Posts by TheTruexy

Ecstatic-Eggplant434

Will Ornn get bugfixed in the micropatch?

Yep, he'll be included as well.

They'll be a micropatch to add in compensatory buffs to him. As noted elsewhere, Jak'Sho stacks differently with him now and we overshot the impact it would have.

So a lot of things here to dig into when we just quote 2 lines.

I agree it's a bit counterintuitive, but I still believe the 2 statements are true. HOWEVER, there's a lot of nuance which I agree isn't what players are looking for. We're not trying "well technically...." players.

  1. The first statement was a long time ago. Since then, we do see that the winrate growth of Yuumi is the same as other complex champions. But that doesn't mean that skill depth is displayed well to players in a clear way. Yuumi requires a pattern that's different than most other champions, but most players don't associate playing vs/with her as a high skill experience. That's a problem in itself.
  2. Yuumi is a great champion to learn the game with. This one's trickier, since Yuumi is such a different experience than other champions like Garen/Sona. The core benefit Yuumi has is that she has a low barrier to entry AND promotes an experience with your friend. Most people get into League via their friends, and havi...
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PhreakRiot

Oh I can help with this one.

I know two things about Riot writers: they’re bad at spelling and they love trains.

This was ment to be TRAIN sending. Kayle is canonically a big fan of Thomas the Tank Engine. That’s why she has true damage and an armor/mr shred. She’s so experienced with tanks that she knows how to defeat them. She’s sending trains straight to the big scrapyard in the sky. Hence TRAIN SENDING when she gets level 16.

Hope this helps.

I can help add insight. This Rioter, IS NOT ME. I don't like trains. They're coarse and rough and irritating. And they get everywhere.

RiotAugust

TY MR TRUEXY, COULD YOU BUFF JINX NEXT?

who r u

Kordben

Do you have some failsafe plan "IF" this won't go well because Zeri has a
past and looking at your message i realised R is kinda teh same just with a little more weakness to it - which will make her still problematic but its porbably just me on copium because I'm not sure this will help.

We do have more things we can push if needed. But essentials boils down to "what fantasies can we keep on Zeri while solving some key problems".

Shortening her range and limiting the window of her R let's us keep that "infinite MS fantasy" for now by introducing new forms of counterplay. I'd say if this "fails", then we once again need to evaluate if "infinite MS" is a supportable mechanic on a ranged carry for the standard player

To clarify the R, it is still infinite (you can only refresh the buff up to 5s but you can do it repeatedly just like Live)

The change is that the infinite MS stacks only last 1.5s. So essentially whenever you are out of combat, it'll drop back to the baseline 10% MS.

nocstra

If I understand correctly, that means that she essentially gets bursts of MS rather than just constant increasing MS?

Essentially pans out to "ramping MS while hitting people that falls off"

F0RGERY

I have 2 questions:

First, what is the target for these changes to be considered successful?

In past seasons, we've seen plenty of jungle changes. Some of them were kept (e.g. blue/red smite, elemental dragons, plants) and some were discarded after a season (e.g. buffs for using smite on camps, Purple/Gray smite, generic dragon stacking).

What would make you consider pets worth keeping at the end of season 13, vs what would label them a failure (i.e. what happened with chemtech drake)?


Secondly, I'd like to address the lowering of the skill ceiling.

When these changes first hit the PBE, a lot of changes made seemed focused on removing difficulty to the extent of removing choice.

While these changes will help newer players grapple with the basics of jungling, they have drastically lowered the skill ceiling of the role. Much of the draw of jungle is in the versatility of how to approach the game. As a result, these changes seem to discourage or outright hinder the following strategies.

  • Having an atypical early clear to catch enemy laners off guard.

  • Double clearing camps, or kiting as ranged junglers

  • Choosing when to sacrifice hp for clear speed, or invade targets with lower hp

  • Invasion as a concept

My question is this: What are your expectations for jungler vs jungler interactions (especially in early game), and how do you expect "good" junglers to prove superiority (in the way, say, a good top laner or mid laner can demonstrate laning prowess)?

We'll be tracking data regarding role pickrate, agency, and more nuanced data about what happens in the jungle early and how often new players bounce off the role.

Per your specific points: - Not really sure how recommended paths stop you from having a different early clear. In fact this path of learning is what we want. If you know the enemy jungler is going to stick to their rec paths, and then think to yourself how can I exploit that, then that's literally what jungle learning is. Same for the person who's getting invaded. The rec paths have no gameplay reward, so when you think they're restrictive, they're no longer for you. - Double camping we basically found was a "step function" of power. If you did it, you gained a ton of power and we needed to balance around that. This pushed a lot of power into a skill that was "go into practice tool and do this" that wasn't clear to most players. - The last 2 points seem to think that invading is dead. To put it briefly, we're evening out ...

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drzhivago420

I'll repeat my concern here. Riot themselves have talked about the importance of making routine fun (making sure it is fun to last hit / clear waves with new champs, for example). How is jungle going to be fun when every game you MUST jungle as if you were a season 1 warwick player?

I think we need to be cautious about how absolute these statements are.

If there was 0 optimization in the jungle and a stationary bot could clear as fast as an experienced jungler, that's 100% a bad thing.

Our work for the jungle clearing is meant to lower the power in the specific camp clearing and move it to other aspects of the jungle (how well you find ganks, steal camps, get objectives, while clearing camps). IF that turns out to be a lower satisfaction place to put the expression, we'll be open to resolving that. But that's the bet we're making rn.

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Cashmiir

How do you justify your stance that the stinky, poopoo blue pet is best when it is ABSOLUTELY undeniable that the best pet is the sweet, beautiful, handsome, perfect green lizard? I demand answer in essay form.

Cuz blue is my favorite color. Next question please.

Well I'll be here answering any questions if possible....but mostly defending why the blue pet is the best one.

Don't ever say it's over.

Imagine if we let every champion go All Out. Just once.

༼ つ ◕_◕ ༽つ RIOT AUBERAUN ༼ つ ◕_◕ ༽つ

Auberaun

Finally here :). I'll be around today to answer any questions on this article or anything else in our scope.

Would you rather fight 1 sett sized teemo or 100 teemo sized setts?

OH NO, ANOTHER AUGUST

SomethingPersonnel

Mmm so you guy can make visual adjustments to content on PBE. Interesting.

I'm a designer, not a VFX artist. I can't alter the VFX (it's ok for playing 1 time). I can alter the situations where it's playing on every orb when it fails to execute.

We'll be fixing the ult execute VFX to be much less spammy. Sorry for the current implementation

I'm here to warn you all. Captain Gameplay made us test this a lot. It will give a lot of players LP (one way or another).