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Posts Tagged ‘magus’

 

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Soraka Rework Banner


 

 

Vesh New PortraitSoooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.

 

Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you.
“Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”

Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?

That was the core problem I was looking to solve when I started on Soraka. After some early iterations, Morello pitched something crazy to myself and RiotScruffy. What if Soraka had to pay her own health to heal allies, but could then get it back through a separate enemy-interactive spell? ;
This became the driving vision behind the new Soraka, and I’m really excited to share what’s going to be hitting PBE in the next cycle with you guys. This is not going to be a tl;dr post (if you want that version, I’m sure you can wait for blakinola’s). I want to get in depth about every choice that was made and why we felt it was necessary. So without further to do, here’s the kit. (This is going to go in the order most conducive to walking you through my process, so don’t get confused when I start on W).

PLEASE PLEASE note that all of these numbers are definitely not final. We will be doing a lot of tuning over the next couple of weeks.

W:

This is the core of Soraka’s new kit. It’s a 4 second (scaling down to 2) heal that she can use to constantly direct her attention to the ally that needs it most. We are trying to really capture the feeling of the core healer that is constantly managing her allies’ health bars and keeping people alive. As I mentioned previously, the % health cost is necessary to allow Soraka to have such insane potential healing. Using this spell, you can easily heal an ally from almost dead to full health, but you will pay a heavy cost for doing so if you aren’t actively engaging in your offensive loop (Starcall). The Max Health cost was chosen very specifically over a flat health cost so that Soraka would not be able to increase her overall healing potential by stacking tank items (especially warmogs). If Soraka is going to be allowed to keep people alive in fights, she needs to be vulnerable in doing so. Soraka’s positioning and decision making will be a huge point of mastery. That reminds me, the cast range on this spell will be rather short. This is necessary to make sure Soraka is accessible when she chooses to heal and can’t sit 800 units behind the back line and heal from total safety (seriously, this is the most frustrating thing ever to have to deal with). Good news though, she will have other tools on her kit to help her here.

Passive:

This passive we called “Astral Ambulance” internally. Because Soraka’s cast range on W needs to be constrained, we need to give her another way to reliably reach the targets she wants to heal. This new passive allows Soraka to keep up with the fight and make clutch saves by sprinting across the river to get that heal off.

The second potion of this passive allows Soraka to get the cool bonus effects off items like Frozen Heart while making your healing and damage stronger. This should open up a couple cool new itemization choices for her. It also serves a potential release valve in a future where mitigation itemization allows Soraka to be too tanky. This way we can tune how strong Soraka is in certain areas (healing/damage) without just flat out nerfing her if she is ever able to become too tanky.

That brings us to the new Starcall. I don’t think you guys need much of an explanation of why the previous starcall needed to be cut. It was essentially a ramping damage PBAoE ability on a character that is supposed to be a support focused around her ally. A ramping damage pattern like this is really indicative of tanks, and if we wanted Soraka to be an interactive and fair healer, we had to give her opponent a way to be successful against stopping her healing.

Q:

Ideally, we wanted this spell to be very reliable at close range (when Soraka is at extremely high risk) while be equally as powerful but less reliable at long ranges (so that if Soraka is poking with it her opponents can dodge). This led us to a targeting paradigm similar to Corki Q or Twitch W (basically a missile that doesn’t have any effects until the end where it blows up in an AoE). To really accentuate the reliable-when-close paradigm, we also added a small sweet spot in the middle of the AoE (think Leona ult style). If Soraka hits an enemy with the sweet spot, the enemy takes 150% of the damage and is slowed for 2 seconds. You’ll see why this slow is really important to her offensive pattern when we get to E, but one other thing I wanted to point out was that this is one of the few tools she has to stay safe when she’s by herself.

Finally, let’s talk about the E. Soraka’s previous E was one of the better decision points on her old kit, but a targeted silence just wasn’t as satisfying as it could have been. A lot of the time you don’t even realize how much you have or haven’t hurt your opponent. Tryndamere and Riven are both AD stacking melees. If you use it on Tryndamere, it might not be a big deal, but if you use it on Riven she literally can’t do anything. What we really wanted to do here was give Soraka a much bigger moment when it came to play making that still fulfilled the power of quickly silencing a dude quickly

E:

Equinox is an incredibly powerful spell. An AoE silence zone is no laughing matter, and the root at the end allows her to make some really cool plays (dropping it where Lissandra is about to blink to, or underneath an incoming enemy teleport, etc.) The root will scale with level, but once again try not to focus on numbers since these are all subject to change with tuning.

