This is a collection of Riot posts related to every champion's potential for updates (or relative stability) in balance and gameplay design.
Posts are no longer being added here as of 2012-04-23.
Posts were last added on:
2012-04-23: Hecarim Patch, Anivia, Evelynn, Ezreal, Hecarim, Irelia, Jarvan IV, Karma, Kassadin, Katarina, Kayle, Lulu, Twitch, Viktor, Xerath, Xin Zhao
Search tags: designstatus, riotposts
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-Ahri-
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[re: affected by stealth rework?] Only in the Oracle's interaction. No changes slated (currently!) here.
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This is part of the expectation that's just off - Alistar has fantastic utility...lane sustain, CC and movement manipulation. It stands to reason that a champion like this shouldn't have mega-damage - where would the trade-off be?
Our most problematic characters are ones with ill-defined or straight-up missing weaknesses. old AP Alistar is a great example of this. A character full of utility is typically brought for the utility, and I really don't see any problem with that. |
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The point is that I don't think Alistar should be a Tank/Mage/Support :P I don't think he should have burst at all, or really spec into AP much, unless it's a weird off-build.
It's hard to make this good but not silly when a character has skills that are actually good even if they don't have damage. |
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[re: calls for new passive?] It could - I can see that. This passive was in the lines of helping him farm, but that was before 0 CS was in play. Although fixing 0 CS without pushing supports out of the game is the better fix, that will take some voodoo to get right.
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[re: increase AP ratio?] Maybe slightly so it "feels" a bit better if he gets farmed, but the expectation is that it's not a competitive damage character in reality. I'll bring this up with the team.
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Hehe, it's just not fun for me personally. Mummy's really good.
Despair and Tantrum add up fast - and tanks that do slow over-time damage is how they should hurt people. I'm just not experienced with mummy and scared to blow my ult without it being a big win Besides, me not liking a champion's playstyle doesn't really mean much. He's not bad for the game or anything. |
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Other examples [of optimized nuance] are Brand (very simple, but great Brands stand out from merely good ones) and Anivia. There's a lot of tools in some of our older champions that are not only understandable, but represent this design principle.
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Hmm, since her attack animation has come up a lot I'll mention it to the animators and see if they're interested in adjusting it. It'd be low priority, but perhaps we can slot something in.
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[re: let her melt her wall] That might be a neat polish point - I think we'd have to add like a 0.5 to 1 second cooldown before you could melt the wall to avoid possibly double tap scenarios in high latency environments.
I'll ask around about it - There's some design implications - mostly because Anivia's pretty solid at the moment but it sounds fairly reasonable. |
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[re: fix Annie] I would if she didn't actually have good tradeoffs with other casters who are powerful; Anivia, Karthus, Malzahar, Brand, Orianna, just to name a few.
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Mostly this. Ashe, just virtue of her utility (something that's unique for a ranged carry) is useful in the teamfight portion of the game, especially by giving you a non-tank initiate. Her only real problem is she gets bullied out of lane too easily.
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We've considered [doing something about her passive]. This would be more in the "let's make it cooler/more fun" than the way to buff her and make her comparable, though.
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It's hard to get a good one, but a fantastic Blitz bot is a nightmare to fight against.
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Brand is fanatastic, and Dreamhack only supports this. Brand outshines Annie in total damage, AOE potential, damage-over-time, and range, and loses in raw burst and AOE disable. I actually think Brand is one of the most properly balanced champions in the game.
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Other examples [of optimized nuance] are Brand (very simple, but great Brands stand out from merely good ones) and Anivia. There's a lot of tools in some of our older champions that are not only understandable, but represent this design principle.
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This is true - [Miss Fortune's] not weak, it's just hard to compete with Graves/Vayne/Cait because of their great threat/lane control (as appropriate). MF actually has really solid overall damage, but I still think we have a few that are too strong.
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(People thought Cass was pretty bad, and she's less of a secret every day).
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Post nerfs I have seen him used consistently in ESL over the last two weekends and I have had PMs from multiple players who were in those games saying Cho'gath is still too strong. I also still see Cho'gath in a lot of my games, and he generally always does well.
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[re: Cho'gath's ability to stack in Dominion] Good question. I'll check up on this.
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Originally Posted by Meddler 2011-11-05
[link] He's got really strong poke still, the nerfs to his Q do seem to have hit him pretty hard though. I know the live team have some plans to give him a bit of help but dont want to throw so much extra power or utility at him that he returns to being such a completely dominant AD carry choice. Instead I gather he'll be getting a pretty small buff to be followed by more later if appropriate to gradually put him in a good place balance wise without overshooting (something that has occurred with champ buffs in the past, GP for example).
