i think adding heat stacks below the turrets hp bar (so you can see them without clicking on them, like annie stacks or jhin charges) would be great. I think many (esp. low elo) players don't even know turret heat exists and this would be a great way (and low effort, i think?) to visualize it and make people curious on what those stacks mean.
Oh yeah, I wonder if they could just reuse that UI element, or if they would have to change it so it can actually be used for turrets. Having that UI element on turrets would also be great for teaching new players what that UI element means, so that if they ever see it on a champ they have a rough idea about what it's doing there. Maybe health bars would get too noisy though. hmmmm.
Your interest in Quality of Life-ing champions is super appreciated. Stuff like the Warwick changes ended up making him OP, sure, but you can fix numbers to balance that afterwards. There's a dearth of champions with various clunky mechanics that should be cleaned up and would probably have better playrates if they were.
@@danii7584 It's skill expression, but not the good kind. Not all skill expression is good skill expression. You shouldn't have to do mental math before a fight to know how many spears you need before you kill someone
I’m still not sure why Riot is hell bent on getting rid of lane swaps. Why is it so bad? I feel like it shouldn’t be a dominant meta but if it’s a strategy teams want to use then what is wrong with that? Personally, I find lane swaps to be quite entertaining. To me, it kind of feels like there is a lack of distinction between what needs to be done for balance and what we wanna do just because we don’t want it to be a thing. Not trying to be cynical but genuinely have been curious about this the past year.
Hello, can you please look into fixing vladimir please. Maybe look into buffing his base ms, everything in this game nowadays has a way to juice their movement speed through steroids in their kits or items. Some people will bring up cosmic drive but this item got gutted with the most recent item adjustments, item is just expensive for the stats it provides and the ms stats you get from it got nerfed. Vladimir's current ms steroid is just so underwhelming from the fact that it decays over .5 sec, couple this with his 330 base ms and low range, it just makes vladimir a hard character to function in the current state of league. The game has evolved to a new high in terms of what makes a character good, vladimir is no longer this ap assassin like character or a battlemage. People bring up the fact that he gets a lot of hp from passive, but nowadays this just works against him with how much % hp dmg there is in the game. His regular q is base 160 + .6 ratio and e is 180 + 6% max hp + .8 ratio, these low base damages are no longer justified. Perhaps, give him a small base damage buff on his q and e, or small base buff on q and revert the ratio nerf that was done in season 8, buffing his ultimate could also be an option, currently you max e first before you even start putting a second point into ult. (would be chill too if his auto range wasn't 450)
any chance u could add a number tracking on darius's passive icon? it's kinda hard sometimes to see how many stacks by counting visual stacks on enemy champion. that would be really helpful for new players too!
Even if there are sometimes changes I might not like, I still really appreciate that you take the time to explain the thought process for patch changes!
What if towers did more damage based on how many enemy champions are nearby? Currently 3v1 or 4v2 dives at lv2/3 are very easy to pull off for pro players. If tower damage scales with number of enemy champions nearby it would make these dives much harder to pull off while not affecting solo laner's ability to 1v1 dive their enemy laner
From what I see, I don't think she will feel like a playable champ. At best, she will be worse on every aspect. They aren't buffing her mid/late game, but she's getting a pretty hard nerf on her early game. She's already at 48.5% win rate now, after these changes I won't be surprised if she drops to 45%
@gabrielmannarino I don't know if you've ever played Kalista if you don't see how the dash changes will make her feel playable. Even when she was broken the champ felt utterly unplayable because a wither was basically a 5 second stun. She could have 40% win rate and still feel more playable than if she had 55% without the dash changes.
@@Sinzari she's my 2nd most played ADC, so I really want her to feel playable too. But right now, her only "winning move" after 2 or 3 items is to don't use her dash, because it caps a lot her attack speed. And this won't change. Unless you're playing on that poke lethality build She may feel better when taking a lot of CCs, but overall, it's just another nerf on an already weak champion
Hi Phreak, would towers giving champions a temporary shield if they are surrounded by more enemies help counter lane swaps? - Towers can have a new passive: Gives shields to allied champions if there are more enemies in range - Shield strength scales with tower plates - Passive deactivates after X time - Alternatively this passive can be linked to all Dorans items and stay as long as you don't sell starter item
That sounds like a less extreme version of what he already explained won't happen. A random mid laner or support roaming top (assuming jgl has some kind of exception) will screw top lane over and less knowledgeable players will get hurt by this.
I'm pretty sure that with the extra 20g, AD jungle assassins will be able to very reliably reset on a dirk after a full clear plus crab no potion. Correct me if I'm wrong but I feel like that might be the case or at the very least it's very close.
Still have to follow along the video but thanks for everything Phreak, hoping next year is good for LoL as this one was x) Happy holidays (if you don't post more before the new year) ^^
I really like the changes to address laneswapping. Mechanics that feel like penalties or rules (i.e. the bad minion exp lockout you mentioned) rub me the wrong way in game design.
I think it'd be cool if towers had like, a defensive bubble around them when multiple enemy champions are nearby. Attacks and spells that originate outside the bubble (i.e., not triggering tower aggro) deal reduced damage, and all enemy champions inside the bubble take a magic damage burn. This would do multiple things: - Multi-man dives are harder in general. - Posturing for a dive is less effective. Shoving them under and poking deals less damage if there's multiple people waiting to jump on them. Dives should still be possible, but this mechanic would help weed out the "bad dives." You should be fast and deliberate, not standing around choking them out from playing the game.
