To add to your thoughts on how we got to where we are with damage creep at 24m. Old runes and masteries may have similar power amount, but it wasn't felt the same. Like, that power wasn't loaded into trade/changing great runes like elec and grasp where i time my trades specifically with my rune power spikes. It was loaded into base stats, so my mental focus was on my champion and their kit. NOT Runes. Even if the runes were responsible for buffing the kit, the kit was what was on my mind. The boring + stats in pre-game lobbies and the boring items like Deathcap, IE, or BOTRK, all don't really warp my focus away from my champion kit. The 'cool' items like malignance + liandry's builds, or trinity + old steraks interaction. Hell even Camille's interaction with Sheen. Those all warp my champion experience to force me to consider the item in every trade i think of. Appreciate the breakdown, I disagree with some perspectives but respect the experience you have. Thanks.
@@husseinmoussa2947considering the ubiquitous and robot like nature of the community when it comes to disliking phreak I’d say you’re more likely to be the bot.
Dude, im getting shivers regarding code / scripts in league. Its a game thats been operational for so long now, they should have enough money and talent and time to go back and fix some of these things. It shouldnt have to wait for champion redesigns ( looking at skarner scripts / code )
@@Keregosh they need entire script ecosystem overhauls. That's extremely hard to do when you are a live service game. And most mechanics in the game have dependencies that you have to account for which balloons the project many times over. It's easy to fix a script here and there but major interactions are extremely huge in scope. I don't know if you watched their dev video on Sylas, but to make his ult possible they had to rescript the fundamentals of how a champion kit is assembled as well as go over literally every ultimate in the game and make custom decisions on how it would work and deployed into the game (basically when Sylas loads into the game, it also loads extra phantom champion parts that he can then apply). Imagine trying to change how on-hit effects are applied or what a bush is. You'll then have to find every single instance where it had been applied and will be applied and modify it accordingly. That's a ton of work and requires incredible quality control so that the game doesn't break. This means not only pulling people from the live production but also from the general production (like the teams that work on modes and big system overhauls and preseasons). It's expensive. It's not money. It's time that they don't have. Hiring more people won't fix it because imagine how long it would take just to familiarize yourself with the system. Phreak started by simply changing numbers in scripts. Over 2 years he finally got to the point where he can do quite substantial script changes. But he still has not enough of a clue how the engine itself works which is understandable - his work is demanding enough with just simple champion and item scripts. I believe that one day they will find a way to slowly, behind the scenes, work on a massive overhaul. But until that day happens, if it ever will, they'll just use the tools available. Overall there aren't too many bugs and the game seems very stable.
@@SiMeGamer No i definitely understand that its mostly a matter of time. Thats why i tried to emphasize that the game has been running for a long time. I do understand the amount of work that needs to into it and with the amount of money that league generates i would assume that at some point along the 14(?) years that the game has been running they would have thought. "Alrighty folks, we probably need to rework this system."
@@SiMeGamer There are occasional smaller system rescripts, such as the one they recently did with tether abilities to make their behavior match up with expectations. Who knows, maybe by changing one script at a time, like Theseus' Ship, League will be entirely rescripted by 2030.
Unironically, thank you for the tons of work you put into the game over the years as the champion spotlight guy, caster, and more recently a design lead, Phreak. Some players don't appreciate you, but I do.
These are so incredibly insightful and it’s so nice to see the thought process, implementation, and all the love put into making the stuff the best. Thank you so much Phreak
Since you're putting time into fixing things like the Zyra passive indicator, could you look into how the scoreboard ultimate indicators reference Shyvana's ult? I believe it currently will display Shyvana's ult as ready as long as it isn't active, even if she doesn't have the fury to use it, because it technically has 0 cooldown. I've had teammates take fights assuming my ult was up when I had no fury, it's kind of frustrating.
My guess is that shyv’s ult is technically always up because it had no cd. But util you have enough fury it is disabled, just like samira ult and kat ult and a couple others. Now it probably make sense for others, but shyv ult maybe should hook up ult indicator with her fury instead of ult cd (or better yet, hook ult cd with fury).
@@clusterrockets it use to work, before the big in game user interface rewrite Which is when the ability to ping ult cooldowns was added They broke it then and never fixed in the years since
One of my favourite patches in a long time, and also coincidently one of my favourite patch previews from you as well. I watch every preview, and they're one of my favourite parts about League to be very honest. The amount of openness and insight you give us into your design philosophies and processes is really something we don't get from a lot of game designers, and I couldn't be more grateful to have you making these for us. The literal only thing I have to comment on after watching this-- apart from it being a really nice patch-- is just that I would really really love if we could get the tooltip display data back on most of, if not all of the items. Rock solid was showing on Randuin's until it got removed, but the passive hasn't shown on either FH or Warden's mail for the entire season. Abyssal showed for a bit, and then it didn't again. I think we might have had health carved showing from BC, but it hasn't been there in like 10 patches. Just like your transparency here, I really enjoy being able to tell exactly what my item is doing rather than just guessing. I like doing math in League, but I do not have the skill to count every single piece of data that an item does (without having somewhere to actually view it). So if some QoL changes could be made to bring back the display numbers on all item passives etc. then I would be over the moon. Thanks again for making this content for us. It doesn't go unappreciated.
On the point of Mercs beating Sorcs: while it's true that in a 1v1 situation the person with Mercs always has the advantage, you gotta remember that Sorcs increases damage against ALL enemies, whereas Mercs only protects against magic damage. So Mercs SHOULD beat Sorcs in a head-to-head, because Mercs specifically counters Sorcs, whereas Sorcs is generically good. In fact, 18 mpen is generally way stronger than 25 mr
Aren't you forgetting a few things here? To begin with, sorcs don't increase all your damage but only your magic damage. It's also only good against enemies who have more than 0 mr as magic pen doesn't reduce below 0 MR. And melee minions are the only minions who do have more than 0 MR and that only after the early game has passed. So Mpen is pretty much useless against minions. Additionally, Mercs do also decrease ALL magic damage you take from all enemies. And while most monster attacks are purely physical, you also get tenacity from mercs, which then again reduces a lot of CC targeting you. So I do not agree that 18mpen is generally stronger than 25 MR. And mercs also give you tenacity which is a really valuable stat to get so Mercs are way stronger than sorc shoes.
@@lubue5795 the thing is you only buy sorcs on champs who deal negligible amounts of physical damage Whereas you can't only buy mercs when there's negligible physical damage (because most non-player damage sources are physical)
I think their argument is that mages tend to deal splash damage to multiple people, where as mercs grant stats to only one holder. The value of sorcs scales with how many targets you hit.
@@okofabio That's not the argument (you also take splash damage, so it works both ways) The argument is champions that buy sorcs deal magic damage almost exclusively, whereas the damage they take is a mix of physical, magic, and true, so sorcs increases all damage dealt but mercs only decreases some of the damage taken If you play path of exile you can think about how "deal 100% more physical damage with hits" is better than "defend with 200% of armour", even though one is the reverse of the other (in PoE it's more obvious because there are way more types of damage than just physical and magic)
Make ap ezreal more viable again haha no more ap scaling shiv i missed playing during then :(, ult not having reduced dmg on minions or 75% dmg lv 11 100% dmg lv 16 and some q ap scaling would be awesome! All the new champs have too much clear for like no mana lol. Would be a way more diverse meta if you could help champs clear, shiv isn’t bad but it doesn’t scale so it’s a waste of a a lot for ap ez cuz he needs mana and cdr! Great patch notes thanks!
As an Asol player, I am a little worried that he'll end up being either completely useless or overbuffed depending on the current patch. I hope he finds his place because right now it feels very uncertain what his identity is supposed to be. That being said, thank you for communicating the reasons behind the changes, as always! Much appreciated!
I completly agree on why you want to nerf deffensive boots but in Top Lane there are a lot of matchups where boots are the only thing that allow you to survive in a bad matchups (tabies vs adcs/mercs vs kennen)
Yup. Top lane needs boot movespeed and early defensiveness more than any other lane. If you’re in a no boot meta vs a champ that runs you down with their kit, then you just die. Or alternatively, you have no movespeed to dodge skill shots in poke/ranged matchups.