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Not exactly, but you have the right idea. CC was too much there, but the skill should have had some other additional flavor or coolness to compensate the loss there. Corki, previously, was an example of too much (good burst, CC, escape, and auto-attack damage). Until we removed one of those, he was the most powerful carry for a very long time.
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Classick is currently working on Mundo. We want to give him better late game scaling while also toning his early game a little. We are currently testing a version of Mundo's ultimate that heals him based on % of his missing Health which allows him to become a regen tank in team fights but is not nearly as abusable as a sustain mechanic. Unsure if this is the direction we will go ultimately but Mundo is currently in heavy testing iteration.
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[re: buffs/rework] It's going, I have had a bunch of larger tasks that distracted me from working on him.
Some current problems I have with Mundo is he becomes extremely problematic in small scale fighting (twisted tree line) and becomes rather useless in large scale fights (SR). Some other issues is that he does not scale that well into the late game, with the exception of having tons of health. I would like to tone down his power slightly on TT and make him better on Summoner's Rift, also I'm hoping he will fall into the right place for Dominion with these changes. I've also been trying hard to keep the feel that Mundo is extremely powerful at low amounts of health, it's generally a very hard thing to pull off in large scale fights such as 5v5 scenarios but I'm attempting to make it work. His kit generally tries to do this but instead of trying to homogenize Mundo to make him better I'd like to keep this feel and try making the kit lend its hand to this even better. Also, more importantly Mundo still needs to go where he pleases .I don't want to go into very much detail about what I plan on doing with him, but a few high level things I'm fixing is Base Stats, allowing him to scale into the late game, and changes to his ultimate to further help him sustain at low health so he can take advantage of Masochism. After the changes Mundo would be a good jungler or a good top lane. He would also have a lot of viable build options. HP stacking Mundo which is a generally more tanky build with sustained damage, or a glass cannon mundo that goes lots of AD with big crits. |
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Good post, you have some very interesting ideas in here. Specifically the idea with the cleaver is intriguing as I had a different way of accomplishing the same goal but it is a little bit unclear in comparison to this. Will certainly consider this post when I get back to finishing up his rework(soon I hope). Thanks for the feedback
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The short answer is yes [we care]. Not only is it frustrating for you guys, it's frustrating for us. There are a few projects such as Stealth/Dr. Mundo that have sat on the back burner for a long time and we really feel bad about this. I can give you nothing but my sincere apology, unfortunately priorities get in the way of these projects.
These characters are not completely ignored I can genuinely say that I think about these characters a lot and I feel bad about them, not just the characters power levels themselves but the fact that we have promised you guys something for so long. As time has gone by they are moving up the list and I'm very excited to finish them. It is definitely an initiative of mine to give these characters the updates they need but I'm in no situation at the moment to give an estimation on their completion. Some of these projects do actually take a very large amount of time to finish for a releasable state. Sometimes we go through a month plus of testing just to find out we want to try something completely different (Mundo has fallen subject to this). So yes, we do care. The large amount of threads that pop up daily about Stealth, Mundo, Etc. are read and not ignored. |
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We're still discussing - we have ideas ranging from crazy (one I like a lot, but needs some testing) to more conservative. Mundo's needed the help for a long time, so we thought some interim numbers tweaks would be better than nothing while we work on a more complete fix.
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Pertaining to Mundo, we do intend to eventually make changes, but he is not an active project at the moment. The main issue we would be looking to solve on Mundo is assessing his early vs. late game potential, which would probably involve giving Mundo access to some more utility. At the same time, I think we would take the opportunity to solidify the risk vs. reward gameplay surrounding Mundo being at low levels of Health, constantly teetering back and forth to create advantages and bait enemies in.
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[Many red posts throughout the thread, omitted here due to size. For full content, look through the thread or refer to http://www.leagueofreplays.com/redpo...ostid=11317983 or http://clgaming.net/redtracker/topic/8921]
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What we are going to do though, is to give these characters the tools necessary in combat to not have to rely on that type of escape. Evelynn for example is getting an on-command stun that is no longer tied to her stealth mechanic, and Twitch is getting a sniper barrage from which he can attack from the sides of combat to poke before going in for the kill.
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I personally have nothing against Eve but others at Riot have determined that we want to keep her overnerfed until the remake is complete.
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This is the current prototype Evelynn kit. [Content omitted due to size. Follow link for full content.]
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[Q] has the same targeting mechanism as her old Q, but instead of spiking 2 nearby units, it fires a line missile (very fast, pretty much instant) at the primary target, which passes through all other enemy units. It applies damage and her passive to all units struck.
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I have to look into the difficulty of the ult bug, and we've talked about Hate Spike - Guinsoo had some worries about that [prioritizing champions]. I'll see how easy this is to do.