Wish is largely unchanged, but because her old passive was removed (more healing at lower ally health), this scaling was kept on wish but concentrated into a clear threshold.

R:

This change allows Soraka to understand exactly how many “bonus heals” she is going to get when she presses the button, and also makes the spell just generally more powerful when it matters (anytime the ally is below 40% they get the equivalent power of being at 1% with the wish on Live currently). We kept the healing scaling on Wish and not on W because we didn’t want Soraka to allow her ally to drop to dangerously burstable levels just so she could get a slightly better heal on a basic ability. Soraka should always want to keep her allies at the safest health she can (while also managing her own health) and we felt that a bonus heal on W not only encouraged play that was often wrong, it also felt really baity for the enemies. Keeping the “flash heal” button and the big saving cooldown separate allows us to make sure each has a clear and satisfying purpose.
So that’s the kit.

I guess I want to close by talking about how this Soraka is not going to play like anything else in League of Legends. We’re taking a lot of risks by basically allowing Soraka to put herself at near death, but the gameplay experience of the core healer is something we really want to explore. We’re willing to try some risky stuff to accomplish a cool niche champion like this, and we will be watching her really closely on PBE to make sure she isn’t doing anything overly abusive.

We’re really excited about what this champion could provide to players who love to play combat healers, and we’ll be doing plenty of tuning on PBE to make sure she’s in the best place possible upon release. Please remember that regardless of whether she is strong or weak on PBE (or even on release) that we are building a champion that we are comfortable buffing up even if she is weak, so bear with us as we get her into a good spot in the coming weeks.

I’ll be around to discuss all of this stuff with you guys, so fire away with any questions you might have!

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The Truer Evolution - Viktor Rework

Solcrushed New PortraitHi everyone, a couple of weeks earlier I shared some preliminary peeks into what the Viktor gameplay update will bring. Today I am here to talk in more detail regarding the kit changes as we near completion.

OBLIGATORY THIS IS NOT FINAL THINGY

 


Evolving Technology PassiveEvolving Technology [ Passive ]

We’ve already talked about the passive, and not much has changed from what I spoiled back then. Viktor is able to upgrade his Hex Core 3 times, and each upgrade will allow him to augment a basic ability & grant AP and mana. The completed item will be certainly slot efficient and grant a load of AP in the late game.

 


Power Transfer New IconPower Transfer [ Q ]

We talked about the Q somewhat in intentionally vague terms. The Q is gaining a significant increase in range in exchange for significant reduction in damage. The lost damage will be made up as Viktor will gain a strong damage modifier on his next basic attack, akin to Lich Bane.

This is intended to divorce the utility portion of the Q from the damage portion while keeping it a targeted spell. Viktor should be able to gain access to his shield and speed boost (with augment) from a safer distance, and decide whether he can risk coming in closer to deal the bulk of his damage.

but Viktor’s autoattack sucks!

Not THIS one

The augment on the Q remains the speed boost. The divorce of the utility and damage opens up offensive use cases of the augment (to get closer to land your other spells with higher accuracy), and should be a strong contender for 1st augment.

One last thing, the shield, speedboost and on next hit are all granted upon cast. You can finally shield an enemy’s spells on reaction.

 


Gravity Field New IconGravity Field [ W ]

This is all in all a fine spell with very strong potential. However its lack of range makes it very difficult to utilize in non-defensive ways. The spell has also had its range increased significantly (but not as much as live Augment W) to clarify Viktor’s engagement range to be around his R range. In exchange, the enemies will be warned earlier that the trap is opening beneath them. This should both increase usability of the spell for Viktor but keep it feeling fair for the enemy.

The W augment no longer increases range but sucks in enemies that are stunned by it to its center. This will allow Viktor to both function as a very strong follow up AOE burst (someone else probably needs to initiate for him) and enhance his kiting gameplay against the front line of the enemy who he ends up fighting against due to lack of jumps. This is probably the 3rd augment to take in most situations but if you need to kite a lot or foresee a mid level teamfight it could be taken earlier.