@@ganumba11 I think the size of the bubble would be pretty important, part of the intention is to encourage enemies to commit - if you're not willing to take a tower shot, you deal reduced damage to someone under the tower. The burn would be relatively minor, just a bit of damage that can't be tanked, so there's extra risk to anybody trying to dive.
Address alt accounts that lead to toxic players who have been banned multiple times ruining the game for 9 people. or smurfs who are "practicing" ruining the game for 9 people. Even by riots own statistics you will encounter one of these situations guaranteed 1 out of 10 games, and this isn't saying it couldn't happen for more frequently. Just that you are guaranteed to have a miserable experience every 1 in 10 games.
OOORRRRRR just allow 3 accounts per person and link them all by phone number or some other info that vanguard already has. In Korea I had to put my "SSN" in to play the game. Phone number isn't a big deal.
Yes but that's like saying there's crime in cities and there always will be, so why stop it? The reality is that there NEEDS to be a system to filter bad actors, and moderation is the best solution. That's why we have laws and the police, systems to stop bad actors from commiting crimes.
I like the direction somewhat, but what about the interaction of wave management and avoiding gank timers? Now it seems to me, that you will be forced to wait until the 4th wave if you want to fully recall and get back soon enough with a cheater recall. (A melee tanks 3, cannon 7/8). This means you can no longer avoid a junglers 3:10-3:45 gank timer, isnt this an issue? Or can you still cheater recall depending on the enemy wave clear on 3rd wave?
While we are working on minions can you make them deal actual damage to champions? Since the durability update minions deal no damage and every champ can just proxy at level 3, also i feel like having a wave should be an advantage, like it was for over 10 years.
On Kalista, how is sideways / backwards determined? Is it a percentage of the degrees of a circle, or is it a cutoff point, where if I'm just shy of diagonal, it'll either categorize it as sideways or backwards?
An "easy" fix IMO would be to make top turret give damage resistance to champions if it detects many enemies nearby, these laneswaps are predecated on these 3-4 man dives with 0 counterplay. So if you have 3 enemies and you are under turret in the first 5 minutes of the game, you get let's say 40% damage resistance. I think this would only affect laneswaps without hurting the rest of the game.
Not a good idea. Think outside the vacuum, what will stop a smolder jinx or any hypercarry go top after lvl 4 and afk under tower with barrier and the enemy has to fight a bruiser on botlane, it is already very messy with the fact that bot tower does not have resistances so champs like heimer and ziggs will always love that place of the map
@@diegostecca7319 I mean, this change would specifically target dives that shouldn't happen, I can't think of any dive that we want in the game that this change would affect.
lane swap is to avoid bad matchups in bot or just try to get even gold with the other botlane. Why would a Jinx for example care about no being able to dive a ksante if the only goal for her is to scale and stall the game?
Finally Kalista! Only concern in terms of damage nerfs... its her personal damage. Since half the kit hinges on support, sad that the nerf was in her part
I don't even play the game anymore, (haven't played in months), but I still love watching the patch previews, especially the broader more system level ones rather than the individual champion tuning.
Hi, what is your opinion on Sion's Q resetting immediately if he gets stunned during charge. His Q has already enough counterplay, him needing to wait 2s every time his Q gets interrupted by a 0,25s knockup or 0,5s Stun is too much in my Opinion, it breaks his gameplay flow and feels horrible. Also no new mechanic would be introduced (like the grounding on E idea), so it should not be an issue for the enemy.
What if turret fortification was different between plates and the rest of the tower? Either you could make it rewarding to take plates and make it safer for laners after plates, or you can make plates harder to take but accelerate the game state beyond that. You could also recalibrate tower dmg reduction and/or heat and/or retargeting with the number of champions to negate early 4 man dive + plates/first turret while emphasizing lanes' agency in accruing rewards for their individual efforts. For example in terms of retargeting, it seems too easy right now to execute dives with champs with untargetable (looking at you, Elise) or high mobility.
You are the GOAT Phreak, the best thing that has ever happened to league. Your spreadsheet game balancing finally made the game boring so I'm truly thankful for finally making me quit and uninstall it. Thankful forever
I don't understand how anyone can hate on Phreak All of his decisions come from an objective love and joy for the game, and overall the game has been incredibly well balanced. Balance under Phreak is probably the best it's ever been, and this is coming from a Twitch and Quinn main, someone whose champs have been out of the meta for a while.
if i understood right lanes clear each other earlier which means you cant stack up a lot of minions for a dive (i did not understand if this evens out to the current rate later or the champion/turret dmg does) cause if it does not i would assume lane dominant champs on top like croc and darius irelia cannot make as large of a gold+xp gap to the enemy top if they are ahead than the current version since they cant deny as much creep from the enemy laner.
Hey phreak, a large amount of freezes in my experience come from that update that made sidelane faster. Everyones crash timers are fucked. They will try to shove but the next wave xomes too fast because of the update. This leads to all their shoved wave of 9 minions to be barged right in front of tower. Then the enemy laner arrives and freezes it
Did you ever try having heat stacks fall off one by one? Seems like the most intuitive and would make the exact tuning of falloff timing a smaller concern.
