SPLIT 3! Patch 14.19 PBE Preview | League of Legends

Published: Sep 11, 2024 Duration: 02:11:16 Category: Gaming

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Intro what's up fellow Gamers freak here I'm the design lead of Summoners Rift teams live pod and Patch 14.19 has hit the PBE I don't expect to do a second rundown for this because I think this is going to cover just about everything I've already talked about the set of item Nerfs several times but ultimately now that they're on PBE now that people have done their knee-jerk reactions we put our Dev blog out about why we wanted to do this I'm going to go through line by line all the changes currently on PVE there might be a couple more that come in by the end of it all but let's talk about what's going on here there's also some other things this patch that I can give at least some context on too okay topics we're going to talk about Tristana who has some changes on the PBE cassant who has some changes on the PBE and a whole bunch of items we okay I'm going to start with Tristana Tristana so we know that Tristana is in a somewhat underpowered place right now now what's interesting is we got a new report recently uh that's now fully operationalized which is a really good breakdown of win rates across high levels of champion Mastery um this is something that we could have pulled manually once in a while uh but it wasn't operationalized where it would auto update every day every patch whatever with a bunch of easy tools for turning patches on and off whatever we just we put the request out it got built it now works and as of last week we have a really really good framework uh that we can look at to say okay we can really reliably look at Champion win rate growth with Mastery uh without a lot of manual work from other people to get it ready and so we're going to start doing we're going to have basically a much better use of objective data for what champions win rates really should be now there's still going to be a very large human element um Champions who are statistically definitely overpowered um like for example current copia current auan current anivia uh Annie is currently technically overpowered is anyone complaining about Annie I don't think so are we nerfing Annie no we're not um again the human element still matters how players feel about it still matters um but what one is really really good at is sussing out actual roll skew of Champions um did you know the average bot Lane player has played more Tristana games than the average midlane player no duh um but what that means is botling Tristana is farther Ong the Mastery curve than midlane Tristana is which means Tristana bot's win rate is more inflated or Tristana mids win rate is more deflated than Tristana bot if you look at win rates Tristana is like 1% or so higher win rate in bot Lane if you use masteri adjusted data Tristana mid is 0.5 to 1% higher win rate in mid Tristana is innately mids skewed but most midlaners are bad at Tristana now what's kind of funny to me is of course Rana has been in the state for quite a while haven't been any like really big kit chain changes but um that is the state we are in right now and because of this data being very obvious and very clearly here now and by the way like we need players to play The Champ enough to have enough data to use this reliably right like there's not a lot of like you know support intoy data out there to let you know how good things are even though we pull multiple patches together um this thing has has to actually exist for us to have enough data to make good judgments here uh but it's really cool really useful a lot of fun stuff to look at um anyway the point is Tristana is on a base kit level currently mid skewed across current League of Legends right we're measuring the last usually four to five Patches at a time because it's probably good to be current in terms of what we're actually measuring the current metag game systems and whatnot um D is currently mid skewed and we also know that tra is pretty close to being pro jailed uh now to be fair her actual win rates are not that abysmal when you account for chant Mastery right again most mid trist players are bad at trist and so the winard is very heavily deflated she's much better than her winners appear much like any new Champion would turns out again not a lot of mid players play uh corki's in somewhat a similar vote um as of 17 corki was like one to 2% underpowered because the average corki player is Mastery four the current median League of Legends champion is Mastery seven um corki has been around since 2009 the current average Mastery expressed by corki is Mastery 4 he is Win rate deflated so it's just in mid is very example but these are all things that like I will always work to educate everybody on but also it is useful for us to know if things are actually strong or actually weak because it's very easy to be like ah this Champ's still 45 are they bad it's like not people are bad sometimes sometimes not okay so Trana is natively mids skewed and what's funny is Trana has actually very very few levers on her kit because she has exactly one overt 80 ratio and one um covert ad ratio which is her Q attack speed functionally multiplies her total ad right um E's attack damage ratio was already absolutely ridiculous asterisk it's ridiculous for a single spell none of her other spells scale with gold so tronic