 


Death Ray New Icon Death Ray [ E ]

The Lazer of Death is an iconic spell on viktor and we have fought very hard to keep its numbers intact on the base spell. Nothing much has changed, it is still the thing we all love and hate.

The E augment on the other hand, has undergone significant changes. It will no longer apply a DOT on hit, but instead an explosion will follow the initial laser’s wake. If Viktor hits both the laser and the explosion, Viktor will deal more damage than the Augmented E on live. This will be a net nerf as the reliability hit is significant, and the spell will be weaker as poke, but stronger for waveclear or in combination with other spells .

 


Chaos Storm New Icon Chaos Storm [ R ]

I said back then that the R is also undergoing a big change, unfortunately the change we planned did not pan out and the R will stay very similar to what it is on live. Not much more to talk about here.

 


So there it is, the updated Viktor should become a strong followup mage that excels as a secondary AOE wombo, and deals strong sustained damage against the front line with his Q and R. Hopefully we will meet again soon when phase 2 of the Glorious Evolution commences as I will leave you with one last tease.

wSRKprx

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LCS Season 2015 Banner


 

Next season, we’re excited to officially announce that we will be expanding the NA LCS and EU LCS to 10 teams. We’re looking forward to this team expansion to bring more diversity of talent and new gameplay into the professional scene in North America and Europe.

 

EXPANSION TOURNAMENT

 

In order to fill these new team spots, we’re introducing a onetime event called the Expansion Tournament. The tournament will take place after Worlds and will pull teams from the ladder. Teams that lose in the Promotion Tournament will still have another chance to qualify for the LCS as they will automatically be entered into the Expansion Tournament. We’ll confirm official dates, tournament structure, and format soon, but we wanted to let everyone know it was happening before we all get swept up into the excitement of Worlds.

 

POSSIBLE CIRCUIT POINTS

 

We also wanted to share that we’re seriously considering introducing some form of circuit points to the LCS tournament structure. Points would bring more weight to the Spring Split and help make every playoff match more significant due to the awarding of these valuable points. We do have some concerns about the intuitiveness of this point system, specifically as it pertains to new viewers.

We want to ensure the point system enforces that teams should always play their best as well as gives all teams from both splits a fighting chance at advancing on to the NA Regionals and Worlds. We’re currently running simulations to find the ideal solution, but we’d like to open it up to the community for point distribution suggestions and feedback. Tell us what you want to see around potential LCS circuit points.

 

CONCLUSION

 

Based on more teams entering the LCS, we will be updating the format and some policies for next season, and we’ll share the final details after Worlds. We’ll continue to provide insights into some of our thinking and considerations for 2015 along the way to Worlds.

Don’t forget to share your ideas for potential circuit point systems in the comments below. We’ll also be watching the forums and other community channels.

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Have you considered Blind Pick in the final game of a Bo5 like in OGN

Magus New PortraitYeah I highly doubt we’ll be implementing blind pick in a bo5 series. Teams earn side choice advantage during the regular season and we want that to be an incentive to finish higher in the standings.

Also the team has certain issues with the validity of the format in that it’s a much different type of strategic planning that rarely is used during the season – doesn’t seem like a great way to end an epic best-of series.

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What happened to Urgot’s W scaling off mana

Meddler New PortraitDecided to go for a set of high confidence changes and then assess how they’ve affected Urgot before looking at more experimental changes such as the W mana scaling. Urgot still has some core issues unaddressed, lack of sufficient counterplay at times in particular, so we need to be cautious about just giving him raw power.

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Follow Up

Regardless of the changes to Urgot in 4

Meddler New PortraitWe’ll do a rework and it’ll almost certainly include some substantial changes. That’s still quite a long way off though, hence these smaller changes in the meantime to try and get Urgot into a better spot until then.

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What happened to the Gangplank and WW reworks

Ghostcrawler New PortraitThere are a lot of champions that we need to update. Many factors to into determining what the order of attack is, including art resources, coordination with visual updates, waiting for engineering support, or sometimes just the passion of the designer or having a clear idea for how to update someone.

