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Posts Tagged ‘riot jag’

 

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[ Note ] You can find all the PBE changes discussed below HERE.

 

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Here are the most recent news in each category:

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Can you give us some context on Vaynes preseason Silver Bolts change

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[ Note ] On the PBE, Vayne’s [ W ] currently has no base damage, but the % damage is increased to 6/7.5/9/10.5/12%.

 

Meddler Final PortraitVayne’s current damage against a 1000 HP target:

  • Rank 1 Silver Bolts – 60 (20 flat + 40 as 4% of 1000)
  • Rank 5 Silver Bolts – 140 (60 flat + 80 as 8% of 1000)

 

Vayne’s damage after the 5.22 change:

  • Rank 1 Silver Bolts – 60 (6% of 1000)
  • Rank 5 Silver Bolts – 120 (12% of 1000, also the minimum value for rank 5 Silver Bolts)

So, against a 1000 health target these changes are a slight nerf to the rank up value of Silver Bolts. At 2000 health rank 1 damage goes from 100 to 120, rank 5 damage goes from 220 to 240, so in both cases slight buffs. At present however Vayne’s also got a reduction of 1 AD per level, so at level 9 (assuming she maxed W first for sake of discussion) she’ll have missed out on 27 physical damage from those three attacks. Any attacks that don’t contribute to a Silver Bolts proc will also be weaker of course too, without the benefit of the extra Silver Bolts damage against a target that’s itemized at least some health.

Finally, to look at a later game scenario, let’s look at a level 15 Vayne with rank 5 W against a target with 3000 health. Previously she’d have dealt 300 damage per Silver Bolts Proc. With these changes she’d deal 360, though with at least 45 less physical damage as a partial offset.

TLDR: This change is neutral or a nerf against low health targets and a small buff, though one partially offset by lower AD/level, against health stacking targets.

 

 

That seems like a lot of work for whats essentially the same Vayne

Meddler Final PortraitYeah it’s a fairly small balance adjustment basically, aimed at focusing Vayne more on killing health stackers while weakening her damage against squishies.

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Was the Graves range nerf intended to force him off the bot lane

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[ Note ] On the PBE, Graves’ auto-attack range has been decreased from 525 to 425.


Scruffy Final PortraitWe still intended him for bot lane, though if he has alternate styles in top or jungle it’s not a bad outcome.

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With the Rift Herald added do you think duo lanes will move to mid lane Rift Herald Mini Banner

Scruffy Final PortraitI doubt they would a majority of the time because a lot of mages need that short lane to be safe in the early levels.

That said, I think it opens the possibility to switch up a strat and go for a duo mid, which could be a really exciting and viable move.

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How powerful is the Rift Herald stat wise

Riot Jag Final PortraitRH is pretty durable, but getting the Eye Backstab proc off is a huge amount of damage, so taking it solo is considerably harder than duoing. It should be questionable in terms of trading for Dragon, depending on your team comp and win style (if you’re an early game push team then RH will obviously be better). More details on the reward here:http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/z44jEiXG-rift-herald-pbe-feedback-thread

I don’t think the top laner solo jungle start will work anymore since camps only give you level 2 if you have a jungle item. That’ll push Ignite/Exhaust viability up a lot, along with the TP CD nerfs we have in.

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How is Rapid Firecannon going to work on melee Champions

[ Note ] Rapid Firecannon is a new AD item that passively builds stacks like Statikk Shiv and extends auto-attack range when it’s charged.

Reinboom Final PortraitIt’s a 35% increase that’s capped so it works pretty smoothly for most melee champions.

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How does the Energized stacking mechanic on Firecannon work

Reinboom Final PortraitIt’s Shiv fast, but slightly slower than what shiv is now.

It’s a single shot.

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Can you give us some context on the changes to Trinity Force

[ Note ] Due to the Preseason changes to Zeal & Sheen, Trinity Force now grants CDR instead of AP and most of its stats are lowered in favor of higher Crit Chance.

Riot Axes New PortraitWe’re standardizing item efficiencies across the board, and Trinity Force was one of a number of outliers – much too high.

For the crit specifically, the more closely your crit chance approaches 50%, the fewer attacks it takes for crits to average out (this is helped along considerably by some under-the-hood magic we do – crit isn’t quite true RNG). Basically, increasing the crit chance to 20% actually makes combat less RNG-driven for fighters. We’re aiming to have at least 20% crit on anything bigger than a Brawler’s Glove that has crit on it in the first place.

As for specific champions being impacted – most champions in the game are going to be impacted by at least some of these changes (even if they’re not strongly impacted by items, Keystone Masteries and general game tuning will have large effects on champion power levels). We will certainly be following up on champion balance as preseason progresses.

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Why didnt you replace Zeal in the recipe with Recurve Bow for onhit damage

Riot Axes New PortraitWe explored this – it felt really bad. Few Trinity Force users expect to be able to basic attack repeatedly enough to use that much AS + an on hit effectively, and it costs you the % movement speed (or requires us to drive the price up).

Zeal went back into it because that version felt so bad to play.

 

 

Certain melee Champions really benefitted from the AP on Trinity Force

Sotere New Portrait

Historically most of the melee fighter champions didn’t want AP. Jax and Irelia didn’t feel TERRIBLE about it. Trinity Force was their go-to item because it was SUPER efficient despite stats that weren’t ideal (AP and Crit, which were also incredibly anti-synergistic with each other). Over time certain champions were balanced around that super efficient Trinity Force (Corki, Irelia, Jax, Hecarim). In tuning the efficiency down and shifting the stats, we might reveal that said champions need changes. We’re keeping a close eye on them in case we have to adjust.

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Where is Riots stance on having a jungler build Sighstone as a core item

Fearless New PortraitWe gave junglers the Tracker’s Knife jungle item (essentially a jungler’s sightstone) because we believe that allowing them to easily opt into the vision game should be easier and a more recognized option for junglers.

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Why did you remove Green Wards from the store

Fearless New PortraitThe vision changes are about making the vision portion of the game more of an effort for the entire team, and a more learnable game for all. Green wards as a stand alone purchase ensured that many players never fully engaged in the game. By putting many of the baseline vision tools in the hands of every player, in every game, and then augmenting the ways the game tells players about how the vision game is being played around them, players have much more access to understanding a vital part of the game.

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Is it true that Trinkets will have two charges in the early game

Sotere New PortraitStarting trinkets will have multiple charges. It feels pretty good for coverage in lane, especially bottom where you get both people to draw from.