can right click you and blow you up with E and then nothing else happens nothing else scales with gold it instead scales with ability ranks which scales with leveling up which scales with being in mid lane um powerful stuff right uh and so what I basically tried to do with the changelist here I ended up writing and implementing the trist change list here is I said okay where are all the places I can bring down tristana's level growth to make her less good in the mid lane uh where are all the places I can give her gold scaling instead because funnel and gold tend to be a bit more of a bot Lane thing on average it tends to be true um and where the other place that I can you know maybe lightly early game skew her because again right she still actually needs direct power she is currently underpowered even ad mid for the average L player even accounting for Mastery it's the pro meta game that is very ad0 carry Centric but like these Champions aren't actually good in Solo Q even in High ELO like we have the data it it's not even the high Mastery corkies aren't actually winning a bunch of games in Solo Q unless you're like literally Choy but also he's the best player in the world so like who beats him in soloq anyway whatever it's a different point I want move past this I'm spending a lot of time here overall tactics right lower the lower the value of XP increase the value of gold okay um third thing sorry as I got off topic for a second there third thing is look for really obvious or really good like Q or really obvious roll skewed bits of power so um tristana's e passive I actually forgot it right here but this actually probably the biggest single change list is is um tristana's e passive has been nerfed really meaningfully uh so e passive on live is 55 damage I think at level one it's 5055 damage at level one and it goes up to like 155 damage at level at rank five uh which means Tristana cannot help but super turbo push minion waves in bot Lane that is a bad thing because the lane is long and Flash naus hooks are a thing and her turret is very very far away and so turbo pushing gets you killed in mid lane it is a good thing because your opponent your opposing Champion is under Tower and it cost you zero Mana your opposing Champion also to last hit minions in her turret with 57 base attack damage in a doran's ring and the lane is short and there's no noce to flash on you you just see the sichani and run away and then try to rocket jump at the right time and you're fine um it turns out that all these ad carries with dashes with the brush push really far back are basically immune to Jungle intervention and the more I think about it the more I really believe there are lots of game system contributing to the feeling of AD carries in mid uh seeming to be quite oppressive um and that we probably need to take a really good look at things like Mana costs um of wave clear and just make ad carries care about Manore and there's a whole bunch of stuff here that like there's a lot of project that could be done um but the the the type of shamp that TR is currently expresses more strengths in mid than in bot and the funny thing is all this all this together is like a 0.5 to 1% midc Champion like it's not that extreme but it's clearly there um at pretty much any like level of Mastery you measure Triston a mid is doing better than TR a bot um okay so the E passive not only is getting nerfed to like 45 to 95 or 45 to 105 something like that is a number or like 40 to 100 something around there um but the other thing is that this specifically helps Tristana bot a lot trist bot does not always get pushed sometimes the the enemy team has push at the current E tuning she can last hit two melee minions by herself um on live she can last hit one melee minion and then she's screwed um the damage from the first explosion does enough damage that it walks over the break point of two turret shots and so unless she gets help from her support or does some wacky stuff with explosive charge justana can only ever last hit one melee minion on the wave um and for Caster Min you can only ever last hit two um that by the time youve killed two cast even at rank 1 E uh The Third cast now dies to a single turret shot um at the new tuning she can last hit two melees and all three casters without help which means her support only needs to last hit one melee minu for her and she can get the entire wave runer turret um I have FL up T to know how much I hate how much Rana e breaks my ability to last hit and that is fixed um you still have to of course attack your first cast twice they have like 97 is Health upover you have to hit them twice um or like have your support aut of them once to get you there but otherwise you're chilling um you might choose to not rank e at level four and wait a little bit because you're going to get into a break point you're doing 60 damage per explosion instead and that's going to make you really sad against casters for a little while so be careful but your melees uh I think your melees would also get kind of screwed so you might have to wait on that one but at least rank one of e you are chilling for the first basically six waves just you know Chill on you know ranking e a second time there is a world where we delete that passive entirely that might be worth doing I didn't want to it felt like a decent amount of flavor on the champion and it seemed like it was