idk what you talking bout. 35% winrate seems like a fair spot for a champ like her
u right
idk what you talking bout. 35% winrate seems like a fair spot for a champ like her
u right
show some love to my illaoi too please.
sorry, we'll be watching ONLY EZREAL. if Illaoi drops to 35% winrate we'll just say "oh deer" and sigh wistfully - but do nothing else cuz she stole our spirits
: )
we gotchu
I'll hold you guys to that, don't want to play my base-stat-nerfed version of AP Ezreal (not hybrid) for another 2 years. The most recent Q AP ratio nerf has solidified it as completely awful, as now farming in the mid game is basically impossible. This used to not be the case, but the nerfs of the past 2 years since klepto have hit AP Ezreal disproportionately hard compared to AD Ezreal.
- Your local 5k game, 1.5m mastery AP Ezreal one trick.
Actually i feel like the rework hit ap ezreal by making the two builds much more similar
From my perspective, AD ezreal got a lot more burst and became hybrid ezreal (muramana ludens gunblade build). then we made the call to nerf his burst so AD ezreal would be... AD - but this of course hits AP ezreal harder.
Will you guys be buffing Ezreal with his one viable Keystone in the game getting removed?
we'll be watching him
Yes fucking please
Hey Beluga,
I advocated for Veigar buffs for a while now. Is it possible on why the balance team chose to go for another scaling option (which isn't his issue) and in the form of his E?
Thought Q could've used some tinkering over his E.
looking for high elo buff, and high elo is more likely to max E than low elo (its just better, but low elo doesn't do it). Also tbh his late game really isn't particularly good.
Thank you for your response Beluga!
I can agree, in theory he seems to be a 'monster' late-game on paper. But given how things have change around him. He doesn't provide anything that much better than other scaling champions, while being hindered early-game.
Is it possible you can say that there will be follow-up if these changes don't hit the mark for Veigar down the line?
Unlikely in the near future, this patch is almost entirely about worlds - and veigar buffs are included in that (we think there's chance he shows up as a cool fringe pick and are putting in a bit of encouragement)
Are you still monitoring Aatrox/Akali in case their nerfs were overkill, or was the goal to gut them so they wouldn't see Worlds play?
nerfs on them hit a bit harder than expected. goal was to drop them to moderately picked champs, not remove them entirely. This is the same with sylas. We don't want to completely upturn the meta teams have been playing on going into worlds. Believe they are getting minor buffs this patch in response.
Are you saying maxing E first on Veigar is statistically better than Q? Bc outside of support that aint right lol
Unless you mean max second in which case yeah
In mid, Q>E >W is best, and in support I'm pretty sure E>W>Q is best. But people tend to max Q first on support, and W second in mid, with lower elo (unsurprisingly) making this mistake a lot more than high elo.
Serious question - why not just disable him from pro play? Say, just for Worlds?
If you want to remove him from pro, just do so, without affecting solo queue.
because we don't want to remove him from pro?
Maybe /u/greaterbelugawhale can once again clarify the correct Sylas changes with the PBE and Scruffy changelist mismatch
Ended up going pretty hard because we had low confidence in anything significantly lighter have any affecting on pro. Still in iteration though.
Armor:: 32 + 3/lvl >>> 28 + 2/lvl.
Passive damage :: 9-60 + 100% tAD + 20% AP, halved vs minions that aren't the primary target >>> 110% tAD + 20% AP to the primary target and 40% tAD + 15% AP to all other targets
Passive Radius :: 400 >>> 350 to match visuals better
You know that the has so many ways to cancel the AA animation anyways? How about removing most of these for this change?
Also, doesn't the Q monster dmg and the AS buff counter the armor nerf in the jungle? In lane the armor nerf is decent but mostly into physical matchups which can happen but you can't make him just win mage matchups all the time.
Overall, for the strongest left champ by a decent amount pre worlds these look a lot like neutral changes mostly except for the Renekton matchup (doubt Aatrox mid will be seen a lot).
ideally jungle sylas is vulnerable to invades by ad junglers (ie: xin, lee), not literally dies to the jungle camps
Sylas: Attack speed increased from 0.645 to 0.711
No one is talking about this? This would give Sylas the highest base attack speed in the game by a significant margin. He would gain more from Bonus Attack Speed than any other champion in the game.
Edit: not base change. Just level 1 change. There should be a differentiation in these notes.
this is only his level 1 attack speed. his attack speed ratio is unchanged
What about the monster reduction on Q, was that removed
Yes that is currently removed on pbe
/u/greaterbelugawhale, does the Sylas changelist look accurate
Q :: Delay was .6s previously, the tooltip just stated .5s.
Passive :: AoE dealt the full passive damage (9-60 + 100% tAD + 20% AP) unless they were minions (who took half of that). Now the AoE deals 50% tAD + 20% AP.
give street cat pls (although to be fair, I don't think it's very Mafia-esque)
Think about it, she could throw a newspaper with her Q.
THINK ABOUT IT
no im pretty sure we need detective mittens, with her pulling out a giant magnifying glass and an actual rat for the Q, leaving footprints.
Biggest tradegy was that her Q wasn't a mouse since it, you know, moves with the player's mouse
Do you guys expect to balance Yuumi around coordination, since she seems to heavily skew towards being really good when you and your adc are duod
Yes, the number one concern the balance team had throughout all of her development was that we would need to crush her for pro until people got much better at playing WITH her (click the damn lantern)
To be fair, for your last point the timeline was actually
"Yuumi is garbage"
riot does this:
"yuumi is broken"
many patches undoing those absurd buffs ensue
This was intentional, you know. We knew we were almost certainly going to need to pull out all those buffs and more since we predicted her release balance state to be long term overpowered (est 55% winrate), though we definitely underestimated how bad players would be at her in the first few games. At the end of the day it's important that the game be balanced for now rather than for 3 months down the line, and those "absurd buffs" got her from 32% winrate to 38% winrate when they were micropatched in
I dig it. Not really that different than the randomness of stuff like Phantom.
we've found that you can beat it reasonably by positioning your units around it (don't put units with items next to each other)
Depends on its mechanics, where do they throw the bomb? Do they average the enemy positions, throw it at the closest, or throw it at the furthest? If at the furthest (like a Blitzcrank's targeting), then absolutely.
detonates on a random unit that has an item atm.