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What will the removal of Mana Pots do to manahungry AP support

Fearless New PortraitWe’ve increased the mana regen on Frostqueen’s Claim, and we are actively tuning around the support mana usage. We’ll be watching these champs and some of the mana starved junglers to make sure they changes we’ve made for them are doing enough to keep them reasonable. Maybe not 3 mana pot start full, but able to cast their spells and have a strong impact.

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Won’t the gold increase to Health Pots make sustain junglers better picks

Keeper Arcanus Final PortraitHealth Pots are 50g now, but remember the entire flow of gold has been changed. The price increase isn’t as disruptive as you’d think.

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Sotere New PortraitDefinitely something for us to watch. There’s a LOT of systems in play, however. Our playtests haven’t shown sustain champions really thriving due to there being a lot of other sources of health regen and new flasks to keep people topped off.

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How long will the Preseason changes be on the PBE before theyre patched on live

Sotere New PortraitPreseason will only be on PBE for one cycle. The content will be shipping with 5.22 on a normal patch cadence. Of course, we have a lot of follow-up planned once we see how the changes impact Live.

We’re trying to shoehorn supports into one mastery tree less. In fact, there’s no ‘Utility’ Tree anymore. It’s got a new name, and generally new purpose. While supports may still go down it for some of the tried and true gold generation masteries like Bandit, we expect them to explore other trees as well. 0/9/21 shouldn’t be the path that all supports need go down (as some could argue it is on Live).

Supports are generally going to be compensated through base mana buffs, itemization, and they also should be getting a bit more gold at the end of the day due to how ambient gold is going to scale (specifically towards the support team members).

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Happy Halloween to all readers! Here’s a Halloween-themed fan art collection with Battle Bunny Riven for good measure:

 

Happy Halloween! by ikebanakatsu:

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Happy Halloween! Trick or Treat by Sanphy:

53232569_p0_master1200 53232569_p1_master1200 53232569_p2_master1200 53232569_p3_master1200 53232569_p4_master1200

 

Gankbuster Vi by suqling:

OAQs0f3

 

Halloween Sona by MonoriRogue:

halloween_sona_doodle_by_monorirogue-d9evdt5

 

Battle Bunny Riven by Unsomnus:

riven___battle_bunny_by_unsomnus-d9en3bt

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

BALANCE TEAM AMA Banner

The balance team’s AMA has now concluded; here all the questions answered in the thread:


Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/23!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’ve gathered together the team behind the balance and tuning of League to talk shop about the state of the game, balance, and whatever else you might have on your mind!

On deck, we’ve got:

RiotTimeWizard (amazing Morgana player, holds the record for the highest win streak in ranked of 19 games among teammates)

ricklessabandon (obsessed with ffxiv, lowercases, and playing bloodthirsty supports)

SmashGizmo (prolific melee player and toplane scumbag, known for his top Vi, Pantehon, Olaf, and even Nunu)

ManWolfAxeBoss (actually a wolf)

RiotGmang (slayer of playtests)

RiotJag (top 10 on the vaynespotting leaderboard of busters and marksman enthusiast)

FeralPony (bard lover and a literal pony)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away: Ask Us Anything!


If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

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Lots of Feedback on Zyras current state

[ Note ] You can find the user’s post that SmashGizmo addresses below HERE.

Zyra Single Banner

SmashGizmo Final PortraitThanks for sharing such in depth thoughts here, really appreciate the effort you put into your post. I’ll try to go through and touch on some of the important parts where we seem to see things differently and hopefully give you some insight as to what we think of Zyra:


  • “she is still considered in your point of view as an OP Champion with no rooms to buff”: This just isn’t true. We buffed her plant AI in 5.20 and have been considering additional buffs from there. It is true that we feel pretty limited in what we can actually do because her winrate is actually quite high, which suggests that she’s probably not as weak as people think, but it’s just not true that we don’t consider that we have room to buff her.
  • You talk a lot about how we view Zyra as a long ranged mage, but I’d say that we view her as a ‘zone-controller’, more akin to Anivia and Heimerdinger than say Lux and Ziggs. A large part of what defines a zone control mage is their slow movement and set-up time, but extreme power once they have established a position, which is a large part of why they tend to have low defenses and movement and slow casts. What this means for us is that many of the weaknesses you point out on the character are actually intended weaknesses. Her E is supposed to represent a window where she spends set up time to CC opponents and establish plant control and I at least feel it’s important for it to have a longer than usual cast time.
  • You also talk a lot about Zyra’s matchups as a Mid laner in the context of professional play. While I think we do want to support Zyra as a Mid Laner for Solo Queue play, it’s felt out of reach to get her into Pro Play as a midlaner (similar to Annie). I don’t want to say that this is completely off the table long term, but as our team mostly works in 2 week spurts, making Zyra a desirable Professional Mid Lane pick without straight breaking her for the overall game is just out of scope.
  • With all that being said though, I will say that Zyra probably isn’t getting enough payoff from her kit at the moment. Personally, I have my eye on the Ult knockup duration and Plant scaling throughout the game as potential areas that we could buff on the character in the near future.

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Are there going to be changes to Riven to make her feel less oppressive

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Riot Time Wizard Final PortraitYes, we are looking into nerfs for Riven, and fairly soon! We don’t wanna ‘gut’ her, though. Riven players love their brokesword.

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Are you guys holding off on balance patches in preparation for Preseason

Scarizard Final PortraitMostly prepping for Preseason. 5.19 and 5.20 were relatively small, and 5.21 will follow suit as we’re putting the finishing touches on our preseason work.

Then, we will open wide each of our 10 mouths and sing the song that consumes the earth.

