to use the ad to the full extent because even if you survive, chances are you have already used a big part of your combo so the 30 more ad which would technically give it more ad than steraks dont matter as much because sterak‘s ~70 ish ad are permanent and maw‘s bonus ad only matters for a certain period, so sterak‘s should technically still have contributed to more overall damage during a fight.

Not saying you should buff maw‘s offensive capabilities or nerf sterak’s, I am just highlighting it could be argued that sterak‘s kind of outperforms maw in an offensive aspect as well or is at least more or less equal.

Ya I think we are saying the same thing, Steraks is a very good general-purpose defense item, and the two have too much overlap right now. Ideally, we fix this by giving them different use cases, and that might be by pushing one more towards offense. Though both are, at their core, defensive items and they need to deliver on that.

So I think the issue is that one is just general-purpose defense, and the other is very narrow. It doesn't help that teams tend to have my physical damage than magic damage. Your suggestion about giving it AD scaling is a fine one for buffing the item and if we feel its identity/role is good, but it needs a buff then I could see us doing that. I think the bigger issue is that Steraks is just an overall good general item.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by ChumpyBumpy2

As someone who works on the game, could you answer for certain what is and is not in the poro skin chests?

People on this sub have said it takes three major patches from the time a skin is added to the market for it to be added to the poro skin pool, but I have seen videos of people pulling brand new skins from the poro chests as well. Specifically during the lunar event there were videos of people pulling those skins.

I'd appreciate some clarity here, if you can provide it.

Sorry, I don't have a great answer for you here, as it's not something that my team handles.

If you are seeing players pull skins then those skins are obviously in the pool. I don't believe they are added until the following major patch (3.1, 3.2, 3.3, etc), if the skin comes out in 3.0B I THINK it is added in 3.1.

Don't quote me on that though, it comes purely from my understanding as a player/someone on this forum, and not from me as someone working on the game.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by kalolokekbong

Maybe we could have a visual indicator(similar to buffs) icon that we can hover to see how much stats we gained from the scaling runes?

That could help, it really comes down to what information is valuable to surface. We typically don't want to overload the buff bar with static buffs, because each one we add reduces the visibility of others that could show up there. Even things on the buff bar aren't great for feel ability, but it is a step in that direction.

VFX are similar, in that we don't want to overload the game with extra visuals that detract from what you, as the player, should be paying attention to.

Unfortunately I don't think feel ability is something that can be solved with this current version of the rune. But that isn't always a bad thing, you shouldn't really be thinking about generic stats at the same level as an ability or if an effect is off cool down.

Invisible power isn't always a bad thing, it's when it is brought up as a choice that it becomes tricky. If one option is feel able, and the other isn't, how much more powerful does the unfeelable choice need to be for them to feel like a fair choice? And what is healthy for the game? Obviously we don't want something that is very powerful that people think is weak (Asol, Singed, Rammus). Ideally the power feels appropriate to the actual power it offers.

This change should help, push it in the right direction, but it won't feel super feel able.

Sorry for the rambling, but I hope that helped, without being too confusing.