I’m very happy with the general direction you guys are holistically trying to take the game in. Examples: Assassins are assassins, who need to do assassin things. Items are too strong Base stats probably need lowered. Ult CDR needs removed. Fights need to have duration.(lethality down*) However, I will complain about the speed at which things being done. For now. I’ll assume, the reason is because we are busy with other plans (Season 15) Once 2025 hits. If the speed of changes does not ramp up. You will hear me very loudly. If you break the game a little bit sometimes, I’m ok with that, provided the game is perfect 100-150% faster. Changes changes changes. Alot, fast, snappy, significant, maybe too much, that’s ok, fix it 2 weeks later.
Yep. S14 has been my least favourite in 11 years of playing, simply because it started out horribly, and they have made a lot of good progress since then, but it’s been so fucking slow. I want like twice as many changes each patch. Especially to items and runes and classes. Like you said, I assume season 15 is going to be a big one. S14 was their revert to legendaries which was testing the water, and S15 is gonna be a massive update on everything now that they have tons of data from the new systems. (That’s my assumption, at least).
I think Qiyana should be here. In my opinion she has a bit of early lane struggle. Would suggest nerfing her ult scaling and buffing her base stats on q better even the passiv. So it makes more sense to rotate elements more often.
you guys are the assassin players I like to see. Literally asking for a skill reliant buff and suggesting a nerf of an overloaded part of the champ's kit.
I say nerf r, buff w. The movespeed she gets from terrain is so small it may as well not even be there. They’ve gutted the w damage like 3 times as well. I think they intentionally keep her weak because she’s perceived as an unhealthy gameplay pattern. R is too good and too easy to hit whereas the rest of the champ feels so watered down
Yeah definetly agree as Qiyana OTP, its so painfull to play qiyana early game holyyy, like I play assassins bcs I wanna feel strong and cool early game I just wanna kill enemy laner but how am I supposed to do that, I would love more early game power and reducing her ULT, because her ultimate is crazy game changing sometimes, you almost cant lose baron fight for example, because her ult is just too strong on drake/baron pit, but thats literally what makes her somewhat vaiable
My opinion, the game is overloaded with damage, rather than buffing items that are overshadowed by other items, it's the strong items that need to be nerfed a bit... Runes also play a big part into this, I think the game would be more interesting to play with lower damage scaling and more strategic play and skill gameplay.
Oh neat Phreak also said he’d like to do sweeping item changes to power everything down to the weakest items rather than buffing the weakest up potentially in a bigger update
Love the patch rundowns Phreak much appreciated. About the AS cap, I feel like it's such a "fun multiplier" for ADC. Especially on champs like Twitch, kogmaw, etc. Moving it from 2.5 to 3.0 or 4.0 would go such a long way
Defensive boots should beat offensive boots 1v1. Why? Because you would have to buy 2 defensive boots to counter physical and magic dmg. Armor items in a straight 1v1 should beat AD items, but in general a tank can't build only Armor while the AD champ has pretty much only physical dmg and every AD, AS, crit, ... increase the physical dmg. If an ADC buys Plated Steelcaps and the enemy team has ~50% magic dmg, the boots will not be that great. And he can't just buy a 2nd pair and doing so would mean he has to spend twice the money. Azir takes Mercs 50% of the time in pro play and 50% Sorcs. If you have a bad matchup or get ganked and you want to play for the late game, mercs should be the right choice while for the enemy Sorcs should be the right choice and that is in general true. If defensive boots make no sense in lane (1v1) they make even less sense outside of the lane (5v5) which means they make no sense at all - even for tanks. And when there are no choices for boots, then why even have boots anymore? If you always buy Sorc or always buy Zerkers, then there is no real reason to have them there anymore.
I 100% agree about the damage creep of items and the arms race of buffing them. When my death recap says items and runes did more than the abilities of the enemies, it's very frustrating. I'm not playing against the champ anymore, I'm playing against their items.
So....... fleet footwork is just GONE from anyone bot lane since games dont go past level 15 bot lane. This means that more people will take damage runes and increases average damage in the game.
Phreak pls also share your thoughts on this. I think a Graves compensation buff would be MORE than justified. Graves is consistently always one of the most popular jungle champions for many many season but you keep neglecting him for no reason. This patch I just realized will not only be LDR nerf (core item) Fleet nerf (i guess I can survive that) and Ninja tabi buff... 2% off a 400% Ad Scaling autoattack would be if you had 300 Ad thats like a 40 damage loss only on one autoattack. If you attack 3 times which is what you are mostly getting off its a 120 damage loss. Thats crazy much. And thats only the Ninja tabi buff. The LDR nerf will do even more. 5% doesnt sound much for normal ADCs. But 5% less armorpen for Graves could literally mean 500 less damage in one fight.
I wish Akali got more of her passive back, was the most interesting part of her kit after rework but one of the first things to get nerfed because it was skill intensive
This galio treatment on sylas is just...pathetic; galio ap nerfs just turn his gameplay in a sad passive midlaner tank; sylas is coming to the same way...
I'm really glad to see the boots change, I never understood why I should buy shoes before an actual Legendary item, it feels like I'm delaying the first item spike too much
Hey Phreak, great stuff as always. I’m very happy with the Yone changes here, for the longest time it feels like his early game damage is simply lacking, where you pretty much have to sit in lane and do nothing but farm and get your first item then you can make plays but in high Elo there’s times where the game is decided before I could even finish my Bork. Also, how do you feel about Stridebreaker on yone as an item. I think it has great synergy with his E and it allows yone to stick to targets way easier. Been having some good success with it, considering his other first item choices feel lacking atm. Anyways. I appreciate your time making these videos. Hopefully, the Yone haters don’t get too upset with this lol
Just to validate the arm’s race philosophy, there’s a very similar ideology in the music industry when mixing a track. If the treble is too low, you’re better served lowering bass and mids to get back to unity rather than boosting the treble. Not only does it keep the actual level closer to target without having to master everything lower later, but it also prevents you running out of headroom so that when you NEED to push something higher, you have plenty of space.
Zyra Jungle is still suggesting E start. Can you also prevent her seeds from spawning in bushes nowhere near you when doing her clear the rng isn't rng and it sux. e.g. on gromp, I can almost guarantee her seeds will spawn in the bush by blue.
Hello, Corki OTP here with my required comment on your patch video. From what it looks like out in public forums, Corki being played in competitive is a problem again, as he and Tristana are being exploited by pros. I have a proposition for you to fix this issue. Back in the beginning of the year, before the major Corki change, he was rarely, if ever, making appearances in competitive or solo queue. This, I understand, was by design. He was kept weak due to package and his rockets. Since his changes, I have noted that balancing him has been a headache for you and the rest of the team, and I have been having much less enjoyment playing him. Perhaps, if you need to make him weak again, you could revert him to his pre-rework state? He was much more entertaining to play in my opinion, as I play for fun and the challenge of succeeding in the face of great difficulty. I understand changing it back at this point may evoke some public backlash, but I will offer myself as a scapegoat for this vitriol if need be.
I think all boots should be balanced around one gold benchmark, wherther it be 900, 1000, or 1200 all final boots should cost the same. Boots lie in a different category than other items just like starting items.
Sylas kit might still need less mana costs/lower CDs to really push the champion into bruiser and not feel like the caption is just nerfed, but the direction seems fine.
I agree. I would love for some more bruiser Sylas compensation. That area seems really enjoyable to explore, but if we go Cosmic Drive for a lot of haste, then we barely have the mana pool to use that many abilities. He should probably get some mana tweaks to go along with future bruiser Sylas changes.
This is such a good patch, good work man. Also nice video explaining things really well. I like the AP item buffs a lot and i think Battlemage Sylas is going to be strong.
I think the biggest issue is the amount of damage tanks do. I am a top laner who plays tanks and routinely I am doing 45-50k damage in a game as a Malphite or as an Ornn while someone who builds full damage can not hurt me and I still run them down. Tank damage needs to be brought down so that they function as tanks not unkillable fighters.
Whereas I agree that tank damage is too high, and it's obnoxious that as an ADC main they can kill me in 1-2 rotations of their spells at most points in the game, your damage to champions being overall high is not a good metric to judge this, especially in top lane. This is because top laners tend to trade a lot more than most other lanes (being often melee v melee) and this coupled with the fact that bruisers/tanks have higher overall HP pools means that the damage to champions stat will be artificially inflated.