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Syndra excelled in a glass cannon meta but shes now useless against tanks

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Ricklessabandon New Portraithi, hi~
reading over your post, it sounds like your analysis of syndra is pretty aligned with our current understanding of where she’s at, how she functions, etc. to recap (and make sure we really are on the same page), here are some key notes about syndra:


  • role/function – if we were to ‘zoom out’ and pick just one threat that syndra’s opponents should be mindful of, it’d be her ability to make picks. opponents should need to be more mindful of the space around them when fighting syndra, and mistakes in positioning shouldn’t be forgiven very often. we’d want syndra to be functional in this regard above most other threats she could provide.
  • power timing – syndra’s ‘thing’ is about her ascension to more powerful states, so we’d much rather have larger amounts of her power come from things like her upgraded abilities than her first few levels in lane. currently, this is an area where we have a lot of room to improve. changes to address her power/impact/satisfaction in the later phases of a game (e.g., levels 16-18) are likely the next project we’d want to take on for her.
  • cadence – i personally feel like syndra is in a really good position to have one of the more satisfying and clearly represented ‘ramping threat’ profiles in league, especially since it directly ties in with her threat relating strongly to a need for spatial control and cashing in on good play there by making picks. i’m not sure if we’d have a strong reason to make further improvements here in the near future, but i can imagine a world in which we get to play this up even more and that makes me excited! practically speaking though, making refinements in this area would likely be a larger undertaking since it’s tied so strongly to the feel of playing the character (which i personally find quite enjoyable) so prioritizing it over other projects can be a tricky proposition.

so, getting back to your original question, i think the future of syndra includes a lot of focus on getting her timings right regarding power curves. we’ll most certainly look at her passive (a lot to be gained there, i feel) and anything else that lines up with a project in that vein. when making those adjustments, we’ll be looking at preserving her baseline function as a control/pick mage and playing up the good feels around her cadence if possible.

hopefully that covers your question!

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Any plans on reworking Leona into sololane or jungle viability

Riot Jag Final PortraitDon’t see a way we could do that without compromising on her duo lane power. One of the reasons we make Leona so incredibly powerful and tanky without many items is because her base values are calibrated around her not having a gold source.

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Why hasnt Sejuani received compensatory buffs after the Cinderhulk nerfs

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Riot Time Wizard Final PortraitWe tend to let champions like Sejuani (who thrived close to a 60% win rate for a while) level off after we nerf them in some way. We’re not intending to leave them to die and be forgotten, but in the interest of keeping the live environment fresh, we don’t want to rebound and throw more buffs at her, since she only just stopped being picked so much. She’ll be back — we’re just trying to let other champions have some time in the spotlight!

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Didnt a Rioter previously say you werent rotating between viable picks

Riot Time Wizard Final PortraitI think I miscommunicated! We don’t want to rotate the META, but we want to make sure that champions all have time to shine at one point or another. The meta shifts itself!

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Feral Pony New PortraitFor clarity, a rotational meta to me has some pretty explicit goals where you aim to make a totally new set of characters the dominant choices, often with the subgoal of focusing on selling more content. This is NOT our goal.

Our goal on the team is consistently bring up champions below the balance bar and bring down champions above the bar so we get progressively towards a better state (which will get shuffled around during preseason most likely).

This can have a rotational style effect where the “top tier” of champions is often changes but it’s a very different approach. Sejuani in this case is pretty middle of the pack right now by most metrics (data) and perception, which is a good spot to be for any champion but generally means we won’t revisit her for a little while, as our primary targets are the outliers at the top and bottom.

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Whats your current view on Rengar Do you think hes balanced

Rengar Banner Single

Riot Time Wizard Final PortraitRengar, balanced?! IMPOSSIBLE.

Joking aside, Rengar’s win rate and pick rate for the average player are actually reasonable, but as with any other feast or famine type of champion, when he gets strong he feels awful to play against. He’s been a tricky one to keep balanced, because there’s a fine line between removing his cool stealthy burst combo and making him feel ‘fair’. As an assassin, he also is strongly affected by meta shifts. We are still considering ways to make him less faceroll-one-shot feeling without alienating players that really love to play as him.

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If Rengars fed the ! sign doesn’t help at all before he unstealthes

Riot Time Wizard Final PortraitI’m an ADC/squishy support main, so I definitely empathize with how awful it is to play against people that delete you from the game.

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How much math goes into the balancing of Champion abilities power

Riot Time Wizard Final PortraitPretty open-ended question there, and not as many obvious troll responses. Well, let’s say that we do a lot of different types of analysis for what a champion’s numbers should look like. Sometimes we look at pretty basic comparables (i.e. this is Lucian’s full combo at 9 with a BF Sword vs Graves) to get a first sense that something may be off. Then we can look into much more detail. For Ekko before release, Gypsylord and I looked at multiple different burst profiles (poke damage, full damage besides ult, full damage including ult) and measured them against other champions in his class that either had similar burst styles (maybe Diana) or had really spikey high-ends with huge AP Ratios (Leblanc, maybe Annie).

We also have a pretty decent read on knowing what small base stat changes will do to a champ because we’ve seen the effects of them so often.

That said, a lot of what we do is pretty well tied into both the objective aspects of playing a champion (i.e. this guy has X base damage at 13), as well as the subjective aspects (i.e. we have a huge amount of expertise on this topic, and we can confidently say that Darius is overtuned…that one may be a gimme).

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Did FeralPony buff Veigar so that he could play him in Ranked

Feral Pony New PortraitTotally bro, gotta climb that ladder.

Kidding aside, I stay far away from pushing for buffs for any champions I’m playing to avoid conflicts of interest. Additionally, I’ve never pushed for any buffs on any champions I’ve designed for similar reasons. The champions I’m currently playing are,

  • Bard
  • Tahm Kench
  • Udyr
  • Heimerdinger
  • Miss Fortune
  • Cassio (just starting to pick her up)

I generally steer away from Mid Lane, but I find Veigar’s Q double-tap farming pattern really fun. I’m more of a Support/Jungler.

As for do members of the balance team use their secret insider knowledge of the state of the game? Generally no, but it depends on the person. I play Bard and Udyr as my two main guys in Ranked. Neither is exactly topping the win rate charts, but I enjoy playing them and can carry a game with either.

It doesn’t give you much of an edge anyways, most of the data we have available is essentially public knowledge. It’s not really a secret for example that Wukong is reeeeeeeeaaaallllly strong, just not seen professionally. The best advice in League generally is play the champions you know, and you’ll do better then just grabbing the “OPs”

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What numbers do you look at to judge the balance state of Supports

Scarizard Final PortraitNumbers actually don’t discriminate when it comes to things like pick rate, win-rate etc for supports like you might imagine – though they’re often banned far less than other champions unless they’re wayyyy out of line (A little while ago, Janna sported a higher win-rate than maybe all but ~6 champions in our game, but was banned in less than 1% of games). TL;DR – We evaluate supports on similar metrics to the rest of our champions, though we’ve seen large swings from small changes in this category specifically due to the smaller pool of supports (so even a small nudge could make someone played a ton or played a little, because the next one replaces it).

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Do you take Champion countermatchups into account when balancing

Scarizard Final PortraitHeavily, actually. Our changes to all of the Juggernauts in 5.18 (where all 4 + GP/Fiora were nerfed) were actually done with champions like Gnar in mind, who we consider to be a popular and effective counterpick to these champions. Worlds has proven this to be mostly true, though obviously GP and Mordekaiser need further work.