Assuming the cannon minion wave change is going to come with external buffs for supports who rely on level 2 power spikes, since a lot of the Leona/Alistar gameplay right now is incredibly reliant on the ability to pressure cannon before other supports have their full toolkit
@phreak quick dumb thought to kill laneswaps, with little other impact. Make the turret do far more dmg early based on how many people are there. So much to basically exicute people if you try to 3 man dive pre 5 min.
ngl I agree with just relearning how to last hit minions, did you test how fast it is to drill and adjust to the new last hits? How did the new 3 or 4 wave crash affect champions like caitlyn in your testing? How does the new canon wave timer affect level ups early game? (I haven't finished the video yet just thinking)
What are your thoughts on adding something to the item system that embraces lane swaps if they do happen? My immediate thought upon seeing lane swaps was to compare it to dota and how they have items like Poor Man’s Shield. It would be cool to have something like “if you are in a 2v1 Doran’s shield blocks 5% of ranged damage” (idk I’m not a designer for a reason)
Doesn’t this minion change significantly reduce skill expression for the actual intended toplaners? I think it’s ungood that toplane is getting nerfed again to fight adcs. Feels like top is just a victim role for 4 years now
I’m super curious to see how minion wave changes effect the game bc it’s something so seemingly small but i already know this could have genuinely MASSIVE ramifications on the game
I think we grubs being as strong as they are and some really rough match-ups existing are why lane swaps still happen - getting a free lane for your Zeri or putting the enemy mid Sylas or enemy top Gnar super far behind are the true goal these days. In addition, the team lane swapping now has a numbers advantage for the grub spawn by default while the enemy team has to find a way to properly rotate or just cross-map in response (since lane swapping isn't over after the first tower dive or wave proxy). Lane swapping was still so prevalent at Worlds due to the goal shifting to grubs/match-ups well before the attempt to kill lane swaps in 14.18... 😅Lane swapping doesn't just happen in top, either, they involve mid as well. There are variations where, for example, the top laner soaks xp while the ADC farms in top while the support soaks xp in mid before rotating for a 4 man dive. There are also defensive lane swaps where the top laner soaks xp mid before returning top to avoid getting 3- or 4-man dove as easily. That's not even considering the fact that the dive isn't fully necessary technically because you've avoided the bad match-up or screwed over the enemy melee mid or what have you already by the time a dive would occur. The "problem" of lane swapping, I think, won't really ever be fully balanced (or "solved") if the focus is only ever on ADCs and turrets; supports and junglers have to play a role in Riot's considerations as well. I'm not trying to say or imply that Riot should kill lane swapping altogether, btw. I think it's a fun and unique strategy to watch play out in pro play, as long as it's in a balanced state rather than a preferred/meta strategy. Sorry for the rant/ramble lol
Hey there Phreak are there any plans for Kog'Maw? You mentioned him having very frontloaded numbers, which might be wrong for Kog. Kog mains complaining about him losing his late-game identity over the years but it's very apparent now. His shift from Trinity build from early League to very early game-based on-hit builds now contributed to that, but his stats are also sticks out with bad ratios with high base damages. I'm curious now that we are doing changes for Kalista, Ashe and Varus, Kog might also be a target for these.
making last hitting hardee is probably the best idea because thats probably one of the most important fundamentals in the game and that is not clear enough in low elo. An emphasis on farming could be a really good idea.
to preserve solo diving i'd suggest only increasing the heat / duration when there are 2 or more ppl around (maybe even increasingly per person, so when a top gets 4 man dove the heat is even stronger!
phreak youre absolutely goated as one of the 15 remaining kalista mains I fucking love this change so godamned much the passive changes sound so good, the only gripe I have is the nerfs will shift her away from lethality and towards on hit again, is there any chance you could remove the 1 second long auto lockout after she rends? or maybe make how long she stuns herself scale with attack speed like lucian q cast time?
Any chance Pykes melee Q could at least slow every champ in range? Happens very rarely, but it feels so incredibly bad when you Q stab the enemy adc, but it hits the tank support instead because their hitbox is 2x bigger. Could be compensated by lowering the damage slightly or something. Might not even need compensation as this happens once every 50 games at most anyways
Phreak I hope you read this but the problem with ashe is that she is incredibly frustrating to play against lvl 1-6 because the slow doesn't allow for any positive trading of most adc's into her because the slow is so big level 1. If you nerf the slow like 10% level one but give her movespeed when she applies it like 3 times similar to akshan passive in a way that it makes it power neutral but less frustrating.
but I think the changes made are already in a good direction at the end of the day she was really frustrating before and she is finally changed and its a bit better than before for people playing against it
Hello Phreak, is there any chance to fix Reksai bugs in the near future? Her manual W knock up has a bigger range than right clicking although it was supposed to be fixed, and her E tunnel is still bugged, sometimes you don't go through the tunnel after clicking E. Thanks.
can you please make any comment on why there's a bug difference between using A click and right clicking on kalista??... please help fix this. Also why doing this makes her bug and do little 90 degree turns..