okay but I'm not against getting rid of it I just don't know if it's a man at this point in time so the E pass was a big thing but again uh the second biggest thing um probably the most exciting one though is 25 base range she is now normal ad care levels of range uh in general I think botlan is a more threatening Lane than mid lane obviously there are some matchups in mid where she can use that 25 range even better yasu and yon are now hit from farther away with less chance for for recompense or anything um but like ory qw still outranges her and it's not close you know Cassie p q still outranges her and it's not very close uh but like fighting back for CS when you care about whether Janna harasses you or not or getting hit back by the Raven Auto or the ezal Q or whatever okay e q is a really big range Advantage but like that 25 range think matters a lot more in things like bot Lane and so I expect that to be bot uh Lane and skewed and of course strictly powerful again free bonus as here uh one other change I didn't write down is her base attack speed ratio not her level one as but the attack speed ratio her scaling with gold is being increased by about 2 and a half% it's not a big deal but it does mean every dagger and every level up is 2% better than it was before it's not a ton but it is something right uh rapid fire is 2 half% stronger period it's not again a huge deal but it is there when you consider this is about rapid fire is 10% stronger it's like well this and everything else is 2 half% stronger it it is something it is some win rate it is some power um The W slows flatten to 2 seconds at all ranks instead of having a level up scaler on the slow uh potency and the Damage per rank up has gone from 50 per rank to um 35 per rank so a pretty big drop not only in slow duration but in damage per rank on W and like level 14 is like very realistic to land for tra mid so it's not that hard to reach uh but there's now a 0.5 bonus ad ratio here um I for the longest time tr's best builds have actually been stack all the ad crit items like there was a long time where her best build was IE Essence Reaver and no one did it and it frustrated me to no end but like turns out getting gra fire back it's really big deal but no one ever do this build this build was good um it's still True by the way TR I should just stack ad crit and r on repid fire for attack speed just do it it's better just learn to deal with having low base attack speed turns out ER gives you a lot of casts and you're going to be okay but whatever uh regardless again bonus ad gets better here um he get a much stronger crit mod um of course the maximum ad ratio and maximum base damage goes down a little bit as recompense and in the early game right it's minus 10 damage but Plus ad ratio so at varying amounts of AD the E is strictly better and at varying amounts of crit the E get actually actually better um ultimately this is still a buff in many cases uh I tried to do the math to like make sense here but it's worth noting that again there is much better gold scaling on the ability relative to before even though there a base damage Nerf and a theoretical rank five ad ratio Nerf but keep in mind like a level like 76 Tristana has a higher 80 ratio and a lower base damage and the level s botan Tristana is farther long under Bill than level seven midlane Tristana right so like this this set of the Nerf dis worly Nerfs mid Tristana compared to bot even though it may still be somewh right down and then for this we're changing from 100 damage per rank 50 damage per rank yes this men R has a really bad rank up on it but keep in mind it also has um a knockback rank up also flattened the cool down to be the same at ranks one and two as it is on three so it's 100 flat here um it's still fairly long for an ADC ulti but now one less level incentive here with a little bit more early game Power um and the final thing here is there is now a direct stun added to the spell itself um this stun is roughly equal to the duration of the knockback itself because it turns out when you knock back when you knock someone back into a wall um and that knockup that knock back ends early because the wall is very thick and they're already done moving back um they get to move that's in my experience playing lot of on a bot Lane is that aring in a wall does kind of nothing now I wouldn't mind actually adding even more stun to this and making like the r stun like8 seconds at all rank something so it's like nah I ult like I Rocket Jump I Buster shot you back you are like actually stunned there's plenty of time for the Leona to combo now or whatever but this basically says that hey if you're fighting in a lane with walls next to it which is bot L by the way you're guaranteed the full stun duration even if you knock them into a wall um so that's kind of the point of that change here uh so there are two ql things that are from my years of playing Tristana across time uh as well as some stuff that just like I hope Direct directionally skews bot Lane more than mid and look this is a fairly big change list it's going live in a patch with aund lines of item changes into it there's going to be a lot of Chaos in this patch no matter what which is why this is the patch to do it because even if we get it wrong something is invariably going to be more wrong even though we absolutely cannot know the full of these changes as long as each