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Which Champions need buffs at the moment

Scarizard Final PortraitOften times if some champion or strategy is domineering, we’ll think a lot about why that is – and in some cases, endeavor to buff a champion or item that’s part of that champion’s counter-matchup (such as making Spectre’s Cowl more efficient/better when mages are everywhere top, etc).

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Do you have any changes planned for unit collision

Feral Pony New PortraitWe have a few changes to pathfinding that should make Unit Collision a little smoother in lane for Preseason.

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Is the balance team still working on fixing Quinn

Riot Jag Final PortraitI’m not sure how much I can get into with Quinn. All I can say is, we have been testing some changes to her that I am super excited for, as something of a Quinn enthusiast. You may be able to ask RiotRepertoir for more, he’s been doing some really cool work there.

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What stats do you use to decide which Champions to rebalance

ManWolf New PortraitWe have a ton of different metrics that feed into our balance decisions. For example, we look at base win rate across all elo, Plat+ win rates, pro win rates, and experienced player (more than 30 games on a given champion) win rates. Aside from win rate, we look at picks and bans, popularity, player perception, etc. We monitor this stuff from patch to patch, so it’s pretty easy to pick up on trends as well as predict them.

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How are assignments spread across the balance team

ManWolf New PortraitWe get together for each sprint (basically our tasks per patch) to both pick tasks and assign them. We use a healthy mix of data and intuition to select our projects and then assign them pretty organically (whoever wants it, takes it – though we tend to have people who “own” various champions because they have more experience with them than anyone else)

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What are the backgrounds of the people working in the balance team

ManWolf New PortraitLike most of Riot, and really game development in general, we’re pretty diverse. We have people with no college education up through PhD’s. It creates a really unique design atmosphere because everyone sees things in a different way. Some people are very good about thinking in systems, others better in numbers or thematics. It’s a lot of fun.

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Who does the balance team collaborate with when working on Champ design

ManWolf New PortraitWe work with pretty much everyone in “core” LoL, Champion, Champion Update, Game Systems, and so forth. It’s super important to understand not only what everyone is working on, but also why. Cross-team alignment can be tricky, but it’s a must for game health and balance.

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What are your thoughts on Veigar Is he too strong at the moment Veigar Minibanner

SmashGizmo Final PortraitDefinitely a bit on the strong side. I still believe that the changes made in 5.18 were important to make his W feel like a reasonable skill on it’s own (not just a slave to his E), and take away the weirdness around missing champion last hits on his Q, but it does appear to have put the character a bit overboard. We’re currently investigating some nerfs to the guy and I think are leaning towards easing back on his base damages a bit to soften up his lane and play up his role as a hyper-scaling evil mastermind.

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Why do you think Lux hasnt seen any play at Worlds so far despite recent buffs

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ManWolf New PortraitSomeone’s secret weapon and they don’t want to show their hand yet…

Alternatively, popular team compositions right now aren’t terribly favorable for Lux, but I wouldn’t be surprised if she showed up.

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Scarizard Final PortraitI’d agree with MWAB here – Lux’s performance in normal play (especially since 5.17) has actually improved a lot, but professional teams just don’t seem to be valuing their pick-potential from the midlane, opting for Kalista, Kench, Thresh, Elise etc to do that for them.

She’s got the waveclear though. She’s one of my few picks (like caitlyn, thx flash wolves :D) to still see play before the tournament’s end!

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What are your thoughts on the current state of Ahri

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Riot Jag Final PortraitWith you on the jack of all trades aspect atm, but I don’t think she’s missing in high moments (her ult + Charm is still a premiere pick combo). I think Ahri is probably on the strong side a bit, may need to keep an eye here.

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How much will the current ADC meta be affected by the Marksman update

Riot Jag Final PortraitChanges are more focused on making each Marksman feel unique and different, highlighting what they’re really good at, and making sure they’re supported by our current itemization. The changes are less about changing relative power levels and altering the meta.

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How will the new ADCoriented items be implemented

Riot Jag Final PortraitI think some of the changes might make Teemo/Urgot feel a bit better about being Marksmen, but we don’t have a true “Urgot ADC dream item” in the works. The changes aren’t huge, but personally speaking, when testing them I think people do feel like they had a bit more choices and build flexibility than on Live.

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How do you decide which role in the game is allowed to have what power

Scarizard Final PortraitPerhaps not an exciting answer, but these are really case-by-case. For instance ‘no hard-cc on an assassin’ is thrown out the window by Ekko, but we specifically designed all of his damage output and abilities around that fact. I’d say it’s generally less that there are ‘hard rules’ and more that there are some mechanics or abilities that are handled with extreme care. For instance, sustain and hard CC tend to be some of the ones that make people the most nervous – having the highest ‘potential’ to get out of control if not handled carefully.

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Do you think Yasuo and Tahm Kench are too strong currently

Tahm Kench Single banner

Ricklessabandon New Portraitregarding the other questions, yasuo has an easier time in mid lane right now than we’d historically be content with given the current balance state of the game overall (items, balance of other champions, etc). this in some part points us into looking at other champions (like zed, for example) and doing a deeper dive on them. tahm kench is someone we’ll almost certainly need to look at again next season, but there’s still quite a bit to assess here in terms of which strengths are the healthiest/best to keep strong and which ones could potentially cause problems—same goes for his weaknesses. we’re not currently in a rush to jump on tahmmy boy though, so we have a bit of time to digest all the data we have coming in for him and that should lead to a more complete analysis soon.

[ Link to Post ]

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE SKT Banner

 

PBE 04/04

Red Post Collection

Single Posts

Bonus!

 

 

PBE 4 April

 

 

SKT T1 Jax Skin Preview

 

 

SKT T1 Vayne Skin Preview

 

 

SKT T1 Zyra Skin Preview

 

 

SKT T1 Lee Sin Skin Preview


 

SKT T1 Zed Skin Preview

 

 

Classic Twitch Visual Update + Voice-Over

 


Vandal Twitch Visual Update + Voice-Over

 


Gangster Twitch Visual Update + Voice-Over

 

 

 

Champions

 

 

 Kassadin New Portrait

 

Null_SphereNull Sphere [ Q ]

  • Shield increased from 40/70/100/130/160 ( +0.6 AP ) to 40/80/120/160/200 ( +0.8 AP ) [ live value of AP ratio is 0.3 ]

 

 

 Rumble New Portrait 

 

FlamespitterFlamespitter [ Q ]

  • No longer deals half damage to neutral monsters (Rumble in the Jungle!)