Long ago, rito decided that tanks having low dmg but high disruption+high durability was 'bad for the game' so instead they nerfed the disruptive power & the durability of tanks across the board. In exchange they jacked up their dmg & the dmg that tank items could provide. I agree. Nerf tank dmg. Give back low CDs & higher CC duration effects...... Rammus' taunt used to be 3 seconds and the CD was shorter. Fkk you, preak.
Thanks for your hard work Phreak, i might have some apprehension about certain decisions but i recognize that league of legends is a complicated game with allot of moving parts and its allot easier to tell of something that is "obviously wrong" in hindsight
Did you code Rek'Sai rework? A bug regarding Q was introduced with the changes to Q mechanics, wherein if you cast Q whilst the 'buff' is ending, you get animation locked but no damage goes out. If the outcome of a fight depends on a single auto, Rek'Sai dies when this bug occurs and has killed me multiple times. Hope this can be looked at - easy to replicate but perhaps hard to fix :)
I like Irelia getting some help, and am happy that her "farm for BoRK" reliability is being looked at. I do hope she is more shifted towards a sustained damage fighter carry than just an assassin who is supposed to all-in dive squishies all game.
i originally said its placebo but i stand corrected its a clear buff i just hope this patch addresses the lack of agency in building crit on yas and yone which i think it should at this point
I absolutely agree with the arms race phreak talked about in the beginning of the video. Recently explained the exact same concept to someone else. Thats also why I really liked the push to soften some of the counter items - Plated Steelcaps were a good example. They were REALLY good vs AAs. Way too good, in fact. So good that you started to feel forced to go for them, as AAers needed to get buffed and buffed and buffed to compete with that. Whats tenacity going to do when you are dead? By softening the counter, I think there is just much more room to properly balance AA-based champions now. Buuut, as phreak also stated: It's a LOT of work. Important, work that should and needs to be done, but a lot of work regardless.
Or it needs to be priced properly. On steelcaps that's hard, but on an item like frozen heart you han have a lot of anti-AA and still not ruin the counterplay since it shouldn't be optimal in most games.
High elo compensation for Shyvana, I hate that you never think about her at all as a company and just permanently leave her dead above diamond. Whenever she is good she is hit IMMEDIATELY, unlike many other champions who camp 53% winrate for years and years. AD is completely dead because it can't catch anything with a 30% buff that freaking decays. I can't play it at all anymore since the Ghost nerf. Why does the build with ranged capability move so much faster? Makes no sense! Should either not decay at all or go back to max value with each hit. She's damage only and NEEDS to do a lot of damage. I would trade E damage for more base mobility or lower early cooldown or a real defensive steroid, but losing 0.2 on the ratio is a much bigger nerf than you are making it sound on a champ that must be ahead to be useful. W still does nothing in dragon form BTW.
cosmic insight doesn't reduce cooldown of verdant barrier if you get hit by baron/rift scuttle attacks. Also, it would be awesome if steel caps and abyssal could show damage reduced/ damage done
Please buff Qiyana's laning phase, she is the only assassin you are ignoring and not buffing/adjusting, ever since the map changes (very improbable that you will get a good ult angle in lane because you made midlaner so much wider and open), lethality item nerfs, sudden impact nerfs and about 50 other indirect nerfs her laning phase is in the dumps. You could even nerf her ult damage/incease the CD but give her back some of her solokill and trading potential in lane.
Any chance the team can have a look at Yorick's passive? Because his "passive" is overshadowed or disregarded since Q is faster. Since starting at 12 units is high and it relies on ENEMY units he can't control or always have access to. Half my games if not all of them starts off with me zoned off since the weak scaling pet champ doesn't have his pets and can't trade lvl 1. That's fine but usually you'll start E then to farm and you'll only get around 3-4 ghouls around 2:40 or 3 mins into the game, almost ever time.. And if the wave gets frozen or I can back and it's heavily on their side, I can't do anything because they can just all in before I get a chance to Q last hit 4 times or remain in range for graves that'll get from enemy units dying but if they run at me I gotta back off and this lose them anyway. Solutions? Make Yorick's passive work towards all units dying around him, this will give him atleast one grave per wave so eventually he can fight back and if you shove him in he can have a chance to fight back or hold by getting access to his pets. Of course with maiden you'll think most of this is fixed but no, because again even maiden needs ENEMY UNITS or neutrals to die around her and in lane there's barely any time or room.to gp in jg and raise Ghouls snd come back. Yorick is also the only champion that can kill someone and come back and get zoned or be denied the chance to extend his lead because, he can't summon ghouls while in combat, in comparison to everybody else just having to go in with no setup required. Solution? Make maiden proc summon one ghoul, this also incentives getting up close in melee a bit more. Alternatively make W recastable and upon recast it breaks the wall early giving you ghouls based on the walls HP, this in itself could help out a lot especially if wall is useless in a matchup or if you have no time to go get ghouls from JG or wave, which btw requires you to raise them after clearing wave otherwise the ghouls will leave you.. Anyway thanks again for these videos regardless been watching for years, watched you, Akinola and Angry Honey Badger always for patch notes.
he is completely balanced and nobody wants to play against him anyways. for the player itself there should be some quality of life changes yes but no direct buffs.
@@trolli2872 none of these are direct buffs, just quality of life, I wouldn't mind the E DMG amp being gone either asking as we can just command our pets normally, have more of them or they're base DMG back a bit in the early game. Did you know I can get all inned and if my E misses or is on cd my own pets will ignore whoever I'm fighting? Yeah sounds fun. It's stupid considering naafiri literally has a passive that commands her pets based on her autos and they left Yorick's code untouched during that period, but also a Rioter did say usually fixing Yorick code takes too much time n resources so it's not worth it 😭
@phreak any insights on why qiyana is not getting same adjustments or buffs like Zed? Or atleast give her some QoL changes/bugfixes like talons ones? U said assassin patch will be soon almost 2 months ago, yet Qiyana is the weakest early game assassin in the game, can we do smth about that please? Qiyana has a such great potencial to be somewhat comparable to zed pickrate imo if she would be actuall champ and not OTP/ULT champ
Gonna mention this here. The nerf needed for cheese ranged solo laners (teemo, adcs, anything too dominant in lane) is a 5 ms nerf. It'll seem simple..., but it handles the main issue of these laners. They can harass too freely. To harass should put you at risk. Also these champs need less base regen to make minion aggro stick more. It's also somewhat a tempo nerf.
Also- all the adc items with % move speed should be changed to flat movespeed and balanced around that. Maybe 2x the%number its currently at (would be a nerf) since most characters have 350-400ish base movespeed after boots.
@@jazzyjefffogelthere are no melee champs that build the crit items with ms on them so sure it might technically be better for them but they cant build them unless they choose to objectively troll. The one exception is garen building phantom dancer, and potentially yone and yas ( but shieldbow is still better on both)
@jazzyjefffogel correct. And several items are nerfed for ranged specifically. Can't have good gostblade as a ranged character anyways, so why should melee crit users get 45 movespeed instead of 36 from retrix?
@@draugr121 As of Patch 14.15 20 MR will be a gold cost of 400 20 Armor will be a gold cost of 400 20AP Costs 400 150HP Cost 400 So a rift maker reshape could look like.. 60AP 15AH 200HP 20Armor 20MR -- At that point the only problem is it might not have enough AP. So, we could remove the line of text that says. (Gain AP Equal to 2% Bonus Health) And we can keep the item at something like 75AP) This is a better shape for the item. People buying rift maker normally do not buy Armor and MR, but they want it, I think this could maybe be a good spot to put it. Because the way the item is shaped currently it’s for longer duration AP fighters. It’s not like Hextec Gunblade was for Kat and Akali But I also think we need something like that back in The game too IMO.