change we believe is directionally better for bot versus mid we can hopefully rescue trist from Pro jail now again to be clear I think there is work that we need to do to unwind the systems that have put us in this ADC mid meta um it is not optimal it feels bad for all the established mid players and it feels bad for all the bot laners whose Champs are getting Pro jailed all of these suck for everyone involved I know chovi has said he loves this meta um I'm sorry chobby but um it's coming at the expense of and the funny thing is these 80 carries in B is like really only an elite MMR thing like again they're not even winning an elite MMR um but like they're also just not not that prevalent elsewhere either like it's the kind of thing where again we should still fix it but the severity of this is like oh you're watching your favorite Challenger streamer not you're playing Le on and playing against these Champions um with the exception that like corki has five times the popularity he did eight months ago um even at current tuning now again we should still fix corki being so Pro jailed absolutely uh but anyway let's move forward let's move on let's get some stuff done all righty we have a large ous to Cante now this is actually coming from uh a designer who I believe K'Sante he's a very smart guy uh I think most recently spent some time on Swarm this guy is really smart really awesome um I like talking with him and so he is trying to do a Cante update I have not been keeping tabs on it daily by any means but ultimately since it comes through into the live game um this shipping to live is under my purview in terms of like I'm of the sign off for this and so um basically it's like all right well you're really smart and much better than means a game designer and um your goals make sense your tactics make sense as to hit goals and this is like this is being done in order to try to create more counterplay and fairness in the playing against Case uh for High ELO players and kante has been in our High ELO like gameplay analysis play tests fine tuning getting it there figing out which things work which things don't um and if they're happy with it everything else makes sense to me then I'm happy with it and so I again I don't have an intimate familiarity with why every single line is here because that is not the level of involvement I've had in this project uh but I do know that broadly speaking very brother the goals are to make Cante fairer to fight against and have more room for counterplay so I mentioned the TR section the uh fact that we have much more accurate uh Mastery win rate data Cante is not under powered if you have proper Mastery on Cante he has the same win rates as Champions like Yasuo and yon and Katarina but Katarina's average Mastery level like the the median Mastery level of a Katarina on live is 13 um that is first place by a lot second place is Yasuo at 11 the average Champion is seven Cante isn't even there um Cante is sub stantially underrepresented on Mastery to be fair he's still a fairly new Champion um and this is the this is the weird thing right is is there there's a couple thoughts here so um one it takes a very very long time to have a yaso or Katarina level of Mastery on a champion literally a decade in some cases right uh to have like your average player base have such a level of Mastery that they are seeing 50% win rates on aggregate on Yasuo and Katarina two Champions with infinite Mastery curves um do not think for a second we had ever launched those Champions at that tuning State um nope they they've always been stronger than that right and then finally Katarina is like matured to the point where you know she's like way up there and yasu's way up there and whatever cool um I don't think we have ever shipped I don't think we ever actually will ship a champion at long-term Katarina balanced um because again you will have literally N9 years this Champion looks like ass um so I just don't think that'll actually happen even if people will say and will believe that we want to ship Champions is balanced um I just I think the actual result of that if if if um everyone knew like what this takes uh I don't think that would be true so like for example um smolder as of two days ago is actually 2% overpowered as a bot laner does does smolder to you feel like a 2% overpowered bot l or not mid does does smolder feel like a 2% over powered bot laner his ownn by the way was like 49% um 3 days ago or something uh for most players in League of Legends now maybe you're like yeah that actually makes sense I think it's 2% overpowered okay fine um but like I'll bet you most players don't think that smolder is like the second strongest AD carry in League of Legends or I think he's second strongest U I forget who's first place uh but like would you really say that because like based on Pro they they're playing in mid but like they're not scaming to play in bot Lane um but like turns out smoulder has a really substantial Master C to go and the average smolder player is like Mastery 4 cuz he's new um but like does I I don't know like maybe you actually do feel all that like smolder super overpowered but like that's just a thing on Mastery curvs not even items yet I'm 20 minutes in oh boy all right so anyway Cante is actually technically balanced however however kante has a fairly severe lack of counterplay problem um so I made this video a month