 

 

Twitch New Portrait

  • Base armor reduced from 18 to 14 from 18 [ probably related to the VU release & will be fixed ]
  • HP regen removed [ live value is 1 but, as the above change, will probably be fixed ]
  • Expunge [ E ] renamed to “Contaminate”
  • Spray and Pray [ R ]  renamed to “Rat-Ta-Tat-Tat” (And Lux’s Final Spark is now “Pew Pew Laz0rs”)

 

 

Vayne New Portrait

 

 

Improvements to Gragas

With the recent rework of Gragas in Patch 4.5, what’s the community’s opinion of the booze-loving fatty?

 

 

SolcrushedButton Rioter Solcrushed: This is the thread I hope to consolidate the feedback on the new Gragas. While we won’t be making significant balance changes before we have some data, feel free to suggest improvements, builds and lanes!

Some changes I will be making for the next patch regardless of his balance.

  • Gragas will not auto acquire a target after E if he has W buff active.
  • Gragas E hitbox adjustments to make sure you hit the units you feel you should be hitting
  • Gragas W autoattack buff lasts 1 second longer

 

 

Suggestion: E applies the tick of W to whoever it hits.

 

SolcrushedButton Rioter Solcrushed: Can you tell me what you mean by this? Do you mean the W will proc on whoever he hits with E?

I would think once the issue with the Autoattack after E is fixed, E would more or less guarantee a W anyway.

 

 

What is the direction you are trying to take with Gragas?

 

SolcrushedButton Rioter Solcrushed: Lanes were less of an issue to us when we were doing the rework. We were more concerned about changing his core pattern than we were about lane assignments.

We would expect that his new strengths and weakness suit him better in non-mid lanes but if he is still proven to be a good mid we would be fine with it, provided that the pattern change holds.

 

 

Why was the mana-gain from W removed?

 

SolcrushedButton Rioter Solcrushed: We felt the mana restore was an unnecessary part of the kit that would be awkward to carry over with the new W cooldown.

Also His mana costs were reduced quite a bit to reflect that he no longer has W mana restore and he will be building less mana items. Maybe they are not enough, we will see.

 

 

Gragas Support

 

RiotScruffy Button Rioter RiotScruffy: Gragas support seems pretty legit. I expect to see a good deal of it in our future.

 

 

 

Rengar Feedback

Rengar is back from Patch 4.5 with a fully reworked kit! But is he still the fierce assassin he used to be?

 

 

RiotScruffyButton Rioter RiotScruffy: The Rengar update is live and we’re playing and monitoring his performance a ton on our end. Let’s use this thread for constructive feedback. Once we have more data we will definitely be adjusting his power levels up or down if he needs it.

  • How are the changes playing for you?
  • What builds are you using?
  • What lanes are you playing him in?
  • Finding any bugs?

I’ve already seen a suggestion that I like: his alert to enemies during the ult only appears if they would be able to see him out of stealth, we’re already talking about this a lot internally. This seems like a good way for Rengar to optimize a bit more by taking clever paths on ganks and approaches.

 

Riot Jag
Button Rioter Riot Jag: I’m pretty interested in the builds that people try out on him. In playtest a lot of our experienced Rengar players thought Blade of the Ruined King was really strong on him. I think some people will make the classic Trinity/Sunfire/Spirit Visage build still work though.

 

 

Feedback: His Q feels very clunky and slow to use

 

Riot JagButton Rioter Riot Jag: Since this version of Q doesn’t give you AS it does feel a little slower at first, but we made some small changes to the spell to ensure it feels good. There may be an adjustment period but if it still feels clunky we’ll keep an eye on it.

 

 

 

Feedback: Rengar feels more like a fighter than an assassin now

 

Riot JagButton Rioter Riot Jag: We have definitely shifted the time-to-kill window for Rengar’s assassinations more into the fighter end of the spectrum (closer to Jax than Zed, for example). He’s not going to kill someone in 1-2 seconds, yes, but his damage over 4-5 seconds should be comparable to or better than the previous version while also having stronger tank stats and better stickiness.

 

 

Feedback: He’s weaker in lane

 

Riot JagButton Rioter Riot Jag: It’s true that his early lane has more weaknesses than his previous iteration. We shifted some of his power away from his Level 2 cheese and spammy E-harass, but added some back in sustained trades, healing when he’s behind in lane, and assistance for jungle ganks. One thing I’m curious on here is what is an assassin’s idea of winning lane, especially in the top lane. When we see assassin’s top lane they’re generally more than happy to be able to farm against bruisers.

 

 

Feedback: He’s a much slower split-pusher after the rework

 

Riot JagButton Rioter Riot Jag: If you feel like his pushing power is excessively weak I think that may be a fair criticism. We’d like to keep an eye on his overall power level since he has a lot of other really strong tools to aid in tower pushing (e.g. using an Empowered Q on a nearby minion for a strong AS bonus, the ult giving a good escape, etc.)

 

 

Feedback: Rengar is too weak to be either a tank or an assassin/fighter now

 

Riot JagButton Rioter Riot Jag: We want him to be in a state where he can still build to be a damage threat. If that’s not true, then it’s something we’ll address.

 

 

 

 

Why is the warning for when Rengar ults not global?

 

RiotScruffyButton Rioter RiotScruffy: There are a few people suggesting that the warning from his ult should be global. We thought about this idea actually but it was actually too punishing for Rengar because it gave his opponents too much time to react, and essentially removed all of his ganking power. Enemies would all just back up to their tower before he could engage, so we went with a much shorter warning time frame.

I’m much more keen on the idea that if he wouldn’t be visible, the warning will not appear. This rewards clever paths and approaches when ulting.

 

 

More from Ghostcrawler

After the brief info we got from Ghostcrawler yesterday, here’s more of his thoughts on Riot, game design and more!

 

 

 Why are some projects discussed with players and then scrapped?

 

ghostcrawler Button Rioter Ghostcrawler:  That’s a huge challenge of talking to players. If you want to be really honest, which we generally try to do, then that means talking about plans (even pretty solid plans) that have a chance of not working out. The alternative is not to talk about anything that isn’t 100% ready to ship. I prefer the former, but I understand it can be frustrating.

