Posts by TheTruexy

Woops, that armor nerf isn't supposed to be there. It's supposed to be the same.

These numbers (an issue with scrapes) just show lvl 1/18 values. The scaling is ~20-40 lower from levels 11+ and should be a larger DPS hit to non-AP 2nd item builds.

Also we're pulling back the AP buffs a bit

Riot Fox Tron

bobbybobsen

How is that relevant? The ramping increases both ratio and base damage, so that doesn’t change the threshold of HP for this to deal the same damage before.

Oh I was off an older list with scaling + did the math bad. This value should be buffed and I'll go make sure it's fixed. With the base flat this is too low for tanks.

DemonRimo

Nice Jarvan W buff Oh wait

Unlisted: W can also crit

daswef2

The potion nerfs seem really huge to me on paper, it feels like any champ or matchup that relies on 2-3 pots to get through lane due to poke and not trading is going to be really miserable next patch.

Glad we are getting Renata and Gnar nerfs, and I'm glad they are continuing to nerf heal and shield power, hopefully this is the first step in continuing to tone down enchanters.

Not really anything in the buffs list to get excited about personally.

Fwiw, healing potions are technically buffed after the Durability Update. We didn't preemptively nerf them with the rest of the healing in the game because we wanted to be sure we needed such a change. Turns out, when you have just a bit more resists/health early, staying topped up makes you a lot safer.

TheCodeisCupCake

Immolate bonus HP ratio increased 1% >>> 1.5%

Immolate bonus HP ratio increased 1% >>> 1.5%

Immolate bonus HP ratio increased 1% >>> 1.5%

lol lol lol lol lol lol lol lol lol lol lol lol lol u cant be serious the amount of hp u need to equalize the nerfs is absurd

This amount ramps, which also multiplies the HP ratio

It should be out shortly, sorry for the delay!

Voiddragoon2

They finally got that guy in the other thread back to work so he can finish the patch. Eloped on break too early.

reddit lore goes deep

RiotRayYonggi

brb

get back to work wtf

fig_Newt

So many non answer answers from the devs that you'd think they're running for office

I really enjoyed being on the Dive and it's always fun talking about the game, but this is one of the issues of a recorded format.

Phroxzon and I are happy to talk about what we're working on, but when it's recorded (aka not a lot of immediate player feedback) it's easy for our words to be misconstrued as "they're going to do this!". We're at various points in testing for a lot of things, and if it's bad in test, we won't put it in the game. Unfortunately from the outside that often looks like "Riot changed their mind".

So apologies if some of it was vague, we're at a vague point for a lot of the Durability Update changes :\

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UwU mi

Sinnyboo242

Where is the logic behind thinking durability changes make weak early games easier to punish? Isn't it the opposite?

Oops typo, weak early games are harder to punish when durability goes up.

This was intentionally not changed for 12.10. As people have pointed out, it's not as simple as "compensate for durability". A lot of 12.10 made it so weak early games are harder to punish, so there's a lot of pros/cons of making early minion trades equally punishing.

We're keeping an eye on these types of things and are open to following up as needed. For your dragon/herald question, it (oversimplified) ended being that the "compensation" buffs would be overall miniscule for the early game durability and more importantly the tension on these objectives is the amount of time you're in 1 area forcing a fight than the actual damage you take.

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Need longer patch notes. Rammus isn't even in here wtf

Wait. AUGUST IS A LIAR WTF IS THIS KIT. WHERE'S MY INABILITY TO BE BANNED PASSIVE

thundercthor

I don't understand the reasoning, it's pretty clear cut vayne benefits from these changes more than any other characters

Preemptively nerfing sunfire, but not divine sunderer (Damage), vayne and fiora?

Why is it bad if these champions arrive in a slightly weak state vs being blanantly OP, Vayne, Fiora are already in a strong state, this patch is clearly going to make them stronger, you would rather have them have the chance to be over the top OP then be slightly weak? One issue is game ruining experience, the other is they will be picked less and be more situational?

W/e the case is I'm banning fiora, asking team to ban vayne if they don't plan on playing, and dodging if enemy locks vayne. I guess I'll probably only play decay games and get a 24 hour dodge timer with how high prevalence vayne will be.

Is it pretty clear cut that Vayne will be above the others? Is Vayne going to be stronger than Ornn? Or Lulu? Or Aurelion Sol?

If we nerf the top end, that also means there will be new OP champs, and it's a very easy rabbit hole to go down that can easily turn very speculative.

Umiak01

There is 2 things I wonder :

1- do you intend to preventively nerf some dmg type, mostly True dmg and %HP ?

Like imo Kraken, Vayne, Fiora, Kai'sa Passive proc , PTA , Botrk and such should get a slight nerf before the update hit or they will have a high chance of being " problematic" in a way.

2- Is there any chance items dmg ( and Keystones ) get lowered as a whole someday ?

Additional thing : possible to rework how Mythic passive work ? instead of giving stats that are more or less useful make it like Moostone/Solari passive.

Ex for Liandry : Legendary items give +0.2% max HP Torment dmg or reduce the HP threshold for Agony or increase %dmg gain of Agony etc

True damage (and definitely % max HP true damage) is likely going to be more valuable after the changes.

We don't want to pre-emptively nerf a champion since we're honestly likely going to be inaccurate. What if we nerf a champion that's "fine" or don't go hard enough and have to nerf them multiple times. If champions are strong, we'll look at why they're strong (like we always try to do), and identify what we think is problematic. If Vayne and Fiora are the strongest champions, it probably makes sense to tune down their % true damage as it was likely directly what made them stronger.

And before we go "but you punished the heal/shielders!", this was (to us) a more clear outlier. Mathematically, every point of health is worth significantly more. Not adjusting the health restoration mechanics seemed clearly incorrect. A point a lot of people are missing is that the effective HP is staying about the same, AND enchanters/drain tanks are staying alive longer to get more rotations off (th...

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FBG_Ikaros

Can you give me a reason to pick for example LeBlanc after that patch? She is already struggling, these changes will just kill her and many other champions.

Like if you arent picking Viktor, Corki, Taliyah, Veigar etc. next patch you are basically just griefing your team.

Sure, here's what LB provides. LeBlanc SHOULD provide a higher target access and higher kill thresholds than the DPS mages.

If she doesn't fill this niche and suffers, we'll quickly follow-up (we have changes scheduled even before the standard 2 week wait). This might mean even buffing burst on some champions.

The goal of the changes in a more defined sense (this is why we're open to buffing some burst damage back if champs suffer) - Champions that don't build burst are bursting champions too fast (i.e. Goredrinker assassins killing you in 0.1s or tanks killing you with 1 rotation) - Some burst systems lose their counterplay a bit too early (champs killing you from 100-0 before their first Mythic)

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Our goal is that it's somewhere between a 10-20% decrease in damage depending on game-time/class/items.

There's a lot of nuance to why the durability package is HP early and scales more into defense later (anti-burst vs durability). Hopefully we can go over the process in more detail later.

It's going to be noticeably different for your first few games and you are likely to lose a few kills with your damage expectations being off. But it should still be the League of Legends that you know and love.