or so ago about uh Mastery and agency both mattering because agency says that your oppon my opponents can't outplay me so as long as I do my thing I can't lose and that is often not expressed in win rate despite it feeling like power and actually being power because people are human and will screw up um Cante has basically all the agency and almost all interactions and again he's currently balanced and infinite agency which means he's actually overpowered lo and behold he's like the number four Top Lane pick in Pro play where they've got the Mastery and the player skill to use the agency very well lo and behold cassand is one of the top four champions in Pro play in Top Lane yep makes sense to me right um 45% winner Cante is not underpowered everyone's just bad at him this is still true this is his current tuning state so the goal here is let's open up the room for counterplay because there are plenty of Champions who are technically Op with Mastery curves yon is I think one or 2% op right now based on Mastery curves smolder bot Lane is again 2% op base on Mastery curves um we've got Champions like um aalii is I think 1% over right now um let's see what are some other good examples here um of like ones that we don't see in Pro oh uh silus is like 2% op right now uh based on Mastery um I'm try think of like one more good example and I'll move on here oh Camille's like 2% also as well and like you know we Des these Champions were like they are op and we probably should Nerf them relatively soon but like despite that we're not seeing pros play them all the time why is that oh these Champions have good enough built in counterplay that there's ways to beat them even if they're ahead because it's been built into the kit that there are strong thing you can do and of course you can make a champion that is very very low agency and in fact like for example um the fury was made to be exceptionally low agency to say that right if we're going to balance around agency being a contributor here then if if you know a high agency Champion needs to be below accurate win rate then a low agency Champion needs to be above accurate win rate which neury is and you could maybe say it's by too much but like the fact that her core Dash just body blocked by anyone um that's a lot of agency down when you cannot reliably reach your target Champion as an assassin unsurprisingly right um okay let's now get on to the contact Point itself because it's been a while so the broad goals are to make Cante fairer to fight against and give him more room for counterplay that is generally what is trying to happen and so designer went and saw how many things can he chip away at that say oh Cante is favored here and doesn't need to be um and so basic attack range dropped by 25 dropped by a total of 50 when he's attacking someone with his empowered passive Auto attack um so he's just now 150 at all times of like 175 or 200 so cassant no longer just automatically wins all the range Auto attack traits okay the minimum cast time for Q and especially RQ is now much longer the hitbox is also significantly narrower um this is still fast enough to where you can't really Dodge it on reflexes um unless you are absolutely watching have zero ping and hit flash right away um you're like you can't reflexively Arcane shift this or reflexively tumble this realistically um unless Cante Mis aimed but it does mean that because that window is so much longer and it's so much narrower that you can be like oh you're going to queue here I'm going to S side step and if I guessed right that window between where I was and where I sidest stepped not only can I go farther in the time it takes you to cast the spell but your hit box is narrower and so it takes less distance for me to have guessed correctly this is often how like dodging hit like you don't typically reactively Dodge things like Ezreal Q or Blitz crank hook you proactively dodge because you's going to throw it and he's got to take that guess of where it's going to actually go and where you're going to go um and the narrower a hit box is or the slower the missile is or whatever um the more grace you have to make that guess yourself and not get hit and so that's kind of the primary thing here is that proactively dodging this queue is going to be a lot more reliable probably the single biggest line is this one uh W cannot be reamed the Min channel is going down it's still right now I believe 0 4 seconds uh so it is still long enough where someone can see this and probably back off probably tumble probably something um because then he has to travel afterwards uh although if you're like currently casting a Mizer q and he hits W on you kante wins here right he can still reliably Parry you if you're stuck on a cast time at all he's going to hit or maybe maybe you can Flash on reflex but that's kind of it um but CC duration is going to ramp with channel the big thing though is that he cannot re aim it which means once you see it you can move and Dodge he no longer has the optionality he can't do for the trade see a jungler and go going backwards now that doesn't happen anymore um more of the damage been shifted to Max HP um as mentioned the minimum channel has been reduced the Suns Channel time all those are said uh and the primary thing is I believe the gold scaling this ability is now in the max HP portion and not in the flat damage portion um so that is one