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We have [Evelynn/Twitch] on PTR, but they got delayed but us wanting to do the Season 2 changes. Evelynn is testing pretty well, while Twitch needs quite a bit of help. This is not on the immediate horizon still, sorry for all the delays =/
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[re: stealth remake]
Very Quick Summary Version Twitch needs work. Wards needs work. I'm not actually allowed to work on it with a 10 foot pole after I finished the basic mechanics - and I can't get on live to shepherd the process - so... yeah. Although, the rework is on PTR at the moment I believe. |
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Surprisingly, everyone is mostly happy with Evelynn, I think, on PTR right now - I could be way off though - I don't have direct access there.
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I believe her stun is still attached to her step ability, yes.
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While there's no comment other than "it's done!" I can give that will make people feel good about this, let's be frank for a moment;
* Yes, the stealth rework was a majorly mismanaged project that took far too long. We own up to that. * Eve is purposefully nerfed to being as poor as she is - her damage to how badly she was kicking new players out of the game in frustrating was beyond unacceptable. Not optimal in any means, but the right decision overall. Our plan was to not take forever, which was the failing point. This is the only thing we've ever nerfed this hard on purpose. * Talking about progress is meaningless until I have real, concrete information for you, which I don't at this time. * We won't disable her because some people have fun with her, despite peer pressure. You're speaking to a player behavior problem that needs to be fixed (there will always be a weakest champion - whether real (this case) or perceived. * We understand that you're frustrated and why you are, and luckily, we've stopped mismanaging and incorrectly prioritizing this set of work - unfortunately, it's a lot of work. That's all I can add that's useful, currently. |
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Stealth (Eve and Twitch reworks, essentially) is being worked on as the primary task for both Statikk and Classick.
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Ezreal: Yes, I looked into him and found a number of usabilty updates that Live agreed with. Make Essence Flux a bit wider, cost less mana, and have a shorter cooldown), increase AP ratio on Mystic Shot, etc. This buffs were mainly focused on making the champion easier to use / AP boosts, while not dramatically increasing power of his AD form. However, Ezreal has taken off in the Tournament scene so we opted to hold off on making these changes immediately. Give it time, I'm sure they'll be pushed through eventually.
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I'm fine if no one in NA catches on to this. If nothing, there's been nothing but a pattern of regions dismissing other metas and then adopting them, acting like its always been theirs
When China and the US match up again, you're likely to see Ezreal there. This is usually how it goes. |
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People think he's weak - it's amazing.
He doesn't absolutely outperform every other ranged AD anymore, but he's not weak. |
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Based on what we see in the Chinese tournaments, Ezreal largely suffers from a perception problem of comparing raw DPS and how applicable it is. I think he's pretty balanced, but since US and EU players saw god-mode Ezreal, anything short of that will be perceived as weak (even if the final result is not).
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This is fair - there could be a QoL tweak that could help. I think that's as far as I could see him needing.
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[re: what's going on with AP Ezreal?] Nothing I'm aware of, unless one of the live guys have something up their sleeves.
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[re: quality of life changes] Something like this is the type of direction we'd consider, yeah. I'll bring this up with live folks and see what they think the risk is.
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Well, I've mentioned it a couple of times, the Ezreal buffs that I talked about previously have been put on hold. Basically the champion is doing well, especially in our eastern markets (I've even heard him called the Terror of the East...which is such a cool nickname!). I still hope to see them come down the line some day, but he just isn't a high priority change right now for the live team.
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We held on [AP Ezreal buffs] for a few reasons. The main one was the tournament, however, that was not the singular reason we held off on the buffs / feel improvements. The live team was getting numerous reports that Ezreal was 'overpowered' in other nations. He also had a fairly high win ratio, which was not in line with what most players were preaching. So we opted to not make the changes. I'm sure a few of the changes, especially the feel ones, will make it in eventually.
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[re: arcane shift prioritze champions] Honestly, I am starting to become more and more alright with that proposition. If the live team can be convinced, I won't block it (where I previously have).
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Two of the slower junglers have some of the most devestating Level 6's - namely WW and Fiddlesticks. Gank quality is something you can measure vs speed as a quality...if you want top speed, there are better choices.
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I'm a pretty bad Fiddle, but my assessment is correct - Fiddle has always been slower, safer, and had fantastic level 6 ganks.
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[re: jungle capability] Can do it, but is a bit slow. It's something I wanna watch on launch.
Conversely though, she's a good top lane. It'd be cool if she could do both well. |
-Galio-
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Hey guys, Rjcombo did definitely talk to us and as and we are making a couple small changes to help mitigate these problems you are experiencing.