ADCs *should* be the answer to tanks, they shouldn't be able to do it solo in a skill even matchup but they should definitely be able to kill tanks. The current issues in my mind are: a) they kill tanks too fast, b) they can kill tanks in a 1v1 fight by standing still and autoing, and c) the items that make them good at killing tanks don't diminish their ability to kill squishies. In a full squish vs squish game, ADCs just shouldn't be the optimal answer. It really breaks the game balance imo and removes the need for burst mages, assassins, fighters etc. I do want to say I think bruisers/fighters as a class are in a decent spot currently. They do enough dmg they can win 1v1 fights vs any other class (how it should be imo) but they're squishy enough that in teamfights they can't just yolo in and 1v9. If ADCs just lose a little dmg to the point they can't build tank shred and still do high damage to squishies the game would be in a really good spot. Thanks for doing these phreak and for continuing to steer the game into more healthy and FUN spot.
It would be nice if ADC:s become really good at killing tanks once they buy the anti-tank item, given that buying that item properly penalizes them against other champs. Right now the %pen item is just correct as a 3:rd/4:th buy against everyone.
I get that the Kraken Slayer changes will probably accomplish what they're set out to accomplish, but it feels so inelegant. An item originally designed for ADCs, gets poached by fighters, becomes strong on the champions it was designed for, gets nerfed on the champions it was designed for, stays strong on the fighters that poached it. That just seems wrong.
I know Shyvana's getting nerfs, but can we PLEASE get a look at her passive? I think making it 30% more damage to dragons and 10 armor/mr per dragon killed will help significantly
may I ask, would it be possible to add to bottrk how much damage % damage did to enemy? we only can see the "activ" damage that slows but not the percentual.
You said last preview that Rumble can be low win rate because he's a unique champ, but he was always at least quite high win rate in high elo, both before and after your rework. And now he's a lot lower win rate in high elo too. So that means better players aren't doing as well with him, and if pros too drop him and he's not high win rate, it means such a niche champ is gonna be mostly played by otps. It's really bizarre for "otp champs" like Rumble to have low win rate as they're piloted by people with tons of champ mastery. So I 100% agree that the champ should be low win rate in low elo, but in higher tiers it's a sign that the design doesn't function. Top lane is a long lane, he's immobile. If he can't win all-ins the first levels and you can't chill and farm with E because you won't have a disengage then as your W Movespeed is neglible and E was used for cs then you're gonna have many terrible laning phases and the juice isn't worth the squeeze for this champ.
29:00 this made me search up hwei winrate over game length, which made me realize that hwei isn’t like lux who’s an early game mage, and that made me happy. I like being good late game as an AOE mage instead of being a lane bully.
Ah yes, those good ole R3 buffs on akali. Good stuff phreak, we can always count on your complete game knowledge and champion mastery to balance all 168 of them.
It would probably balance the game a little more y. But then there are stupid skills that are almost as stupid as ults so idk. Could be explored nonetheless.
Any thoughts on Renekton at 46% WR? he had buffs early in the season but they were balanced around sundered sky and eclipse which have both been nerfed.
That's a bit of an overkill for Shyvana... I can see an E nerf - fine, but her 1-6 is already very weak and you are further making her weaker. These basically make ap shyv way less strong and ad "meh". Perhaps a buff to W dmg or at least +jungle monster dmg for W to compensate?
@@husseinmoussa2947 No, Wukong ist just weaker, but both are way to weak early game. -> "Perhaps a buff to W dmg or at least +jungle monster dmg for W to compensate?" Only possible for other champions, Shyvana is forgotten by every aspect
Phreak constantly says smart things that don't end up in the game lol. Items are in an arms race of buffs. My brother in christ you balance them this way!
Very happy for once for the direction of yasuo yone changes and it give right takes on their genral power level during the game (yasuo early skewed, yone later skewed). i think the pass you are doing on classes like skirmishers and bruisers have been positive for the game.
Personal thoughts on Tristana is she should not be able to cast anything while in the air from rocket jump. This is the exact change than ejected Kha'zix from midlane. (Pressing an ability while in the jump will queue it up, but not actually cast it until the jump lands)
@@momoaaYes, but beforehand there would be games where antiheal would not be built against you because you weren't the biggest threat at the time. Now there is a much lower chance of this happening, which means low elo buffs for some heal tank champs
Hi sir, I been trying to get some info on illaoi´s new skin, the frame of the skin still has a bunny on the little icon, at first i thought this was normal but then i saw all the skins on the pbe had a bunny on the frame as well, they were all fixed to their matching tematic animals but illaoi even after release is still a bunny, Is this a bug?
I have had a reoccurring bug where my bonus MR and armor are lower by two each and I believe I have isolated the issue to the conditioning rune. idk if its just a tool tip error or actually in game numbers
Hey Phreak! I would like to mention that Garen cannot buy and get his 50% attack speed powerspike at level 7 with berserkers anymore but would need level 8 now. I'm sure this will reflect on his winrate but as a feeling felt really good to finally get online after laning phase when you finally got kill pressure at lvl 7.
I respect this patches on lowering the adc presence on mid and give mages more of presence with the item buffs thank you. I know that solutions for tp are still in the works with yall. From what i've seen off of reddit, people say something along the lines on giving it like a 5 minute + cd from the start of the game i was wondering what is your thoughts on it?
cosmic belt and rocket drive had me giggling
To add to your thoughts on how we got to where we are with damage creep at 24m.
Old runes and masteries may have similar power amount, but it wasn't felt the same.
Like, that power wasn't loaded into trade/changing great runes like elec and grasp where i time my trades specifically with my rune power spikes.
It was loaded into base stats, so my mental focus was on my champion and their kit. NOT Runes. Even if the runes were responsible for buffing the kit, the kit was what was on my mind.
The boring + stats in pre-game lobbies and the boring items like Deathcap, IE, or BOTRK, all don't really warp my focus away from my champion kit. The 'cool' items like malignance + liandry's builds, or trinity + old steraks interaction. Hell even Camille's interaction with Sheen. Those all warp my champion experience to force me to consider the item in every trade i think of.
Appreciate the breakdown, I disagree with some perspectives but respect the experience you have. Thanks.
I just wanted to say thank you for doing these Phreak.
100% agree you are awesome, thanks!!!
Are y‘all payed bots?
hmmm
@@husseinmoussa2947considering the ubiquitous and robot like nature of the community when it comes to disliking phreak I’d say you’re more likely to be the bot.
8:45 Cosmic Belt and Rocket Drive confirmed! I've been waiting all my life for this!!
aurora nerf getting cancelled out.
As a Zyra main and game dev, this Zyra story at the end was extremely entertaining 😂
literal ten minutes of Phreak's beautiful storytime yap. Zyra scripts (and old LoL scripts in general) seem like agony to try to work on
Dude, im getting shivers regarding code / scripts in league. Its a game thats been operational for so long now, they should have enough money and talent and time to go back and fix some of these things. It shouldnt have to wait for champion redesigns ( looking at skarner scripts / code )
@@Keregosh they need entire script ecosystem overhauls. That's extremely hard to do when you are a live service game. And most mechanics in the game have dependencies that you have to account for which balloons the project many times over. It's easy to fix a script here and there but major interactions are extremely huge in scope. I don't know if you watched their dev video on Sylas, but to make his ult possible they had to rescript the fundamentals of how a champion kit is assembled as well as go over literally every ultimate in the game and make custom decisions on how it would work and deployed into the game (basically when Sylas loads into the game, it also loads extra phantom champion parts that he can then apply). Imagine trying to change how on-hit effects are applied or what a bush is. You'll then have to find every single instance where it had been applied and will be applied and modify it accordingly. That's a ton of work and requires incredible quality control so that the game doesn't break. This means not only pulling people from the live production but also from the general production (like the teams that work on modes and big system overhauls and preseasons). It's expensive.
It's not money. It's time that they don't have. Hiring more people won't fix it because imagine how long it would take just to familiarize yourself with the system. Phreak started by simply changing numbers in scripts. Over 2 years he finally got to the point where he can do quite substantial script changes. But he still has not enough of a clue how the engine itself works which is understandable - his work is demanding enough with just simple champion and item scripts.
I believe that one day they will find a way to slowly, behind the scenes, work on a massive overhaul. But until that day happens, if it ever will, they'll just use the tools available. Overall there aren't too many bugs and the game seems very stable.
@@SiMeGamer No i definitely understand that its mostly a matter of time. Thats why i tried to emphasize that the game has been running for a long time. I do understand the amount of work that needs to into it and with the amount of money that league generates i would assume that at some point along the 14(?) years that the game has been running they would have thought. "Alrighty folks, we probably need to rework this system."