thing that has been moved around is uh generally speaking this champ has a lot more percent HP damage and a lot of is coming from gold scaling here uh the E the dash speed has been reduced R plus e no longer gives bonus range it just mirrors the basic Dash uh the r plus e no longer wall hops inherently they going to an ally will still wallhop um but R plus e now gives you a cool down and a it already gave a dash speed buff but now it also gives a cool down buff so um I believe the the dash speed buff is a is larger relative to the base Dash speed potentially much more slowed down um like I sold this down a little while ago but it's further slowed down now to make the part of this is like the animations more readable which is cool but um he is especially you know somewhat slower in tank form and a little bit slower but casting it much more often when in allout form um RS converting bonus ad into everything has percent on hit damage uh on hit on spell as well um and that damage I believe also gold scales and so uh the idea of like turning into a skirmisher the other thing is uh he gets a percent bonus Armen which is the Yas R thing where if you're just buying a steric gauge and Merk Treads there's nothing on this passive but if you have like a Rands Omen and steel caps whatever you're cutting through 50% of that uh another big thing is you cannot cancel out of R so in terms of giving kante less agency can't cancel out of R means you are just squishy for this entire ultimate deal with it you cannot re a w deal with it Q is more dodgeable deal with it um you have less R like there are a lot of Cante agency pieces going down uh what he's getting back though is honestly some pretty substantial damage on the ulti um what's go on there's more changes we can talk about kind of down the line uh so one thing that's kind of interesting because there was of course the update in 1310 uh and then like a follow up or sorry 1320 and then a follow up that happened a little bit later um and so it's like it's it's cool to see mechanics that were kept because they made sense and of course there are plenty of things that got taken away as well I'll try to cover those as well uh still there's attack speed on our in fact is being increased of course with um the mechanic being he gets armor penetration and Max Health damage instead of it just being like you get some ad um this is further playing up Cante the skirmisher right turning from Warden to skirmisher says like he is just less good aggressively in tank force right Q is slower range is worse W can't re aim um but he's actually a better score in allout form right Max Health damage armor penetration a bunch of attack speed to use that Max Health damage um everything just simply scaling on bonus resists all the ad ratios are gone um I had brought those in because the the one I like the you know the initial Cante right had ad ratios and when you went all out it like gave him ad and it gave him like big ad ratios on W and I was like okay well we're using ad as the thing okay fine I'll keep using ad as a thing a much cooler idea is what's already is here right now which is like no you're not getting ad you're not getting some weird other stats you're still getting of stuff that's all still there but you're going to get Max Health damage on stuff and some kind of armor pen so instead of true damage which people get offended by seeing the white number you get armor penetration which still shows up orange and death recap people are way less mad about it um it's funny but it's true again these are really good changes and I wish I had thought of them because they're really smart they're really clever and they help say you are becoming a skirmisher now you're getting the things that skirmishers need you're getting armor penetration you're getting Max Health damage you're getting the attack speed to consistently reapply a big thing about Skirmish is they are very very very repeatable and one of the things that I had put in was a lower coold down on W that should make sense right you're casting more spells but what it really should have been was no you should just get even more Autos make those actually better let him feel more like Master ye but actually give him Mastery levels of damage and I just I wish IID thought of it right like these are good changes they're really smart good stuff here here uh there is still gold scaling on W that was in the 1320 update it's pushed more it's into the max HP uh tap W is still gone that was something that it wasn't even my idea to remove it but that was in the 20 update that's still gone that's still removed here the r resetting Q Stacks that's still in the dashb reductions again further built up from before but uh still there but yeah there are several things that got removed obviously the uh like ad ratios are gone everywhere the magic damage on R was a really silly idea I shouldn't have done that but I put that in there that was stupid uh so that one's back and gone and it's back to physical damage there's actually some Cante bonus health ratio damage on the wall knockback um I should remember what else was taken away but those were kind of the big ones oh yeah the Q goes back to slowing again during all out that was in 20 then I took it back out later um bunch of random stuff here but anyway the point is that Cante is probably going to feel a lot more lethal in skirmisher form which