26:30 Now that Talon is a troll pick in jungle again can you make him feel better too? UwU Like fixing his E bugs or giving him a more smooth kit like in Wild Rift? Thank you
@Noctis-lg7xp shorter roaming timers are expected, but which champs do you expect to run away on toplane? tanks that build immolate items would be popular I imagine.
About tower particles, as much as possible, the game should communicate to you what to expect without having to read any text. That vfx change is a big win.
Warwick should be changed like this. Q cooldown returned W duration scales with level from 1.25 seconds to 3 seconds so that you can still be active in the late game This is good for top lane and jungle 50~51% win rate
For turrets and jungle changes, you could take a look at the S5 situation, that season was a masterpiece, probably the most balanced season we had so far.
How to ACTUALLY PERFECTLY BALANCE ASHE: PASSIVE 15%-30% base slow amount lvl 1-18 [from 20%-30%] 30%-60% crit slow amount lvl 1-18 [from 40%-60%] 120% base crit damage amount, giving 235% crit damage max at 100% crit chance with IE [from 115% base with 230% max at 100% crit chance with IE] Q mana cost: 50 [from 30] AD scaling: 115/120/125/130/135% [from 105/110/115/120/125%] AS scaling: 20/30/40/50/60% [from 25/32.5/40/47.5/55%] W mana cost: 50 at all ranks [from 75/70/65/60/55] number of arrows: 9 at all ranks [from 7/8/9/10/11] base damage & scaling: 80/85/90/95/100 (+ 0-300 AD based on critical strike chance) [from 20/35/50/65/80 (+ 100% AD)] R CD: 100/90/80s [from 100/80/60] AP scaling: 100% [from 120%] -These changes will HEAVILY incentivize players to build crit on Ashe who IS in fact a crit ADC for those who don't know this -Earlygame Ashe will be LESS annoying to vs, ESPECIALLY lvl 1 with the lower base slow amount on passive -Support Ashe will be nerfed cuz of the higher R CD & W AD scaling being replaced with crit scaling EVERY SINGLE OBJECTIVE in regards to balancing Ashe will be PERFECTLY ACHIEVED with these EXACT changes to the champ
Phreak's goated for going with patch 15.1 instead of the new name.
Based.
What's the new name
@Maxbraini dont even remember but its very long
@Maxbrain 25.S1.1
Based
League is blessed to have its lead designer explain everything consistently so passionately.
Uhhh he’s not the lead
Reminder for your self-reminder about rescripting Renekton's abilities!
+1 push this
i think adding heat stacks below the turrets hp bar (so you can see them without clicking on them, like annie stacks or jhin charges) would be great. I think many (esp. low elo) players don't even know turret heat exists and this would be a great way (and low effort, i think?) to visualize it and make people curious on what those stacks mean.
I literally just found out about this mechanic from this video so I can corroborate your statement
Oh yeah, I wonder if they could just reuse that UI element, or if they would have to change it so it can actually be used for turrets. Having that UI element on turrets would also be great for teaching new players what that UI element means, so that if they ever see it on a champ they have a rough idea about what it's doing there.
Maybe health bars would get too noisy though. hmmmm.
Your interest in Quality of Life-ing champions is super appreciated. Stuff like the Warwick changes ended up making him OP, sure, but you can fix numbers to balance that afterwards. There's a dearth of champions with various clunky mechanics that should be cleaned up and would probably have better playrates if they were.
phreak is just adhd jncarnated. in every video this guy is turned up to 11 and i honestly love it. the energy is always there lol
what energy
How quickly they're talking at 1am. The depth of what they're talking about.
@@JustBlameEntropy
Maybe thats why i completely understand and track his line of reasoning so easily. Maybe most league players have adhd and thats the target audience.
"Mini-Preview" *talks for 47 minutes straight*
@@JustBlameEntropy Dude made a 1h video to procrastinate going to bed
Thank god they're finally giving Kallista some love, she's been starved for so long
with slow resistance this might be a toplane kalista buff?
CAN she please get an E execute indicator like she does on wild rift.... this is all I want
@@ANilahAtion nah, that's skill expression
@@danii7584 quality of life ❌
skill expression ✅
@@danii7584 It's skill expression, but not the good kind. Not all skill expression is good skill expression. You shouldn't have to do mental math before a fight to know how many spears you need before you kill someone
Add heat charges to the health bar of the turrets. Kinda like Irelia attack speed.
need a phreak fancam starting with 11:03 "we're choosing to be really cute"
real someone get on this
I’m still not sure why Riot is hell bent on getting rid of lane swaps. Why is it so bad? I feel like it shouldn’t be a dominant meta but if it’s a strategy teams want to use then what is wrong with that? Personally, I find lane swaps to be quite entertaining. To me, it kind of feels like there is a lack of distinction between what needs to be done for balance and what we wanna do just because we don’t want it to be a thing. Not trying to be cynical but genuinely have been curious about this the past year.
Every midlane Matchup have to be rethinked because of Cannon change, this is so significant its craazy change.