@@SiMeGamer There are occasional smaller system rescripts, such as the one they recently did with tether abilities to make their behavior match up with expectations. Who knows, maybe by changing one script at a time, like Theseus' Ship, League will be entirely rescripted by 2030.
Unironically, thank you for the tons of work you put into the game over the years as the champion spotlight guy, caster, and more recently a design lead, Phreak.
Some players don't appreciate you, but I do.
Appreciating these while they still exist
These are so incredibly insightful and it’s so nice to see the thought process, implementation, and all the love put into making the stuff the best. Thank you so much Phreak
Since you're putting time into fixing things like the Zyra passive indicator, could you look into how the scoreboard ultimate indicators reference Shyvana's ult? I believe it currently will display Shyvana's ult as ready as long as it isn't active, even if she doesn't have the fury to use it, because it technically has 0 cooldown. I've had teammates take fights assuming my ult was up when I had no fury, it's kind of frustrating.
At some point the Ult indicator for Shyvana changed to simply always showing it as ready after you put a skill point in it.
@@skiaelafris759 Like every Ult timer goes down while dead, but Shyvana get no rage while dead.
My guess is that shyv’s ult is technically always up because it had no cd. But util you have enough fury it is disabled, just like samira ult and kat ult and a couple others. Now it probably make sense for others, but shyv ult maybe should hook up ult indicator with her fury instead of ult cd (or better yet, hook ult cd with fury).
@@clusterrockets it use to work, before the big in game user interface rewrite
Which is when the ability to ping ult cooldowns was added
They broke it then and never fixed in the years since
I doubt your teammates assume anything. You are not a fucking pro player. Get off your high horse
Gracias Phreak, from Colombia for doing the patch preview all these years
Thanks for another Preview. Hope all has been well with you Phreak ^^
One of my favourite patches in a long time, and also coincidently one of my favourite patch previews from you as well. I watch every preview, and they're one of my favourite parts about League to be very honest. The amount of openness and insight you give us into your design philosophies and processes is really something we don't get from a lot of game designers, and I couldn't be more grateful to have you making these for us.
The literal only thing I have to comment on after watching this-- apart from it being a really nice patch-- is just that I would really really love if we could get the tooltip display data back on most of, if not all of the items. Rock solid was showing on Randuin's until it got removed, but the passive hasn't shown on either FH or Warden's mail for the entire season. Abyssal showed for a bit, and then it didn't again. I think we might have had health carved showing from BC, but it hasn't been there in like 10 patches. Just like your transparency here, I really enjoy being able to tell exactly what my item is doing rather than just guessing. I like doing math in League, but I do not have the skill to count every single piece of data that an item does (without having somewhere to actually view it). So if some QoL changes could be made to bring back the display numbers on all item passives etc. then I would be over the moon.
Thanks again for making this content for us. It doesn't go unappreciated.
On the point of Mercs beating Sorcs: while it's true that in a 1v1 situation the person with Mercs always has the advantage, you gotta remember that Sorcs increases damage against ALL enemies, whereas Mercs only protects against magic damage.
So Mercs SHOULD beat Sorcs in a head-to-head, because Mercs specifically counters Sorcs, whereas Sorcs is generically good.
In fact, 18 mpen is generally way stronger than 25 mr
Aren't you forgetting a few things here?
To begin with, sorcs don't increase all your damage but only your magic damage. It's also only good against enemies who have more than 0 mr as magic pen doesn't reduce below 0 MR. And melee minions are the only minions who do have more than 0 MR and that only after the early game has passed. So Mpen is pretty much useless against minions.
Additionally, Mercs do also decrease ALL magic damage you take from all enemies. And while most monster attacks are purely physical, you also get tenacity from mercs, which then again reduces a lot of CC targeting you.
So I do not agree that 18mpen is generally stronger than 25 MR. And mercs also give you tenacity which is a really valuable stat to get so Mercs are way stronger than sorc shoes.
@@lubue5795 the thing is you only buy sorcs on champs who deal negligible amounts of physical damage
Whereas you can't only buy mercs when there's negligible physical damage (because most non-player damage sources are physical)
@@lubue5795 champs that build sorcs dont do relevant physical damage to champs and minion dmg is pretty irrelevant to shoes
I think their argument is that mages tend to deal splash damage to multiple people, where as mercs grant stats to only one holder. The value of sorcs scales with how many targets you hit.
@@okofabio That's not the argument (you also take splash damage, so it works both ways)
The argument is champions that buy sorcs deal magic damage almost exclusively, whereas the damage they take is a mix of physical, magic, and true, so sorcs increases all damage dealt but mercs only decreases some of the damage taken
If you play path of exile you can think about how "deal 100% more physical damage with hits" is better than "defend with 200% of armour", even though one is the reverse of the other
(in PoE it's more obvious because there are way more types of damage than just physical and magic)
Make ap ezreal more viable again haha no more ap scaling shiv i missed playing during then :(, ult not having reduced dmg on minions or 75% dmg lv 11 100% dmg lv 16 and some q ap scaling would be awesome! All the new champs have too much clear for like no mana lol. Would be a way more diverse meta if you could help champs clear, shiv isn’t bad but it doesn’t scale so it’s a waste of a a lot for ap ez cuz he needs mana and cdr! Great patch notes thanks!
Saw the reddit post that there's a patch preview. Immediately checked UA-cam. Was not disappointed.
Appreciate the transparency on these balance changes always. Thank you!
Thanks for making these! Much love.
As an Asol player, I am a little worried that he'll end up being either completely useless or overbuffed depending on the current patch. I hope he finds his place because right now it feels very uncertain what his identity is supposed to be. That being said, thank you for communicating the reasons behind the changes, as always! Much appreciated!
I completly agree on why you want to nerf deffensive boots but in Top Lane there are a lot of matchups where boots are the only thing that allow you to survive in a bad matchups (tabies vs adcs/mercs vs kennen)
Yup. Top lane needs boot movespeed and early defensiveness more than any other lane.
If you’re in a no boot meta vs a champ that runs you down with their kit, then you just die. Or alternatively, you have no movespeed to dodge skill shots in poke/ranged matchups.
Then play better. People got to challenger last seasons. You didn't. Was it the itemization blame game yet again ?
I’m very happy with the general direction you guys are holistically trying to take the game in.
Examples:
Assassins are assassins, who need to do assassin things.
Items are too strong
Base stats probably need lowered.
Ult CDR needs removed.
Fights need to have duration.(lethality down*)
However, I will complain about the speed at which things being done.
For now.
I’ll assume, the reason is because we are busy with other plans (Season 15)
Once 2025 hits.
If the speed of changes does not ramp up.
You will hear me very loudly.
If you break the game a little bit sometimes, I’m ok with that, provided the game is perfect 100-150% faster.
Changes changes changes. Alot, fast, snappy, significant, maybe too much, that’s ok, fix it 2 weeks later.
Let me word it this way, if you think League is Sick.
We should make it healthy, as fast as possible, even if it’s a little rocky along the way.
Yep. S14 has been my least favourite in 11 years of playing, simply because it started out horribly, and they have made a lot of good progress since then, but it’s been so fucking slow. I want like twice as many changes each patch. Especially to items and runes and classes.
Like you said, I assume season 15 is going to be a big one. S14 was their revert to legendaries which was testing the water, and S15 is gonna be a massive update on everything now that they have tons of data from the new systems. (That’s my assumption, at least).
waking up and seeing one of these having dropped is the good shit
I think Qiyana should be here. In my opinion she has a bit of early lane struggle. Would suggest nerfing her ult scaling and buffing her base stats on q better even the passiv. So it makes more sense to rotate elements more often.
I agree, lategame she can feel oppressive, but early is hard to play
you guys are the assassin players I like to see. Literally asking for a skill reliant buff and suggesting a nerf of an overloaded part of the champ's kit.