We have a change on PBE which will now increase the damage radius so that you'll always do damage to someone affected by Galio's taunt unless they manage to get out of it. We also did a small change that will fix a bug that would allow you to walk out of Galio's ultimate as a ranged character if they were just on the edge. We feel Galio's power level is in a pretty good place so we want to make changes that will help reduce frustration when using his ultimate without adding power if possible. |
-Garen-
-Gragas-
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I think Gragas is really underrated. I'm actually not sure why he's not popular when he's extremely good. Kind of like Morgana :x
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Gragas, the other rallying cry, is competitively viable for high elo but not for lower elos.
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I think that Gragas is good if used correctly.... The reason he's not popular is that being an overweight, balding drunk guy is not aspirational for most gamers. I mean, I'm already an overweight, balding drunk guy. I don't need to be a character like that in a video game to truly experience it, you know?
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In general, we want to add [ability-vision] for all champions that "need" the vision in the brush in so much as they change how they use the ability or other abilities based upon that knowledge.
Cassiopeia is probably most important, since she needs to spam cast Twin Fang while the target is poisoned. Gragas is also a pretty good case since you want to detonate it if there are enemies in the area, though a weaker case since it's a nontargetted spell and Twin Fang is targetted. In general I think we plan to add it for abilities like these, and remove it from abilities where you don't change your behavior based upon this result. In most of those cases, that's a leftover bug from the time when we didn't have the tech to create unattached world effects without creating vision (we had to create a minion to 'hold' the Tormented Soil for example). |
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Because [smokescreen damage] isn't actually contributing as much to his power as the things we did change. We wanted the nerf to be effective, though the damage on Smoke Screen is something I'd like to remove (and give something else) when he's more stabilized.
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May not be enough - we'll be watching this one for sure.
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This is true - [Miss Fortune's] not weak, it's just hard to compete with Graves/Vayne/Cait because of their great threat/lane control (as appropriate). MF actually has really solid overall damage, but I still think we have a few that are too strong.
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Because we're not trying to make the fastest jungler with the best ganks. Pre-6 he's alright, and post-6 has godly ganks...you have to counterbalance it so Hecarim is not the only viable jungler.
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Sure - I could see [adjusting rampage damage reduction] if needed. Lemme keep an eye on it (I was at PAX when he was on PBE) and see where he falls.
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[re: mentality affected by wording] I think there's a lot to this perception. And maybe it's not fast -enough- to be good (that could be the case), but he's reasonably safe and has good ganks. I just think there's a difference between WE TOLD YOU HE'S THE WORST AT ALL THINGS OMG and "Hey, Hecarim's strengths don't make up for his clear speeds."
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Originally Posted by FeralPony 2011-06-12
[link] Grenade speed is certainly on my agenda. It is crazy slow currently.
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[Content omitted due to size. Follow link for full content.]
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[re: getting any love?] Yes, and we can buff him after we make some pretty large changes like tweaking his ultimate.
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FeralPony is working on Heimer. I think it involves some kind of turret ammo or something. I haven't seen it though.
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Originally Posted by FeralPony 2011-08-23
[link] [Content omitted due to size. Follow link for full content.]
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I can say that we are not thoroughly impressed by his current passive. We would like to change it, however, there are a number of more critical changes that we would rather focus on for his kit (i.e. the anti fun of his long range / turrets, and the lack of fun in using his ultimate). So at the end of the day, while we would like to update it, it would take a backseat to more important changes.
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His remake is still in the works currently being handled by FeralPony. The remake is currently focused on making his turrets a more temporary and offensive way of engaging enemies rather than strictly a passive and defensive one.
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Originally Posted by FeralPony 2011-12-07
[link] Overall the kit changes feel solid. Main focus now is to upgrade turret AI. He isn't my top priority at the moment, but I imagine he'll be good to go relatively soon after the holidays. Don't hold me to much to that date though, stuff can always come up which can cause delays.
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Originally Posted by FeralPony 2012-01-15
[link] There has been some progress but since it a project I've been mostly doing in my spare time it's pretty slow moving unfortunately. I'll have more information as it's closer to being released. Turrets and the ult were the primary focus of the changes though.
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Feral's doing some major work on this after he's finished with his current champion project. I don't have details on this as of yet.
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Originally Posted by FeralPony 2012-02-11
[link] [Turret AI] is something I was addressing in the Heimer remake actually. It's been a while and I can't actually recall what the old targeting method is to be totally honest. The current iteration of the new turret AI is as follows (all things subject to change as always).
1 - The last Champions Heimer hit with his wrench 2 - The closest enemy Champion that recently attacked Heimer 3 - The last Minion Heimer hit with his wrench 4 - The same target the turret was previously attacking 5 - The closest enemy unit to Heimer |



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