League of Legends Dev Tracker

Enjutsu

Was range restriction completely removed or was it made really big?

As in, i'm in the base and a fight is going on mid-lane so i get a boost to get there faster? There's a fight in bot, but a toplaner gets a speed boost to dodge skillshots to the bot side?

Range is only removed if you whack em with something

Welcome to League! :D

You need to post this on Medium, IMMEDIATELY.

Hey there! We'll have an article going up in the next couple weeks about this. Tl;dr - they're coming in the next month or so.

Quacker_Yak

I don’t get the joke is it a reference or something?

A traditional Shuriman greeting is "Water and shade to you". But Rumble, with his walking mech, says "Walker and shade" ;)

Poincare_Confection

This is the single best LoL analytical video I've ever seen. I see a lot of people downtalk Azael as a caster, but anyone who doubts his knowledge of video games must not know his history. He's the real deal and he understands the game very well.

Well chosen example of excellent laning by a pro that highlights how series of small outplays builds up to big lane advantages. Great commentary and good editing. A perfect video as far as I'm concerned.

Thanks so much! Really appreciate the kind words <3

PM-ME-YOUR-POEMS

I've playing sett support and waiting for this patch so I can force one of my friends to play ashe for me. He takes inspiration second anyway, and ashe -sett is so strong because you can just run the enemy down now if ashe lands a w. I'm pumped

Hell yeah, have some fun and smash their faces in

sendcutefeet

Alright thanks for the response, guess I have to keep spamming Kayn against him.

Gl!

@selfmade_LoL I appreciate that you've made it easy for me to answer the always present question "Cant tell if trolling or...." LOL
@GodDerpes_Leona The theory is that when mid wave is synced up with the side waves its harder to time the roam. Currently you clear your wave mid and make it to a side lane in time for them still trying to farm. There are a lot of other possible implications though, which we have to consider.
Side note, I'm a big fan of exposing our work to such a large audience even when it's still not fully solidified. There is no sharper tool for us to check if we're on the right track than shining the light of day on it. Lucky to have an engaged community, might as well use it.
Our reasoning for the pivot is to avoid disrupting the pro game too significantly late in the season. Also, draining resources from mid while not increasing roams was going to be hard to accomplish with simple fast changes. These goals push against each other. (3/4)
With the extra time we can: 1. Strike the right balance with mid lane roaming and influence 2. Build in long term systems that let us adjust position power more easily (avoid a situation like last preseason where we wanted to buff top but had to buff all solo lanes) (2/4)
Feedback on the Mid lane changes has been extremely useful. Thank you all. Our updated plan is to move these to after worlds patch. More info in the thread. (1/4)
sendcutefeet

That Olaf buff tho..

Dont you guys think he is a bit too dominating in the jungle? Most junglers CANT touch him

Olaf is one of those champs who feels insane when he's doing well and snowballing but is balanced in terms of winrate because the games where he isn't or doesnt manage to capitalize on his lead he falls flat.

Not to say that means hes perfect and shouldn't be touched, but rather than he's not inherently overpowered and in need of nerfs

winterspike

Sure, but then this is a nerf primarily aimed at top with an ancillary effect on jungle, rather than a jungle nerf that "tak[es] care not to scare him off top lane", which is what the patch notes imply.

Both Fiddlesticks jungle and top are worthy of being nerfed. If you feel (as I do, and the patch notes imply) that Fiddlesticks jungle is the more important role to target, then it doesn't make sense to pull the "damage to minions" lever, which disproportionately impacts the wrong role.

My prediction is that this nerf will have a bigger impact on top Fiddle WR than jungle Fiddle WR, which seems to be the reverse of what was intended.

Yeah I suspect that's just awkward phrasing in the notes, my bad

winterspike

The Fiddlesticks nerf may be top 5 most baffling balance decisions ever from Riot Games. Why is "damage to minions" one of their levers for balancing a jungler? It would be like buffing support Leona by increasing her damage to jungle monsters.

It's even more baffling because the patch notes explicitly state they're trying to keep Fiddlesticks viable top. So why, then, would you nerf his damage to minions, which greatly impacts top Fiddlesticks but not jungle Fiddlesticks?

Fiddle top was like 53%+, and Fids jungle does benefit from clearing waves fast for taxing and shoving

IcyColdStare

One of my favorite, unnoticed things about fleshing out a world/universe is all the great jokes you can make.

Walker and shade to you? You know Rumble's been sitting on that one.

The number of groans I got from Rioters when I told them about this one. I was giggling for what felt like hours.

Acegickmo

so how does this "broaden [the rune] so more champions can use them" if the change is only when the person not picking the rune cc's?

If you want to engage on the enemy but dont have a great way of getting in (think Sett) you can play off your ashe now and take the rune.

TopPriority5

PASSIVE Gain 15% bonus movement speed toward movement-impaired allies or enemies you've impaired ⇒ Gain 7.5% bonus movement speed when moving toward a movement-impaired enemy champion. Increased to 15% if you were the one who impaired their movement (There is no longer a maximum range of 1000 for champions that you have CCd)

Isn't this a nerf to Approach Velocity?

So it used to only give you MS toward enemies ONLY IF you ccd them which a lot of people didnt realize. Now you get the same MS if you've CCd them, but also get some MS if someone else CCd an enemy