I say nerf r, buff w. The movespeed she gets from terrain is so small it may as well not even be there. They’ve gutted the w damage like 3 times as well. I think they intentionally keep her weak because she’s perceived as an unhealthy gameplay pattern. R is too good and too easy to hit whereas the rest of the champ feels so watered down
Thanks for your devotion phreak, it’s obvious how much you care about the game and about the community
Yeah definetly agree as Qiyana OTP, its so painfull to play qiyana early game holyyy, like I play assassins bcs I wanna feel strong and cool early game I just wanna kill enemy laner but how am I supposed to do that, I would love more early game power and reducing her ULT, because her ultimate is crazy game changing sometimes, you almost cant lose baron fight for example, because her ult is just too strong on drake/baron pit, but thats literally what makes her somewhat vaiable
My opinion, the game is overloaded with damage, rather than buffing items that are overshadowed by other items, it's the strong items that need to be nerfed a bit... Runes also play a big part into this, I think the game would be more interesting to play with lower damage scaling and more strategic play and skill gameplay.
A-fuckin-men to that
Oh neat Phreak also said he’d like to do sweeping item changes to power everything down to the weakest items rather than buffing the weakest up potentially in a bigger update
@@HybridLetsPlay I'll be more than happy to play the game when thats done... for now I'm enjoying swarm thought I already beat extreme and arams xD
Always looking forward to the previews, thank you for continuing to make these
Love the patch rundowns Phreak much appreciated.
About the AS cap, I feel like it's such a "fun multiplier" for ADC. Especially on champs like Twitch, kogmaw, etc. Moving it from 2.5 to 3.0 or 4.0 would go such a long way
Defensive boots should beat offensive boots 1v1. Why? Because you would have to buy 2 defensive boots to counter physical and magic dmg.
Armor items in a straight 1v1 should beat AD items, but in general a tank can't build only Armor while the AD champ has pretty much only physical dmg and every AD, AS, crit, ... increase the physical dmg.
If an ADC buys Plated Steelcaps and the enemy team has ~50% magic dmg, the boots will not be that great. And he can't just buy a 2nd pair and doing so would mean he has to spend twice the money.
Azir takes Mercs 50% of the time in pro play and 50% Sorcs. If you have a bad matchup or get ganked and you want to play for the late game, mercs should be the right choice while for the enemy Sorcs should be the right choice and that is in general true.
If defensive boots make no sense in lane (1v1) they make even less sense outside of the lane (5v5) which means they make no sense at all - even for tanks. And when there are no choices for boots, then why even have boots anymore? If you always buy Sorc or always buy Zerkers, then there is no real reason to have them there anymore.
I 100% agree about the damage creep of items and the arms race of buffing them. When my death recap says items and runes did more than the abilities of the enemies, it's very frustrating. I'm not playing against the champ anymore, I'm playing against their items.
So....... fleet footwork is just GONE from anyone bot lane since games dont go past level 15 bot lane. This means that more people will take damage runes and increases average damage in the game.
And nerfing Fleet for melee too instead of just ranged users was extra bad.
Phreak pls also share your thoughts on this. I think a Graves compensation buff would be MORE than justified. Graves is consistently always one of the most popular jungle champions for many many season but you keep neglecting him for no reason.
This patch I just realized will not only be LDR nerf (core item) Fleet nerf (i guess I can survive that) and Ninja tabi buff... 2% off a 400% Ad Scaling autoattack would be if you had 300 Ad thats like a 40 damage loss only on one autoattack. If you attack 3 times which is what you are mostly getting off its a 120 damage loss.
Thats crazy much. And thats only the Ninja tabi buff. The LDR nerf will do even more. 5% doesnt sound much for normal ADCs. But 5% less armorpen for Graves could literally mean 500 less damage in one fight.
I wish Akali got more of her passive back, was the most interesting part of her kit after rework but one of the first things to get nerfed because it was skill intensive
This galio treatment on sylas is just...pathetic; galio ap nerfs just turn his gameplay in a sad passive midlaner tank; sylas is coming to the same way...
Give kaisa crit on Q or make her crit harder after using E. Crit kaisa really needs buffs rn
Aw man, these champ investigation stories are so fun :)
I'm really glad to see the boots change, I never understood why I should buy shoes before an actual Legendary item, it feels like I'm delaying the first item spike too much
Thanks for these videos phreak always enjoy them keep up the grind man
Hey Phreak, great stuff as always. I’m very happy with the Yone changes here, for the longest time it feels like his early game damage is simply lacking, where you pretty much have to sit in lane and do nothing but farm and get your first item then you can make plays but in high Elo there’s times where the game is decided before I could even finish my Bork. Also, how do you feel about Stridebreaker on yone as an item. I think it has great synergy with his E and it allows yone to stick to targets way easier. Been having some good success with it, considering his other first item choices feel lacking atm. Anyways. I appreciate your time making these videos. Hopefully, the Yone haters don’t get too upset with this lol
Just to validate the arm’s race philosophy, there’s a very similar ideology in the music industry when mixing a track. If the treble is too low, you’re better served lowering bass and mids to get back to unity rather than boosting the treble. Not only does it keep the actual level closer to target without having to master everything lower later, but it also prevents you running out of headroom so that when you NEED to push something higher, you have plenty of space.
Zyra Jungle is still suggesting E start. Can you also prevent her seeds from spawning in bushes nowhere near you when doing her clear the rng isn't rng and it sux. e.g. on gromp, I can almost guarantee her seeds will spawn in the bush by blue.
Hello, Corki OTP here with my required comment on your patch video. From what it looks like out in public forums, Corki being played in competitive is a problem again, as he and Tristana are being exploited by pros.
I have a proposition for you to fix this issue. Back in the beginning of the year, before the major Corki change, he was rarely, if ever, making appearances in competitive or solo queue. This, I understand, was by design. He was kept weak due to package and his rockets. Since his changes, I have noted that balancing him has been a headache for you and the rest of the team, and I have been having much less enjoyment playing him. Perhaps, if you need to make him weak again, you could revert him to his pre-rework state? He was much more entertaining to play in my opinion, as I play for fun and the challenge of succeeding in the face of great difficulty.
I understand changing it back at this point may evoke some public backlash, but I will offer myself as a scapegoat for this vitriol if need be.
I think all boots should be balanced around one gold benchmark, wherther it be 900, 1000, or 1200 all final boots should cost the same. Boots lie in a different category than other items just like starting items.
Phreak, what do you mean by a “correctly tuned zac”? 🤨
Abyssal mask cass definitely coming back right. Shred increased range increased, her mana costs lowered plus ap ratios lowered
Sylas kit might still need less mana costs/lower CDs to really push the champion into bruiser and not feel like the caption is just nerfed, but the direction seems fine.
I agree. I would love for some more bruiser Sylas compensation. That area seems really enjoyable to explore, but if we go Cosmic Drive for a lot of haste, then we barely have the mana pool to use that many abilities. He should probably get some mana tweaks to go along with future bruiser Sylas changes.
Thank you for doing these =)!
Are the boots changes actually in this patch or did they get pulled? The full patch preview on reddit/twitter doesnt have the boots changes
i think 14.15 isnt out yet, anyway this makes magical footwear even more op so u can delay spending for T2
They are in. Abyssal wasn’t mentioned either, but I’m pretty sure it’s still in.
@@pasf4118of course it’s not. That’s not what I asked lol
@@RengarBonetoothVODSwell I hope so
I love these development stories. I'd love that to be a series on your channel one day
This is such a good patch, good work man. Also nice video explaining things really well.
I like the AP item buffs a lot and i think Battlemage Sylas is going to be strong.
I’m excited too.
I think the biggest issue is the amount of damage tanks do. I am a top laner who plays tanks and routinely I am doing 45-50k damage in a game as a Malphite or as an Ornn while someone who builds full damage can not hurt me and I still run them down. Tank damage needs to be brought down so that they function as tanks not unkillable fighters.
Whereas I agree that tank damage is too high, and it's obnoxious that as an ADC main they can kill me in 1-2 rotations of their spells at most points in the game, your damage to champions being overall high is not a good metric to judge this, especially in top lane. This is because top laners tend to trade a lot more than most other lanes (being often melee v melee) and this coupled with the fact that bruisers/tanks have higher overall HP pools means that the damage to champions stat will be artificially inflated.
@@arfner until a mundo runs you down with heartsteel and spamming axes at you.
@@Matteoz991 What does that have to do with literally anything? I said that I agree tanks do too much damage.
Long ago, rito decided that tanks having low dmg but high disruption+high durability was 'bad for the game' so instead they nerfed the disruptive power & the durability of tanks across the board. In exchange they jacked up their dmg & the dmg that tank items could provide.