That's the length of "mini"-sized videos we missed
Thank you Phreak for attempting to fix Kalista, I am super excited for the new feel
Hello, can you please look into fixing vladimir please. Maybe look into buffing his base ms, everything in this game nowadays has a way to juice their movement speed through steroids in their kits or items. Some people will bring up cosmic drive but this item got gutted with the most recent item adjustments, item is just expensive for the stats it provides and the ms stats you get from it got nerfed. Vladimir's current ms steroid is just so underwhelming from the fact that it decays over .5 sec, couple this with his 330 base ms and low range, it just makes vladimir a hard character to function in the current state of league. The game has evolved to a new high in terms of what makes a character good, vladimir is no longer this ap assassin like character or a battlemage. People bring up the fact that he gets a lot of hp from passive, but nowadays this just works against him with how much % hp dmg there is in the game. His regular q is base 160 + .6 ratio and e is 180 + 6% max hp + .8 ratio, these low base damages are no longer justified. Perhaps, give him a small base damage buff on his q and e, or small base buff on q and revert the ratio nerf that was done in season 8, buffing his ultimate could also be an option, currently you max e first before you even start putting a second point into ult. (would be chill too if his auto range wasn't 450)
nerd
any chance u could add a number tracking on darius's passive icon? it's kinda hard sometimes to see how many stacks by counting visual stacks on enemy champion. that would be really helpful for new players too!
ty for video phreak
Even if there are sometimes changes I might not like, I still really appreciate that you take the time to explain the thought process for patch changes!
What if towers did more damage based on how many enemy champions are nearby? Currently 3v1 or 4v2 dives at lv2/3 are very easy to pull off for pro players. If tower damage scales with number of enemy champions nearby it would make these dives much harder to pull off while not affecting solo laner's ability to 1v1 dive their enemy laner
God bless Phreak, making Kalista FEEL like a playable champ finally, after 10 years. This change feels like it's 8 years overdue
From what I see, I don't think she will feel like a playable champ. At best, she will be worse on every aspect. They aren't buffing her mid/late game, but she's getting a pretty hard nerf on her early game. She's already at 48.5% win rate now, after these changes I won't be surprised if she drops to 45%
@gabrielmannarino I don't know if you've ever played Kalista if you don't see how the dash changes will make her feel playable. Even when she was broken the champ felt utterly unplayable because a wither was basically a 5 second stun. She could have 40% win rate and still feel more playable than if she had 55% without the dash changes.
@@Sinzari she's my 2nd most played ADC, so I really want her to feel playable too.
But right now, her only "winning move" after 2 or 3 items is to don't use her dash, because it caps a lot her attack speed. And this won't change. Unless you're playing on that poke lethality build
She may feel better when taking a lot of CCs, but overall, it's just another nerf on an already weak champion
@@gabrielmannarino from what it sounds like, it will change though, based on how he explained it, it seems like that was a bug due to bad math
@@Sinzari well, I hope this is the case
Hi Phreak, would towers giving champions a temporary shield if they are surrounded by more enemies help counter lane swaps?
- Towers can have a new passive: Gives shields to allied champions if there are more enemies in range
- Shield strength scales with tower plates
- Passive deactivates after X time
- Alternatively this passive can be linked to all Dorans items and stay as long as you don't sell starter item
That sounds like a less extreme version of what he already explained won't happen. A random mid laner or support roaming top (assuming jgl has some kind of exception) will screw top lane over and less knowledgeable players will get hurt by this.
I'm pretty sure that with the extra 20g, AD jungle assassins will be able to very reliably reset on a dirk after a full clear plus crab no potion. Correct me if I'm wrong but I feel like that might be the case or at the very least it's very close.
full clear + steal 1 melee from laner for dirk new meta
Thank you Phreak
Firstly: thank you. Secondly: these changes are great. Thirdly: embracing the bald looks good
Ive wanted these changes for so long. IM SO GLAD towers are being buffed
Still have to follow along the video but thanks for everything Phreak, hoping next year is good for LoL as this one was x) Happy holidays (if you don't post more before the new year) ^^
I really like the changes to address laneswapping. Mechanics that feel like penalties or rules (i.e. the bad minion exp lockout you mentioned) rub me the wrong way in game design.
I think it'd be cool if towers had like, a defensive bubble around them when multiple enemy champions are nearby. Attacks and spells that originate outside the bubble (i.e., not triggering tower aggro) deal reduced damage, and all enemy champions inside the bubble take a magic damage burn.
This would do multiple things:
- Multi-man dives are harder in general.
- Posturing for a dive is less effective. Shoving them under and poking deals less damage if there's multiple people waiting to jump on them.
Dives should still be possible, but this mechanic would help weed out the "bad dives." You should be fast and deliberate, not standing around choking them out from playing the game.
Bubble burn sounds insane otherwise it sounds good.
Maybe bubble slowly shrinks?
@@ganumba11 I think the size of the bubble would be pretty important, part of the intention is to encourage enemies to commit - if you're not willing to take a tower shot, you deal reduced damage to someone under the tower.
The burn would be relatively minor, just a bit of damage that can't be tanked, so there's extra risk to anybody trying to dive.
Qiyana R sometimes pushes champions in another direction than the one cast, would be awesome if a small fix to this is possible
Address alt accounts that lead to toxic players who have been banned multiple times ruining the game for 9 people. or smurfs who are "practicing" ruining the game for 9 people. Even by riots own statistics you will encounter one of these situations guaranteed 1 out of 10 games, and this isn't saying it couldn't happen for more frequently. Just that you are guaranteed to have a miserable experience every 1 in 10 games.
this kinda has already been addressed. people not being able to buy level 30 accounts for $2 greatly curved this.