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Why not skip the VU for Warwick and just rework his abilities

Meddler New PortraitCombining reworks and VUs together is both more efficient and gives us a lot of more options in terms of how we can improve a champion’s kit. A VU means we’ve got the freedom to create new spells, get different animations, get new sounds etc. Without that we’re working within a much narrower space. Sometimes that’s fine – some champions just need numbers adjustments (even if substantial). For a champion like Warwick though that’s not the case, there are some solid changes we’d like to make but they require a combination of both art and game design changes.

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Will you make Gangplank’s ultimate more consistent

Meddler New PortraitYeah, we’re going to test out a more consistent version of the ult, hopefully for a patch soon (needs some visual adjustments since the timing’s changing a bit, so can’t commit to an exact timeline). It’s a change that’s part of his rework and has tested well that’s probably a good fit for being pulled forwards by itself.

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Follow Up

When will this change to GP occur and what will it include

Meddler New PortraitMight be within a couple of patches, that’s very much a guess though.

Removal of RNG (which here generally provides a chance for failure without giving GP a way to play around it).

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What do you think of abilities that require 0 decision making

Ghostcrawler New PortraitVlad’s Q is often the example we also use of an ability with no decision making. Shameless plug: I think we mention it in the design PAX panel this Saturday. It’s the kind of thing we are likely to eventually update.

Not every decision needs to be a huge decision and not every interesting decision needs to have huge consequences for using it wrong. As an example, many Qs are on a pretty short cooldown, because while it is rewarding to use an ability at the right time and feel smart for doing so, it also feels unrewarding to not be able to hit hotkeys very often.

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Schedule for Double IP Weekend for All Regions

RiotWingfield: Hey Everyone!

Just wanted to clear up what’s going on here. All regions are getting 3 days of double IP. NA is 8/30 – 9/1 while all other regions are 8/29 – 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

 

News Update August 13 Banner

 

Summary

This year’s group stage draw for Worlds will be held privately and confidentially, as a live draw would not fit in the schedule of booking flights and visas for players. I’ve added a comment from MonteCristo on the possiblity of Riot “rigging” the draw and my own opinion. Moving on, the Pando Media Booster peer-to-peer file delivery program will no longer be a part of Riot’s installer/patcher. Finally, the official rundown for Patch 4.14 is up, Scarizard comments on a suggestion to make Kha’Zix’s isolation damage on his Q scale with distance and Vesh talks how the new Soraka will deal with the “Grievous Wounds” debuff.

TL;DR here

 

Recent News

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On the 2014 Worlds Group Draw – Why Live Draw is not an Option


[UPDATE 8/12/2014, 07:10 PM PDT: Based on initial community feedback, we wanted to clarify that the issue is getting teams from their home countries to Worlds. Doing a live draw after September 7 would mean there would only be a little over a week to organize travel plans, including visas, to get all 16 teams from their home countries to their respective group stage locations.]

As we get closer to announcing the final structure and lineup for Worlds, we want to address just how we’ll be approaching the draw for the Group Stage.

When we designed the system for determining the Group Stage for the 2014 tournament, we knew that preserving competitive integrity was the top priority. Furthermore, we knew that we were operating with a few timing constraints due to the disparate competitive schedules of all the regional leagues.

Due to the fact that each regional qualifier ends at a different time – with the last team qualifying on September 7 from China – a live group draw would mean that there would be just over a week to organize visas, travel, and full logistics for 16 international teams. Even when we looked into alternatives – such as double-booking flights and visas – we found that all of those options had insurmountable logistical, financial, and manpower issues that made them infeasible. A private group draw allows us to make travel arrangements for teams immediately after they are seeded from their respective regional qualifiers. As a result, we can minimize the effects of visa issues and other travel challenges that Worlds-qualified teams may face.

Given all of these factors, we decided that the best option was to conduct the group stage draw privately and confidentially, as we have done in seasons past. The draw will be completed before the first regional qualifier ends on August 14. We’ll also host a Group Reveal Show shortly after the final regional qualifier, in which we’ll unveil all the groups along with analysis of the upcoming match-ups.

While holding a public group draw before the regional qualifiers have been completed solves some of the logistical hurdles, it presents its own set of severe problems. If teams yet to qualify for Worlds knew the seeds of the Group Stage competitors they would face, that could introduce an incentive for soft-play or match fixing. We didn’t want to put any teams in the position of having to choose between trying their hardest to win and trying to manipulate their standings due to a perverse incentive. We couldn’t risk any compromise to the competitive integrity of Worlds even though the current draw method is not as transparent as we’d like.