I agree. Nerf tank dmg. Give back low CDs & higher CC duration effects...... Rammus' taunt used to be 3 seconds and the CD was shorter. Fkk you, preak.
@@Archedgar ohhhhh the old fiddlestick fear :)
Thanks for your hard work Phreak, i might have some apprehension about certain decisions but i recognize that league of legends is a complicated game with allot of moving parts and its allot easier to tell of something that is "obviously wrong" in hindsight
Did you code Rek'Sai rework? A bug regarding Q was introduced with the changes to Q mechanics, wherein if you cast Q whilst the 'buff' is ending, you get animation locked but no damage goes out. If the outcome of a fight depends on a single auto, Rek'Sai dies when this bug occurs and has killed me multiple times. Hope this can be looked at - easy to replicate but perhaps hard to fix :)
I like Irelia getting some help, and am happy that her "farm for BoRK" reliability is being looked at. I do hope she is more shifted towards a sustained damage fighter carry than just an assassin who is supposed to all-in dive squishies all game.
Agreed.
i originally said its placebo but i stand corrected its a clear buff i just hope this patch addresses the lack of agency in building crit on yas and yone which i think it should at this point
Me too. I’m so hyped for the return of E max.
@@RengarBonetoothVODS conqueror yas is going to be stronk
Midlaners abusing mercs and the rest of us have to pay, imo we need more tenacity because moving is more fun then not moving
I absolutely agree with the arms race phreak talked about in the beginning of the video. Recently explained the exact same concept to someone else.
Thats also why I really liked the push to soften some of the counter items - Plated Steelcaps were a good example. They were REALLY good vs AAs. Way too good, in fact. So good that you started to feel forced to go for them, as AAers needed to get buffed and buffed and buffed to compete with that. Whats tenacity going to do when you are dead?
By softening the counter, I think there is just much more room to properly balance AA-based champions now. Buuut, as phreak also stated: It's a LOT of work. Important, work that should and needs to be done, but a lot of work regardless.
Or it needs to be priced properly. On steelcaps that's hard, but on an item like frozen heart you han have a lot of anti-AA and still not ruin the counterplay since it shouldn't be optimal in most games.
Ninja Tabi
@@PurpleFiiilth I always need to preemptively "correct" myself to not call them tabis lol
Wild Zyra story
High elo compensation for Shyvana, I hate that you never think about her at all as a company and just permanently leave her dead above diamond. Whenever she is good she is hit IMMEDIATELY, unlike many other champions who camp 53% winrate for years and years. AD is completely dead because it can't catch anything with a 30% buff that freaking decays. I can't play it at all anymore since the Ghost nerf. Why does the build with ranged capability move so much faster? Makes no sense! Should either not decay at all or go back to max value with each hit. She's damage only and NEEDS to do a lot of damage. I would trade E damage for more base mobility or lower early cooldown or a real defensive steroid, but losing 0.2 on the ratio is a much bigger nerf than you are making it sound on a champ that must be ahead to be useful.
W still does nothing in dragon form BTW.
Amen. Biggest Joke -> Why does the build with ranged capability move so much faster? Makes no sense!
cosmic insight doesn't reduce cooldown of verdant barrier if you get hit by baron/rift scuttle attacks. Also, it would be awesome if steel caps and abyssal could show damage reduced/ damage done
Please buff Qiyana's laning phase, she is the only assassin you are ignoring and not buffing/adjusting, ever since the map changes (very improbable that you will get a good ult angle in lane because you made midlaner so much wider and open), lethality item nerfs, sudden impact nerfs and about 50 other indirect nerfs her laning phase is in the dumps. You could even nerf her ult damage/incease the CD but give her back some of her solokill and trading potential in lane.
Oh no, they found out that I gained freelo rushing T2 boots in the jungle.😢
Any chance the team can have a look at Yorick's passive?
Because his "passive" is overshadowed or disregarded since Q is faster.
Since starting at 12 units is high and it relies on ENEMY units he can't control or always have access to.
Half my games if not all of them starts off with me zoned off since the weak scaling pet champ doesn't have his pets and can't trade lvl 1.
That's fine but usually you'll start E then to farm and you'll only get around 3-4 ghouls around 2:40 or 3 mins into the game, almost ever time..
And if the wave gets frozen or I can back and it's heavily on their side, I can't do anything because they can just all in before I get a chance to Q last hit 4 times or remain in range for graves that'll get from enemy units dying but if they run at me I gotta back off and this lose them anyway.
Solutions? Make Yorick's passive work towards all units dying around him, this will give him atleast one grave per wave so eventually he can fight back and if you shove him in he can have a chance to fight back or hold by getting access to his pets.
Of course with maiden you'll think most of this is fixed but no, because again even maiden needs ENEMY UNITS or neutrals to die around her and in lane there's barely any time or room.to gp in jg and raise Ghouls snd come back.
Yorick is also the only champion that can kill someone and come back and get zoned or be denied the chance to extend his lead because, he can't summon ghouls while in combat, in comparison to everybody else just having to go in with no setup required.
Solution? Make maiden proc summon one ghoul, this also incentives getting up close in melee a bit more.
Alternatively make W recastable and upon recast it breaks the wall early giving you ghouls based on the walls HP, this in itself could help out a lot especially if wall is useless in a matchup or if you have no time to go get ghouls from JG or wave, which btw requires you to raise them after clearing wave otherwise the ghouls will leave you..
Anyway thanks again for these videos regardless been watching for years, watched you, Akinola and Angry Honey Badger always for patch notes.
he is completely balanced and nobody wants to play against him anyways. for the player itself there should be some quality of life changes yes but no direct buffs.
@@trolli2872 none of these are direct buffs, just quality of life, I wouldn't mind the E DMG amp being gone either asking as we can just command our pets normally, have more of them or they're base DMG back a bit in the early game.
Did you know I can get all inned and if my E misses or is on cd my own pets will ignore whoever I'm fighting? Yeah sounds fun.
It's stupid considering naafiri literally has a passive that commands her pets based on her autos and they left Yorick's code untouched during that period, but also a Rioter did say usually fixing Yorick code takes too much time n resources so it's not worth it 😭
@phreak any insights on why qiyana is not getting same adjustments or buffs like Zed? Or atleast give her some QoL changes/bugfixes like talons ones? U said assassin patch will be soon almost 2 months ago, yet Qiyana is the weakest early game assassin in the game, can we do smth about that please? Qiyana has a such great potencial to be somewhat comparable to zed pickrate imo if she would be actuall champ and not OTP/ULT champ
Gonna mention this here.
The nerf needed for cheese ranged solo laners (teemo, adcs, anything too dominant in lane) is a 5 ms nerf.
It'll seem simple..., but it handles the main issue of these laners. They can harass too freely. To harass should put you at risk. Also these champs need less base regen to make minion aggro stick more. It's also somewhat a tempo nerf.
Also- all the adc items with % move speed should be changed to flat movespeed and balanced around that. Maybe 2x the%number its currently at (would be a nerf) since most characters have 350-400ish base movespeed after boots.
@@zaclittlejohn2701 the % ms on the items makes them more efficient for melee characters
@@jazzyjefffogelthere are no melee champs that build the crit items with ms on them so sure it might technically be better for them but they cant build them unless they choose to objectively troll.
The one exception is garen building phantom dancer, and potentially yone and yas ( but shieldbow is still better on both)
@jazzyjefffogel correct. And several items are nerfed for ranged specifically. Can't have good gostblade as a ranged character anyways, so why should melee crit users get 45 movespeed instead of 36 from retrix?
Rift Maker Reshape:
20Armor
20MR
Lose some AP and HP
Mord reshape:
Make his W CD Lower, and the Sheild only lasts 1second, then forces to heal.
That is horrible, just bring back true damage.
@@draugr121 🖕 you.
We don’t need True damage.
Selfish player.
We need a team fights that last more then 8-10sec
@@draugr121
No.
You that is a bad idea, and not smart.
@@EpicDBagger The only decent thing that you put in your comment is the Mordekaiser shield duration in my opinion.