 

 

You’re like Morello! (in a good non-nerfing way)

 

ghostcrawler Button Rioter Ghostcrawler:  I love Morello too. We should hang out. The thing you have to remember as a developer when you’re talking to players is that some of them are going to be angry or even nasty, but you can’t let it get you down. At the end of the day, they are usually speaking out of passion just trying to improve a game they love (unless they are true trolls who just want to sow discord, but in my experience those dudes are pretty rare). Having passionate players is awesome. Every game developer very much wants passionate players!

 

 

With Riot being open with its community, you shouldn’t be taking so much flak

 

ghostcrawler Button Rioter Ghostcrawler: I love this about Riot, and I love that a bunch of the Rioters posting are from disciplines other than design. It helps reinforce that these are real people (who love their job!) and not just PR bots spouting some approved company line. I think it also helps reinforce that it takes so many people from different disciplines collaborating to create a game.

 

 

Did you play League at all prior to joining Riot?

 

ghostcrawler Button Rioter Ghostcrawler: I did. And then I played a lot while I was interviewing, but I had to do it in secret. BRO, WHY YOU PLAYING SO MUCH LEAGUE RIGHT NOW, BRO?

 

 

 

 

What do you think about the eSport side of League?

 

ghostcrawler Button Rioter Ghostcrawler: It’s infectious! I’m not on the esports team, but I started paying a lot of attention to LCS once I started seriously considering moving out here.

 

 

 

 

Do you think Rioters used to communicate design decisions better last Season compared to this one?

 

ghostcrawler Button Rioter Ghostcrawler: Okay, here is an example where I’m going to attempt to prove that I don’t mind leveling with you guys. But you have to not beat us up about it. We’ve talked about this a lot, and we agree that Riot used to do a better job of providing context, debating design changes, and following up on things we said we’d follow up on. When I was on the outside looking in, I was super impressed with how well Rioters communicated with you guys, and I think it’s fair that it has fallen off some this season or so.

It’s a priority to get back there. We probably burned a little bit of trust with you guys and it’s time to try to get it back. Please hold us to that, and let us know when we go astray.

 

 

Do you talk with Morello about WoW’s balance design in the office?

 

ghostcrawler Button Rioter Ghostcrawler: We do. He still plays. As you might imagine, designers love to sit around and dissect design decisions in other games. I think a bunch of the guys have enjoyed asking how I really felt about various aspects of WoW.

 

 

 

Is it true you used to work on Age of Empires?

 

ghostcrawler Button Rioter Ghostcrawler: That’s how I got my big break. Some players like the “That’s what happens when you let a marine biologist balance your game” narrative, but I worked on Age of Empires for 10 years before I ever went to Blizzard. I started on Rise of Rome and worked on every title up until Halo Wars, which is around when I left. Ensemble Studios (who made AoE) was a great place to work and I still keep in touch with a lot of friends-for-life that I made there. It’s interesting to me that RTS games have kind of died off lately, save for Starcraft.

 

 

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Refunding Reworked Champions


 

Riot DryTheRiver Button Rioter Riot DryTheRiver: Hey everyone,

I’d like to shed some light and clarify the above statement as it is not entirely correct:

 

If a champion or skin had a graphical or kit (play style) rework after your purchase, you do indeed have the option to refund them without spending any refund tokens. However, this refund is for FULL reworks only. Buffed and nerfed champions do not count as full reworks and, as a result, are not eligible for a refund. Also, in order to be eligible for this refund, you must request a refund on a visual/design rework within 90 days after the rework. We will not be able to give you a refund beyond the initial 90 days.

For more info, you can check out our content refund guidelines are available on the player support website at the following location: https://support.leagueoflegends.com/…ent-Refund-FAQ

Hope this helps 

 

 

Hopes for Mage-Fortune


 

ricklessabandon Button Rioter ricklessabandon: Going to bring this thread back from the dead now that I’ve had some time to read everyone’s responses and think about them a bit. My plans for the immediate future are to: watch Miss Fortune on 4.5 and make balance changes as necessary, and then make adjustments for AP-scaling Miss Fortune. I should be able to get something in time for the 4.6 patch—we’ll see how things test over the next week.

Based on where she’s at now I don’t think it’ll take much, but wanted to give you all a heads up that i’m still working on her all the same.




Plans for Fiora


morellovatar Button Rioter Morello: So, at risk of building hype… ;p

GUINSOO is working on a Fiora overhaul as a “light fighter.” We’re still in very early prototying, but we agree Fiora is one of the worst characters upon delivering on her fantasy – a skilled, deft fencer.

I think much of her kit will change, but for the better.

 

 

Bonus: Void Fizz Comic


 

Artist: Holyelfgirl

Link to Comic

I thought that was awesomely adorable, enjoy reading! And don’t forget to check out the artist if you like her work!

 

void_fizz_comic__commission__by_holyelfgirl-d7c5d1u

The (best) story of Void Fizz

 

 

Festival Dragon Shyvana Banner

twitter-icon-png-13

 

PBE Update: 15/02

Xypherous: Support Items, Boots and More

Riot Jag: Let’s Talk Elise

Fan Art Showcase: Enijoi

 

 

PBE 15 February

 

 

Velkoz Portrait

 

Plasma FissionPlasma Fission [ Q ]

  • Mana cost lowered from 50/55/60/65/70 to 40/45/50/55/60

 

 

New Kayle Icons

 

Passive        [ Q ]         [ W ]         [ E ]          [ R ]

Kayle_Passive Kayle_Q Kayle_W Kayle_E Kayle_R

 

Battlecast Velkoz

Battlecast Velkoz Splash Art

 

 

Xypherous Support Items

Upcoming changes to Boots, Support Items and Doran’s Shield in Patch 4.13!

 

 

Xypherous Button Rioter Xypherous: Hey, just a quick heads up over changes that will be coming soon to the PBE (Next major PBE Deploy) just so that I don’t catch anyone offguard and you guys will be able to focus test a little.

 

Goals: Retune, rebalance and clean up a lot of early game purchases – especially for support characters. There’s a lot of items that are slightly too big for the early game budget and we wanted to do a pass to clean up whatever superfluous costs that might exist that impede early game purchasing power.

This isn’t intended to be a long term solution to anything, we just wanted to do a cleanup pass for the items on live. We do want to streamline and enhance support itemization more in the future (as current support items are functional but really aren’t synergistic with the individual support champions) but as that project will most likely take a while, we’d rather ship what minor improvements we were iterating on.