For next season, we’re focused on creating global alignment between all the regional leagues and their respective schedules. This will provide myriad benefits, including the ability to have a live draw that is logistically feasible, transparent, and doesn’t compromise competitive integrity.

Looking toward the future, competitive integrity will always remain our top priority. We look forward to aligning with our global partners to work toward a more transparent Group Draw experience.

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Worlds Group Draw will be done privately and confidentially

Magus New PortraitUnfortunately, the risk of a leak is a huge deal to the point that we will not be inviting members of the community to observe. Only 3-4 people on the operations/logistics teams responsible Worlds will know the results of the draw to prevent any form of leaks (I won’t even know, for example). If a journalist or community member were to leak it privately to a team or the public, it would undermine the entire qualification process and be a huge blow to competitive integrity. The risks simply aren’t worth it to calm down conspiracy theorists.

At this point, players are going to have to decide whether they trust that we don’t have any intention to rig the brackets – this is a complicated tournament and our focus is entirely set on delivering a smoothly run Worlds event. For those who simply can’t believe our intentions, they will always come up with a way to insinuate that there is foul play going on (even in a live draw setting).

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Why don’t you record the group draw

Magus New PortraitCertainly a possibility, but I’m not sure that will even appease those who doubt… All we can do is let people know how we’re making the draw and release that information ASAP when it’s safe (after the last set of qualifiers).

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I’ve also included a response from coach/analyst MonteCristo, who members of the community accused of suspecting that Riot would “rig” the group draw.

 

Do you suspect Riot will

MonteCristo: NO.

I did NOT say that. The reason why I want transparency in group selection is that I want NO ONE to be able to say it. As an independent eSports journalist/caster I feel it is my duty to continue to push the industry toward greater competitive integrity. I could sit back and let everything slide, but that’s not how I believe that I should use my position.

I support this year’s Worlds format and I am extremely excited for the tournament. I am very happy Riot decided to implement best of fives at every stage of the bracket, that no teams get byes, and that no two teams from the same country can be in each group. These are solid steps forward in terms of structure.

I understand why Riot can’t broadcast a group draw live given the logistics surrounding the regionals qualifiers. It also makes sense that Riot won’t release groups until after qualifiers so that we don’t have the problem of teams fixing for specific seeds. After learning of the impossibility of a live draw, I suggested that independent journalists be given access to the group selection, under strict NDA of course, so that no one can question the results. To me, this is reasonable. I do not believe that journalists who survive on League of Legends would stake their careers on leaking group information.

As for who these journalists/independent parties could be, Riot could consider OnGamers reporters, Slasher, Inven reporters, or IeSF, an organization founded to help create global eSports standardization. Of course, there are many more options as well.

That’s my opinion. My opinion is NOT that Riot will fix groups.

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A look at both sides

 (Opinion) In situations like these it’s easy to forget there’s no black and white; you can’t guarantee that a notary who gives faith during the group draw will not be bribed to reveal the group stage before the NDA is lifted and you can’t guarantee that results will not be, indeed, rigged. I personally believe having a neutral journalist participate or recording the draw process are both viable alternatives and are much more transparent than group draw. At the same time, Riot risk a lot having the group stage disclosed early and putting faith in any entity, though great on paper if you have a recognizable face to offer assistance (like Travis or Monte), is asking a lot for questionable benefits.

 It’s a fickle matter to believe in company ethics; I think Riot have proven they can deliver, if not competence, than at least honesty so I support their choice to do a private draw. Let me know what you think in the comments, but remember to be objective, not dramatic; it’s easy to be the latter in cases like these, it’s a lot harder to be the former.

 

 

Pando to go extinct banner

 

 

In a few patches we’ll be removing a defunct 3rd party program from our installer and patcher, called Pando Media Booster, which used to help us with peer-to-peer file delivery. As a peer-to-peer service, Pando previously allowed players to get the patch files they need from other nearby League players, instead of pinging our servers which may be farther away. Though we’re no longer using Pando Media Booster, we’re planning to develop our own peer-to-peer solution in the future to speed up the patching process and get you in game faster.