What can they do against this, IP ban? But even that there’s ways around it. Basically every competitive multiplayer game has this problem.
OOORRRRRR just allow 3 accounts per person and link them all by phone number or some other info that vanguard already has. In Korea I had to put my "SSN" in to play the game. Phone number isn't a big deal.
@@JacTicTac this definitely works but trust me westerners will cry about freedoms / data harvesting bla bla bla
Yes but that's like saying there's crime in cities and there always will be, so why stop it? The reality is that there NEEDS to be a system to filter bad actors, and moderation is the best solution. That's why we have laws and the police, systems to stop bad actors from commiting crimes.
hey phreak I think you forgot about twitch
I like the direction somewhat, but what about the interaction of wave management and avoiding gank timers? Now it seems to me, that you will be forced to wait until the 4th wave if you want to fully recall and get back soon enough with a cheater recall. (A melee tanks 3, cannon 7/8). This means you can no longer avoid a junglers 3:10-3:45 gank timer, isnt this an issue? Or can you still cheater recall depending on the enemy wave clear on 3rd wave?
Will Kalista's attack speed still be reduced by A-Clicking? Will she still sometimes randomly hop forward instead of backwards?
yeah I hope he changes this as well.
While we are working on minions can you make them deal actual damage to champions? Since the durability update minions deal no damage and every champ can just proxy at level 3, also i feel like having a wave should be an advantage, like it was for over 10 years.
thank you
On Kalista, how is sideways / backwards determined? Is it a percentage of the degrees of a circle, or is it a cutoff point, where if I'm just shy of diagonal, it'll either categorize it as sideways or backwards?
Phreak, you the best. Love you lots
Thank you for making these. Maybe upload the audio as podcast?! Would love to listen on Spotify
An "easy" fix IMO would be to make top turret give damage resistance to champions if it detects many enemies nearby, these laneswaps are predecated on these 3-4 man dives with 0 counterplay. So if you have 3 enemies and you are under turret in the first 5 minutes of the game, you get let's say 40% damage resistance. I think this would only affect laneswaps without hurting the rest of the game.
Dives are integral to the game experience. Stop removing skillful tactics just because people can't adapt
I think it's be cool if turrets could hit multiple targets at once. Maybe tie that to plates?
Not a good idea. Think outside the vacuum, what will stop a smolder jinx or any hypercarry go top after lvl 4 and afk under tower with barrier and the enemy has to fight a bruiser on botlane, it is already very messy with the fact that bot tower does not have resistances so champs like heimer and ziggs will always love that place of the map
@@diegostecca7319 I mean, this change would specifically target dives that shouldn't happen, I can't think of any dive that we want in the game that this change would affect.
lane swap is to avoid bad matchups in bot or just try to get even gold with the other botlane. Why would a Jinx for example care about no being able to dive a ksante if the only goal for her is to scale and stall the game?
Finally Kalista! Only concern in terms of damage nerfs... its her personal damage. Since half the kit hinges on support, sad that the nerf was in her part
I don't even play the game anymore, (haven't played in months), but I still love watching the patch previews, especially the broader more system level ones rather than the individual champion tuning.
I've become kalista main this split and holy i love to see these changes
The gold generation starting earlier, while probably not gonna be noticed in 90% of games, is such an amazing QOL
Didn't you talk about exploring how melee vs ranged matchups play out? When is that happening?
Based on the “Why” section it sounds pretty nice as an ADC in terms of not having the avengers assemble bot
I honestly love the thought behind these minion and turret changes. Very very well thought through.
you could change the terrain on toplane or introduce some sort of plant, to give the person swapped on a safe spot to soak xp
Phreak giving us an agadmator "pause the video to see if you can figure it out" mid kalista conversation lol
the full build ashe part is so hilarious
Hi, what is your opinion on Sion's Q resetting immediately if he gets stunned during charge. His Q has already enough counterplay, him needing to wait 2s every time his Q gets interrupted by a 0,25s knockup or 0,5s Stun is too much in my Opinion, it breaks his gameplay flow and feels horrible. Also no new mechanic would be introduced (like the grounding on E idea), so it should not be an issue for the enemy.
What if turret fortification was different between plates and the rest of the tower? Either you could make it rewarding to take plates and make it safer for laners after plates, or you can make plates harder to take but accelerate the game state beyond that. You could also recalibrate tower dmg reduction and/or heat and/or retargeting with the number of champions to negate early 4 man dive + plates/first turret while emphasizing lanes' agency in accruing rewards for their individual efforts. For example in terms of retargeting, it seems too easy right now to execute dives with champs with untargetable (looking at you, Elise) or high mobility.
Ty for making league fun again
You are the GOAT Phreak, the best thing that has ever happened to league. Your spreadsheet game balancing finally made the game boring so I'm truly thankful for finally making me quit and uninstall it. Thankful forever
Yea, this is all good.
Seems.
Looking for more :)
I don't understand how anyone can hate on Phreak
All of his decisions come from an objective love and joy for the game, and overall the game has been incredibly well balanced.