 

 

Boots

 

Ionian_Boots_of_Lucidity_itemBoots of Lucidity

  • Cooldown reduction decreased from 15% to 10%
  • Gold cost reduced from 1000 to 800

 

Notes: I’m aware that Lucidity boots can be used to “smooth” over the extra 5% CDR from masteries / runes etc. However, the usage rate of Lucidity Boots seems to indicate that this is, at best, viewed negatively as an optimal strategy compared to any other boot option.

We want some cheap boot options, especially cheap boot options that would be useful for supportive roles. We’ll have to figure out the dangling 5% CDR problem somehow – perhaps we can add 5% CDR to some niche items.

 

Boots_of_MobilityBoots of Mobility

  • Base Movement Speed 45 –> 25
  • Enhanced Movement Speed 105 –> 105
  • 1000 Total Gold Cost –> 800 Total Gold Cost

 

Notes: Boots of Mobility have consistently been a powerful option, to the point where it can dictate a lot of Jungle or Support games. While that’s not entirely true at present – it presents a sizeable obstacle in terms of controlling out of combat movement speed at its current power level.

That is, if you can reasonably put Boots of Mobility into your build, you should. We could have just straight nerfed Boots of Mobility but this would have put it out of reach for secondary uses such as duo roaming or ensuring slower characters catch up to their team. We opted instead for a more tangible tradeoff – slightly worse combat potential in exchange for a potential incredibly early pickup.

 

 

Starting Support / Duo Lane Items

 

We want to clean up some of the mini-games and do a polish pass over some of the gold items. We’re not entirely happy with the current system and would like to revise the support gold system when we do a larger support item pass – but for the present, we want to clean up some of the items and get them into a cleaner state.

 

 

Coin Line

 

Ancient_Coin_item Ancient Coin

  • Health-per-5 removed
  • Favor: In addition to the 2 Gold, now also heals you for 5 health whenever a nearby enemy minion that you did not kill dies.

 

 Nomad's_Medallion_itemNomad’s Medallion

  • Mana-per-5 reduced from 11 to 10
  • Mana-per-5 reduced from 10 to 5
  • 2 Gp/10 Unchanged
  • Favor: In addition to the 4 Gold, now also heals you for 5 health whenever a nearby enemy minion that you did not kill dies.

 

Talisman_of_Ascension_itemTalisman of Ascension

  • Stats unchanged
  • Favor: In addition to the 4 Gold, now also heals you for 5 health whenever a nearby enemy minion that you did not kill dies.

 

Notes: Coin’s general game is one of holding out – you are rewarded for staying in lane as long as possible. The additional regeneration is an additional incentive to persist in lane.

As a side note, Tier 2 Coin is probably generating a little too much gold at the moment, we’ll probably have to address that.

 

 

Spellthief Line

 

Spellthief's Edge Spellthief’s Edge

  • Ability power removed
  • 3 MP/5 unchanged
  • 2 GP/10 unchanged

Tribute:

  • Your spells and attacks deal 10 additional damage to champions and towers and generate 4 gold.
  • This can happen up to 3 times every 30 seconds.
  • Tribute is disabled for 12 seconds if you kill a minion.

 

Frostfang_itemFrostfang

  • Ability power removed
  • 7 MP/5 unchanged
  • 4 GP/10 unchanged

Tribute:

  • Your spells and attacks deal 15 additional damage to champions and towers and generate 8 gold.
  • This can happen up to 3 times every 30 seconds.
  • Tribute is disabled for 12 seconds if you kill a minion.

 

Frost Queen's Claim Frost Queen’s Claim

  • Recipe Changed: Frostfang + Fiendish Codex + 330 Gold = 2000 Gold Total
  • Ability Power reduced from 50 to 40
  • Added 10% Cooldown Reduction
  • 10 MP/5 unchanged
  • 4 GP/10 unchanged

Tribute:

  • Your spells and attacks deal 15 additional damage to champions and towers and generate 8 gold.
  • This can happen up to 3 times every 30 seconds.
  • Tribute is NOT disabled if you kill a minion at this upgrade level

Active:

  • Free Target instead of Enemy Targetted
  • Increased Cast Range from 600 to 850
  • Area of Effect size decreased from 400 to 300
  • Magic Damage increased to 50 + 10 per champion level
  • Now applies an 80% slow that decays over 3 seconds, changed from a flat 50% slow over 2 seconds
  • Updated particles

 

Note: Spellthief’s Edge is the riskiest of the three options, one which commits to total harassment. We’ve retuned the Tribute passive to support harassment styles as well as make it trigger on towers. If you harass successfully and push enemy champions out of lane – you will then be able to use excess tribute cooldowns on towers.

Previously, Spellthief’s Edge was an option only if your character could harass at all favorably. We’ve retuned it to augment harassment patterns and so you can now opt in to a harassment heavy style if you choose to on champions that might be slightly ill-suited for it.

 

 

Targon’s Line

 

Relic ShieldRelic Shield

  • Health increased from 50 to 75
  • Health-per-5 removed

Spoils of War:

  • Heals your ally and yourself for 40 Health upon killing a unit.
  • Grants gold equal to the kill to your ally, but does not grant the additional +5 as on live.
  • 2 Max Charges, 60 second CD Unchanged

 

Targon's Brace_item Targon’s Brace

  • 175 Health unchanged
  • Health-per-5 reduced from 12 to 8

Spoils of War:

  • Heals your ally and yourself for 50 Health upon killing a unit.
  • Grants gold equal to the kill to your ally, but does not grant the additional +5 as on live.
  • 3 Max Charges, 30 second CD unchanged

 

Face of the MountainFace of the Mountain

  • Recipe Changed: Targon’s Brace + Kindlegem + 300 Gold = 2000 Total Gold
  • Stats unchanged

Spoils of War:

  • Heals your ally and yourself for 50+1% of your Maximum Health upon killing a unit.
  • Grants gold equal to the kill to your ally, but does not grant the additional +5 on live.
  • 4 Max Charges, 30 second CD unchanged

Active:

  • No longer costs Health to activate
  • Damage now scales based off of 150% of the target’s total Attack Damage

 

Notes: We want to position Targon’s as for the all-in characters but we also wanted to provide a bit of healing for the user as going to last hit a minion exposes yourself to serious threat. Looking at this initial stat pass – HP/5 values are most likely off by a bit.

The additional bonus gold scaling was initially put on there to smooth the transition as we feared Targon’s would have a hard acceptance rate but currently is deemed unnecessary for its future.

Probably over-simplified on the tier 1 a little. It probably needs some of the HP/5 back but we’ve been streamlining.