When Pando Media Booster is removed, League of Legends will display a pop-up giving you the option to remove the program from your computer with a single click. We recommend removing it when prompted (or manually removing it now) since we no longer use this service and are in the process of building our own solution.

Before then, some of you might see a different pop-up from your operating system when you launch League of Legends. This is an information-gathering step in our peer-to-peer development process. The pop-up will ask for permission to modify firewall settings from an application called “Riot P2P”.  If you choose to allow this application, it will collect details on your network configuration while you patch (not when you’re in game) but will not record any personal or identifying information.  Specifically, it will let us know which types of network configurations are most common and how many players are typically on the same area network (home, office, PC café, etc.). We’ll use this information to guide development of our native peer-to-peer solution so LoL can eventually provide the benefits of peer-to-peer technology for patching.

We’ll continue to provide updates as we move closer to introducing our peer-to-peer solution. Keep an eye out for more details on the upcoming removal of Pando Media Booster in the Patch Notes!

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Patch 4 14 Rundown

 

 

 

What if Kha’Zix’s isolation damage varied based on distance

 

[ Context ] Here’s a link to the Reddit thread with the suggestion discussed by Scarizard.

 

Scarizard New PortraitHey Zanesbro,

Let me begin by saying that i appreciate the time you’ve invested took to write your thoughts here. I know this post has fallen off the front page, but this topic/suggestion in particular is one i’ve seen a number of times and so i hope you don’t mind me outlining my beliefs on the subject below!

Isolation as a mechanic has constantly suffered from readability – not particle-wise, mind you, but in terms of understanding where the power comes from. Variable isolation damage not only muddies the counterplay (I thought i was supposed to be near my allies? Sorry dude, you’re 23% too far from them so Kha’Zix hit you for 37% bonus damage with his Q!) – but also i think hurts the positive feedback loop for a learning Kha’Zix player (Catch them alone/out of position, massive damage). Q Evolution hits pretty damn hard now, but how would you really estimate your damage accurately? ‘I think i can all-in this guy, but he’s only 50 units away from his minions instead of 100 – wait, how much damage will i do again?’

It’s very likely a change like this would necessitate a nerf to his high end Q damage. That satisfying end-game ~1k chunk of Isolation damage for finding their AD mid-rotation? Sorry, we’re cashing that in so Kha’Zix can do slightly more damage playing sub-optimally. Kha’Zix’s Q having no downside is part of what got us here in the first place (Q evo previously did % missing HP /even when not isolated/).

We expect Kha’Zix players to adapt just as the champion does. Part of the intended experience of KZ is embracing his variable nature whilst being savvy and opportunistic to cover for it. If you value consistency, we have 119 other champions for you to play. If you value ingenuity and exploiting mistakes to murder the hell out of your opponent with a xenomorphic rainbow scyther, i have a bug i’d like to introduce you to. As a Kha’Zix main myself, i’ve found the Isolation range nerf tolerable – i actually have to find ways to draw them away from allies (or in the laning phase, finding ways to eliminate/manuever the minion wave), but i’m rewarded with an insane amount of damage.

TL;DR – I’m not at all afraid to hard commit and say that Variable Isolation damage will never happen. If Kha’Zix needs love after his changes (and we did increase his Q damage at all ranks recently!) – he’ll get it. I’m of the belief we don’t have to break fundamental rules of his play pattern and core satisfaction to get there.

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Will Soraka be able to remove “Grievous Wounds” post-rework

 

[ Clarity ]Grievous Wounds” is a debuff that reduces healing to targets by 50%. Given that Soraka will be reworked to be a core healer, the mechanic is a direct counter to her strengths.

 

Vesh New PortraitI’m not going to subvert an entire game mechanic on a champion I design. Grievous wounds should be addressed, but we need to look at it comprehensively. Making the most powerful healer in the game that also says “I remove the one thing you can do to stop my healing” is probably not ok if we are letting people buy into grievous wounds or pick champions they think will be good against her.

That said, I think one of the core problems with it is that we applied the mechanic a bit too liberally on some champions (like varus) who had the intention of negating lifesteal in 1v1 but unintentionally destroy characters like Soraka. This isn’t my expertise though. I’m sure someone on our systems team is already thinking about this problem and ways we can solve it.

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]