Balance under Phreak is probably the best it's ever been, and this is coming from a Twitch and Quinn main, someone whose champs have been out of the meta for a while.
if i understood right lanes clear each other earlier which means you cant stack up a lot of minions for a dive (i did not understand if this evens out to the current rate later or the champion/turret dmg does) cause if it does not i would assume lane dominant champs on top like croc and darius irelia cannot make as large of a gold+xp gap to the enemy top if they are ahead than the current version since they cant deny as much creep from the enemy laner.
Hey phreak, a large amount of freezes in my experience come from that update that made sidelane faster. Everyones crash timers are fucked. They will try to shove but the next wave xomes too fast because of the update. This leads to all their shoved wave of 9 minions to be barged right in front of tower. Then the enemy laner arrives and freezes it
Did you ever try having heat stacks fall off one by one? Seems like the most intuitive and would make the exact tuning of falloff timing a smaller concern.
Assuming the cannon minion wave change is going to come with external buffs for supports who rely on level 2 power spikes, since a lot of the Leona/Alistar gameplay right now is incredibly reliant on the ability to pressure cannon before other supports have their full toolkit
@phreak quick dumb thought to kill laneswaps, with little other impact. Make the turret do far more dmg early based on how many people are there. So much to basically exicute people if you try to 3 man dive pre 5 min.
ngl I agree with just relearning how to last hit minions, did you test how fast it is to drill and adjust to the new last hits?
How did the new 3 or 4 wave crash affect champions like caitlyn in your testing?
How does the new canon wave timer affect level ups early game?
(I haven't finished the video yet just thinking)
What are your thoughts on adding something to the item system that embraces lane swaps if they do happen?
My immediate thought upon seeing lane swaps was to compare it to dota and how they have items like Poor Man’s Shield. It would be cool to have something like “if you are in a 2v1 Doran’s shield blocks 5% of ranged damage” (idk I’m not a designer for a reason)
Doesn’t this minion change significantly reduce skill expression for the actual intended toplaners? I think it’s ungood that toplane is getting nerfed again to fight adcs. Feels like top is just a victim role for 4 years now
I’m super curious to see how minion wave changes effect the game bc it’s something so seemingly small but i already know this could have genuinely MASSIVE ramifications on the game
@Phreak does pushing the cannon minion a wave back also not kill the "cheater recall" strategy?
I think we grubs being as strong as they are and some really rough match-ups existing are why lane swaps still happen - getting a free lane for your Zeri or putting the enemy mid Sylas or enemy top Gnar super far behind are the true goal these days. In addition, the team lane swapping now has a numbers advantage for the grub spawn by default while the enemy team has to find a way to properly rotate or just cross-map in response (since lane swapping isn't over after the first tower dive or wave proxy). Lane swapping was still so prevalent at Worlds due to the goal shifting to grubs/match-ups well before the attempt to kill lane swaps in 14.18... 😅Lane swapping doesn't just happen in top, either, they involve mid as well. There are variations where, for example, the top laner soaks xp while the ADC farms in top while the support soaks xp in mid before rotating for a 4 man dive. There are also defensive lane swaps where the top laner soaks xp mid before returning top to avoid getting 3- or 4-man dove as easily. That's not even considering the fact that the dive isn't fully necessary technically because you've avoided the bad match-up or screwed over the enemy melee mid or what have you already by the time a dive would occur. The "problem" of lane swapping, I think, won't really ever be fully balanced (or "solved") if the focus is only ever on ADCs and turrets; supports and junglers have to play a role in Riot's considerations as well. I'm not trying to say or imply that Riot should kill lane swapping altogether, btw. I think it's a fun and unique strategy to watch play out in pro play, as long as it's in a balanced state rather than a preferred/meta strategy. Sorry for the rant/ramble lol
47 mins of gold
Hey there Phreak are there any plans for Kog'Maw? You mentioned him having very frontloaded numbers, which might be wrong for Kog. Kog mains complaining about him losing his late-game identity over the years but it's very apparent now. His shift from Trinity build from early League to very early game-based on-hit builds now contributed to that, but his stats are also sticks out with bad ratios with high base damages. I'm curious now that we are doing changes for Kalista, Ashe and Varus, Kog might also be a target for these.
Minion to miniion damage changes sound like a huge Malzahar buff
making last hitting hardee is probably the best idea because thats probably one of the most important fundamentals in the game and that is not clear enough in low elo. An emphasis on farming could be a really good idea.
to preserve solo diving i'd suggest only increasing the heat / duration when there are 2 or more ppl around (maybe even increasingly per person, so when a top gets 4 man dove the heat is even stronger!
phreak youre absolutely goated as one of the 15 remaining kalista mains I fucking love this change so godamned much the passive changes sound so good, the only gripe I have is the nerfs will shift her away from lethality and towards on hit again, is there any chance you could remove the 1 second long auto lockout after she rends? or maybe make how long she stuns herself scale with attack speed like lucian q cast time?
Any chance Pykes melee Q could at least slow every champ in range? Happens very rarely, but it feels so incredibly bad when you Q stab the enemy adc, but it hits the tank support instead because their hitbox is 2x bigger. Could be compensated by lowering the damage slightly or something. Might not even need compensation as this happens once every 50 games at most anyways
I wonder if they took out the kalista bug where attack move reduced her attack speed
What do you think about making Varus restore 5 or 10 mana per blight stack popped to help with the mana nerf?