 

Ruby Crystal Ruby Crystal

  • Gold cost reduced from 475 to 400
  • Health reduced from 180 to 150

 

Most items that build out of Ruby Crystal have been adjusted to keep the same total cost and total statistics.

Notes: We don’t expect Ruby Crystal to suddenly be a good option to start with. This is mostly a cleanup change as Ruby Crystal is a bit too large of an item to work with as a basic component. Although I have heard of some theorycrafters out there attempting to make this work.

 

SightstoneSightstone

  • Gold cost reduced from 925 to 850
  • Health reduced from 180 to 150

 

Items that build out of Sightstone have been adjusted to keep the same total cost and total statistics.

Notes: We just want to chip away at Sightstone’s cost a little, while keeping the overall flow of Sightstone intact. We’ll probably look at Ruby Sightstone in the near future in terms of slot efficiency and make it more of a worthwhile upgrade.

 

doran shield

 Doran’s Shield

  • Health reduced from 100 to 80
  • Health-per-5 reduced from 10 to 5
  • Block Passive unchanged

Notes: I’m just reiterating the current DShield nerfs that I posted a while earlier. I suspect that HP/5 nerf is too harsh, but I just wanted to bring it up again so that it fits better within the overall context. Full context can be found in this earlier thread: Doran’s Shield

 

 

The 15% CDR on Boots of Lucidity fit some builds perfectly

 

Xypherous Button Rioter Xypherous: True – that’s the current problem with lucidity, it’s the 15% niche item. Scattering 5%’s around might be a messy but more functional solution.

It’s something that we’ll definitely have to address in the long run but honestly, lucidity wasn’t really solving the problem currently. 😡

 

 

Do you think CDR is in a good state at the moment?

 

Xypherous Button Rioter Xypherous: I’m personally fine with CDR being better the more you already have. It’s an exponential statistic that makes it so that CDR can be powerful without needing excessive quantities of it. I’m not sure I’d really want to progress towards a world where CDR is like Attack Speed where you build until you have ‘enough’ but you’re never really sure what ‘enough’ is.

And the corresponding headaches with CC. :/

 

 

Feedback from Community

 

Xypherous Button Rioter Xypherous: Going to catch a couple hours of sleep as I’ve been stalking this thread for around 12 hours now~.

Thus far on, based on your feedback, the list of issues that I have to address next week are:

  • Doran’s Shield – Hp/5 Adjustments, potentially to 6 or 7
  • Tier 1 Targon – HP/5 Adjustments, most likely oversimplified
  • Tier 2 Spellthief – Readjust stats to make room for Ability Power on the item
  • Tier 2 Coin – Gold generation relative to the other items needs to be re-evaluated
  • Tier 3 Spellthief – Potential end-item stat efficiency adjustments
  • Ruby Sightstone – Greater slot efficiency for complete items

Curious ones to dig through that need more explanation:

  • Multiple nerf perceptions/comments on gold items without pointing to specifics

 

 

Will you add a Dominion-specific version of Boots of Lucidity?

 

Xypherous Button Rioter Xypherous: Hrm.. Interesting point. In a map where regeneration isn’t favored, the AP/CDR options also look fairly stale. I’d hate to use Lucidity Boots as a crutch for CDR in that case though as that just speaks to the fact that we should really plug up some holes in itemization (and delete some redundant stuff. :P)

Originally, the concept of the boot enchantments themselves was that they would all be movement related bonuses so enchanting was basically optional based on what kind of strategic movement you needed. People tend to view them as ‘throw stats anywhere’ kind of option – but mostly because I was probably too timid on their actual effects.

Discussion points I’ll have with my team are:

  • Closer examination of usage rates and data points around Boots of Lucidity.

Good night. Keep leaving comments, I’ll be intermittently checking on this thread over ze weekend.

 

 

Is this a buff to Ancient Coin?

 

Xypherous Button Rioter Xypherous: Not quite a straight up buff. If you roam between lanes to place a ward, for example, or walking back to base or being pushes too far back, you will lose the health recovery. It’s not a guaranteed 5 HP/5.

We’ll also probably have to look at the gold generation on tier 2.

 

 

Is the Active on Frost Queen’s Claim now a skillshot?

 

Xypherous Button Rioter Xypherous: Yes – Frost Queen’s active has been retuned to a ground-targeted skillshot.

It’s actually a piercing missile that explodes, so the hit profile is like

 

Line + Moderate Circle

Where anyone along the line and anyone caught in the explosion will be hit.

 

 

Lets Talk Elise

Is Elise in a good state? What are some changes we can expect to her?

 

 

Riot JagButton Rioter Riot Jag: Hey guys,

I’d like to seek some of your thoughts on why you like to play Elise. I’m happy to hear thematic reasons, but I’m primarily looking for feedback on what type of gameplay experience you enjoy when playing Elise. Why do you lock her in at champion select?

What are the most fun aspects of using her in game? What are some of your favorite high moments in a game while playing Elise? And if you don’t like her in your game, why not?

 

 

Elise is a strong early ganker and should remain like that

 

Riot JagButton Rioter Riot Jag: Would you say you’re picking Elise specifically for her early game power? And if so, what do you like/dislike about her as the game goes longer?

 

 

 

 

Strengths of Elise

 

Riot JagButton Rioter Riot Jag: People are pointing to how sometimes Elise can be a powerful assassin, while at other times she can be a strong frontline tank, or perhaps more of a mage with solid poke. Do any of these roles feel more important than the others? Which one of these playstyles do you feel is the one that most defines her?

 

 

Late Game Elise

 

Riot JagButton Rioter Riot Jag: Something I’d like to point out here: in regards to how well Elise’s maximum health based damage scales into the late game, our data shows Elise’s win rate has some of the largest drop-off of any champion as the game goes on in length.

 

 

Focusing on 1v1

 

Riot JagButton Rioter Riot Jag: Many have pointed out that her primarily single-target focused kit is part of the reason why she doesn’t feel as strong in larger teamfights, especially later game, as she does in smaller scale skirmishes. It seems like most of you are okay with this and feel like this is a weakness that emphasizes playing to her strengths (i.e. it makes hitting your Cocoon and other single target spells on a high value target more important). Is that a fair assessment?

 

 

Fan Art Enijoi

 

Deviant Art Page

 

Like the Series? Check out some of the previous showcases:

 

 

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Arcade Sona

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Nami

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Ahri

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Festival Dragon Shyvana

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Summer Kayle

 

 

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