@@draugr121
As of Patch 14.15
20 MR will be a gold cost of 400
20 Armor will be a gold cost of 400
20AP Costs 400
150HP Cost 400
So a rift maker reshape could look like..
60AP
15AH
200HP
20Armor
20MR
--
At that point the only problem is it might not have enough AP.
So, we could remove the line of text that says.
(Gain AP Equal to 2% Bonus Health)
And we can keep the item at something like 75AP)
This is a better shape for the item.
People buying rift maker normally do not buy Armor and MR, but they want it, I think this could maybe be a good spot to put it. Because the way the item is shaped currently it’s for longer duration AP fighters.
It’s not like Hextec Gunblade was for Kat and Akali
But I also think we need something like that back in The game too IMO.
ADCs *should* be the answer to tanks, they shouldn't be able to do it solo in a skill even matchup but they should definitely be able to kill tanks. The current issues in my mind are: a) they kill tanks too fast, b) they can kill tanks in a 1v1 fight by standing still and autoing, and c) the items that make them good at killing tanks don't diminish their ability to kill squishies.
In a full squish vs squish game, ADCs just shouldn't be the optimal answer. It really breaks the game balance imo and removes the need for burst mages, assassins, fighters etc.
I do want to say I think bruisers/fighters as a class are in a decent spot currently. They do enough dmg they can win 1v1 fights vs any other class (how it should be imo) but they're squishy enough that in teamfights they can't just yolo in and 1v9.
If ADCs just lose a little dmg to the point they can't build tank shred and still do high damage to squishies the game would be in a really good spot.
Thanks for doing these phreak and for continuing to steer the game into more healthy and FUN spot.
It would be nice if ADC:s become really good at killing tanks once they buy the anti-tank item, given that buying that item properly penalizes them against other champs. Right now the %pen item is just correct as a 3:rd/4:th buy against everyone.
If LDR and other last whisper items only affected bonus armor that'd be the case
*ahem* Garen with IE slaying your entire team *ahem* sorry
Thank you, Phreak
I get that the Kraken Slayer changes will probably accomplish what they're set out to accomplish, but it feels so inelegant. An item originally designed for ADCs, gets poached by fighters, becomes strong on the champions it was designed for, gets nerfed on the champions it was designed for, stays strong on the fighters that poached it. That just seems wrong.
So the problem is that Kraken works well on champions other than adc? wtf
@@marekkozowski277 If that's what you got from my comment, I don't know what to tell you bro
@@marekkozowski277Yh basically. Thats legit the point of his comment and theres nothing wrong with his comment
It's not "poached", it can work on multiple classes just fine
Strange how Varus' best item now is Kraken after they killed the other builds. Toplane Varus is a menace, better gut Kraken for ranged
Any plans on buffing crit kaisa?
I know Shyvana's getting nerfs, but can we PLEASE get a look at her passive? I think making it 30% more damage to dragons and 10 armor/mr per dragon killed will help significantly
So I don't see the talon change on here. So is his melee w getting removed?
:( my most anticipated change
It seems like the DD change is missing too. But Phreak did say there was a bit of room left to make finalisations.
his mini q is a dash now
may I ask, would it be possible to add to bottrk how much damage % damage did to enemy? we only can see the "activ" damage that slows but not the percentual.
You said last preview that Rumble can be low win rate because he's a unique champ, but he was always at least quite high win rate in high elo, both before and after your rework. And now he's a lot lower win rate in high elo too. So that means better players aren't doing as well with him, and if pros too drop him and he's not high win rate, it means such a niche champ is gonna be mostly played by otps. It's really bizarre for "otp champs" like Rumble to have low win rate as they're piloted by people with tons of champ mastery. So I 100% agree that the champ should be low win rate in low elo, but in higher tiers it's a sign that the design doesn't function. Top lane is a long lane, he's immobile. If he can't win all-ins the first levels and you can't chill and farm with E because you won't have a disengage then as your W Movespeed is neglible and E was used for cs then you're gonna have many terrible laning phases and the juice isn't worth the squeeze for this champ.
29:00 this made me search up hwei winrate over game length, which made me realize that hwei isn’t like lux who’s an early game mage, and that made me happy.
I like being good late game as an AOE mage instead of being a lane bully.
how much of the adc arms race is due to lethality being buffed earlygame? These feel like second order downstream problems of that change
yea crit and starter adc items got buffed because lethality was best almost across the board.
Love you Phreak
Ah yes, those good ole R3 buffs on akali. Good stuff phreak, we can always count on your complete game knowledge and champion mastery to balance all 168 of them.
Have you given any more through to the idea that R cool-downs shouldn't be affected by Ability Haste? I think there's a lot of merit to that idea.
Actually a good idea. I haven’t heard that take before, and it could definitely be explored.
It would probably balance the game a little more y. But then there are stupid skills that are almost as stupid as ults so idk. Could be explored nonetheless.
I appreciate the videos Phreak thank you
Any thoughts on Renekton at 46% WR? he had buffs early in the season but they were balanced around sundered sky and eclipse which have both been nerfed.
That's a bit of an overkill for Shyvana... I can see an E nerf - fine, but her 1-6 is already very weak and you are further making her weaker. These basically make ap shyv way less strong and ad "meh". Perhaps a buff to W dmg or at least +jungle monster dmg for W to compensate?
her 1-6 was to strong she could even 1v1 wukong and win
@@husseinmoussa2947 No, Wukong ist just weaker, but both are way to weak early game. -> "Perhaps a buff to W dmg or at least +jungle monster dmg for W to compensate?" Only possible for other champions, Shyvana is forgotten by every aspect
Hello mr. Phreak are the K'sante changes to increase his SoloQ potency still in the works?
They are petrified to touch ksante anymore lmao it’s easier to just keep him irrelevant
Phreak constantly says smart things that don't end up in the game lol. Items are in an arms race of buffs. My brother in christ you balance them this way!
Very happy for once for the direction of yasuo yone changes and it give right takes on their genral power level during the game (yasuo early skewed, yone later skewed). i think the pass you are doing on classes like skirmishers and bruisers have been positive for the game.
Personal thoughts on Tristana is she should not be able to cast anything while in the air from rocket jump. This is the exact change than ejected Kha'zix from midlane. (Pressing an ability while in the jump will queue it up, but not actually cast it until the jump lands)
Any chance of rebalancing katarina to not make her laning phase so terrible
Love the random story!
LDR nerf is indirectly also a big nerf to all healing sources (champs) because most ppl will buy Mortal now instead.
the items were already close enough that if healing was a problem you would build mortal anyways
@@momoaaYes, but beforehand there would be games where antiheal would not be built against you because you weren't the biggest threat at the time. Now there is a much lower chance of this happening, which means low elo buffs for some heal tank champs
Hi sir, I been trying to get some info on illaoi´s new skin, the frame of the skin still has a bunny on the little icon, at first i thought this was normal but then i saw all the skins on the pbe had a bunny on the frame as well, they were all fixed to their matching tematic animals but illaoi even after release is still a bunny, Is this a bug?
"Cosmic belt and rocket drive" That killed me.
Why is LDR getting nerfed for melee champions?
Thanks Phreak for the preview, as always these in-depth explanations are really fun to listen to and we all appreciate what you guys do!
scary I might start building crit xin zhao again
good stuff phreak thank you for everything you do
I want to see 1AD added to Ziggs every patch until it becomes too much
It's never too much 😉
I have had a reoccurring bug where my bonus MR and armor are lower by two each and I believe I have isolated the issue to the conditioning rune.
idk if its just a tool tip error or actually in game numbers
Hey Phreak! I would like to mention that Garen cannot buy and get his 50% attack speed powerspike at level 7 with berserkers anymore but would need level 8 now.
I'm sure this will reflect on his winrate but as a feeling felt really good to finally get online after laning phase when you finally got kill pressure at lvl 7.
Already! Woow awesome 👏
Thx for sharing, love u Phreak
Phreak do you think Ryze would every get his shield back?
I respect this patches on lowering the adc presence on mid
and give mages more of presence with the item buffs thank you. I know that solutions for tp are still in the works with yall. From what i've seen off of reddit, people say something along the lines on giving it like a 5 minute + cd
from the start of the game i was wondering what is your thoughts on it?
There's a lot of problems around Riven that needs fixing, hope this is adressed seeing the talk around it.