Phreak I hope you read this but the problem with ashe is that she is incredibly frustrating to play against lvl 1-6 because the slow doesn't allow for any positive trading of most adc's into her because the slow is so big level 1. If you nerf the slow like 10% level one but give her movespeed when she applies it like 3 times similar to akshan passive in a way that it makes it power neutral but less frustrating.
but I think the changes made are already in a good direction at the end of the day she was really frustrating before and she is finally changed and its a bit better than before for people playing against it
Can you do smth abt the hp/armor etc stacking everywhere? Its so boring to play in a hp/armor stacking everywhere meta.
So, wave freezing+ the new teleport is even more punishing.
Hello Phreak, is there any chance to fix Reksai bugs in the near future? Her manual W knock up has a bigger range than right clicking although it was supposed to be fixed, and her E tunnel is still bugged, sometimes you don't go through the tunnel after clicking E. Thanks.
Very excited for the new season
can you please make any comment on why there's a bug difference between using A click and right clicking on kalista??... please help fix this. Also why doing this makes her bug and do little 90 degree turns..
Okay but can we have a rotating fun mode where "shepherd in a wave of canons to win" is the default wincon?
Please make movement speed slows affect Kalista's dash distance and not her dash speed/attack speed
love this
Is there a reason every champs auto attack range has to be end in a 0 or a 5? what would happen if ranges were weird specific numbers?
I think it would be a good idea to also make Warwick's W passive AS duration 1.25 - 3s proportional to level.
26:30
Now that Talon is a troll pick in jungle again can you make him feel better too? UwU
Like fixing his E bugs or giving him a more smooth kit like in Wild Rift?
Thank you
He madding probably against the talon ( only good players with that) mid talon now Is 90% in counter lanes
What a crazy way to say malzahar clear is getting buffed!
Promoting pdf Champ
@blipbloup7168 You have not seen top lane.
@Noctis-lg7xp shorter roaming timers are expected, but which champs do you expect to run away on toplane? tanks that build immolate items would be popular I imagine.
@@danii7584That pig mundo ofc will run away.
When's the ARAM map going back to Howling Abyss, I really want to play ARAM again. :)
Please tel me minion wave bouncing in mid game has been reverted so tempo and side lane super wave plays can be made again !!!
@23:15 ? Malphites counter-pick me as Teemo top all the time. Do you mean it's unplayable for Teemo?
When implement items changes to HS, unending despair and warmoggus?
About tower particles, as much as possible, the game should communicate to you what to expect without having to read any text. That vfx change is a big win.
Kalista's glute med must be
DUMPY with the side dashes 😂
What's up Phreak, fellow gamer here
phreak if these kalista changes go live everything youve ever done is forgiven
so excited to not have frozen heart switch off my champion :3
Warwick should be changed like this.
Q cooldown returned
W duration scales with level from 1.25 seconds to 3 seconds
so that you can still be active in the late game
This is good for top lane and jungle
50~51% win rate
plz.
23:36 "there are just unplayable matchups, whatever" yup sounds like riot
For turrets and jungle changes, you could take a look at the S5 situation, that season was a masterpiece, probably the most balanced season we had so far.
As much as I love season 5, it had its flaws (Righteous Glory R meta, AD Jungler/Cinderhulk meta).
To be fair I actually enjoy adc meta and that’s coming from a top main
How to ACTUALLY PERFECTLY BALANCE ASHE:
PASSIVE
15%-30% base slow amount lvl 1-18 [from 20%-30%]
30%-60% crit slow amount lvl 1-18 [from 40%-60%]
120% base crit damage amount, giving 235% crit damage max at 100% crit chance with IE [from 115% base with 230% max at 100% crit chance with IE]
Q
mana cost: 50 [from 30]
AD scaling: 115/120/125/130/135% [from 105/110/115/120/125%]
AS scaling: 20/30/40/50/60% [from 25/32.5/40/47.5/55%]
W
mana cost: 50 at all ranks [from 75/70/65/60/55]
number of arrows: 9 at all ranks [from 7/8/9/10/11]
base damage & scaling: 80/85/90/95/100 (+ 0-300 AD based on critical strike chance) [from 20/35/50/65/80 (+ 100% AD)]
R
CD: 100/90/80s [from 100/80/60]
AP scaling: 100% [from 120%]
-These changes will HEAVILY incentivize players to build crit on Ashe who IS in fact a crit ADC for those who don't know this
-Earlygame Ashe will be LESS annoying to vs, ESPECIALLY lvl 1 with the lower base slow amount on passive
-Support Ashe will be nerfed cuz of the higher R CD & W AD scaling being replaced with crit scaling
EVERY SINGLE OBJECTIVE in regards to balancing Ashe will be PERFECTLY ACHIEVED with these EXACT changes to the champ
Someone gotta make a Professor Kalista with how Phreak described how Kalista calculates her passive, atk wind up, and recoil.
Ok, but what build are you doin in PoE 2?
Edit: Oh, shit, Endstep also made a vid? Brb, gotta go ask about his PoE 2 build as well