is going to be very intentional he's going to be squishier otherwise just in general and can't cancel out of bar and the hope is that there is it's Zante with enough counterplay where he can actually live at technically op long term but people haven't learned him yet and that the counterplay is there so that he's not pro jailed and that even though Kaz might technically be 1% or even 2% overpowered when properly mastered this Champ's still only like 2 years old or so people are still relatively new to him and if you actually squint Harden if these are champions that are actually long-term op but that play basis isn't there yet and if you w trick it congratulations you're winning the games but I'm F this is common basically everywhere aelian soul is aelian soul is like 3% op if you just Master him appropriately like there are plenty of Champions where yeah they might look really really good and they actually probably are but uh plenty of the Champions people like ah they're actually bad like no they just have Master cares and people haven't gotten there yet so overall that's kind of the rundown of kante changes let's talk about items uh this is going to be broken down Items Begin into basic components and then by class line by line with each item is getting changed so up first I am trying to so changing some item components there's a bunch of Epic items that are change as well there's going to be in their own individual sections for each set of Champions but essentially I want to once again bone using gold efficiency without analysis um there are plenty of components where the component value is not 100% gold efficient so boots of speed are overpowered uh ether whsp is intentionally undertuned uh amplifying Tome is overtuned it was just buffed by 35 gold with no changes to any ma his AP ratios but again without AP ratio changes the value of AP hasn't changed just amp is a very good item that's not a problem that's fine I don't mind amp to being a good item early game spells cost mana and Mana is tightly ConEd the early game long swords are infinite you can just right click forever I don't mind that ampto is like over sted compared to long sword they have to deal with Mana you have to buy sapphire crystals which are basically attacks on being a mage um and to be clear what we're going to see for like the total value sappire crystal is not how I'm actually valuing this item uh my gold defy for sapphire crystal or Mana in general is um .25 gold per point of Mana like saffo is going from like 30% to 40% gold efficient here it's still not a good item but like fairy charm sapphire crystal none of these are like gold efficient in mature builds but at level one it's more reasonable like we've had tunings of reu bead where it was like correct to run the Lan with three reu beads because early regen just says you're unable in lane and so you win the game automatically and that feels really bad to play against and so regu be has had to be an undertuned item because you can buy it at level one sapphire crystal is basically tuned around being a level one item despite the fact that it's not realistic for what Mana actually costs in the game League of Legends if you thought Mana actually cost one gold per point you would all stack to your the goddess and get 600 Mana at 1.5x the rate obviously you don't because that would be stupid but just want to point out that you cannot just look at these items and be like ah gold efficiency it just doesn't work that way uh that said though uh dagger when I looked at everything and I have like a big table of like every stat in the game and what I think it's actually worth and what are some practical examples of like extrapolating that damage out long term and what sort of levels can eventually make sense and don't and you know continually retuning that based on what are the currently what are the current item League of Legends who are who's using them what are their win rates how well they're doing how do they compare against other items and I refine and refine and refine and refine um I may at some point publish the table and maybe fingers crossed the wiki will update and like use my numbers instead because it will help us have better tuned items or like better discussion around items but uh regardless dagger is one where it got dropped by two attack speed in the 10 update which to me wasn't needed dagger was not an overtuned component um attack speed is just not the best DPS multiplier and so I just dropped it by 25 gold this actually lowkey feels really really good because it means as an 80 carry I can recall for 250 on a dagger 300 on boots one or 350 for a long sword or in some Champions 250 for um glowing mode which feels really good by the way to get to Jinga components together it's actually it's a really enjoyable thing I actually it's one thing I miss about old ampt pricing was that Ruby Crystal and ampto had different price points and so if I was building something like a um like a leandre's I could like oh I have like this Jenga to play here it's really minor whatever but this actually feels surprisingly good to get to buy daggers for cheap all right uh first set of changes though we are uh nerfing boots again uh with legendaries going down to a goal of 115% gold efficient so actually even before we talk about boots here I'm going to highlight this here okay so the goal is that Baseline items are 115% gold efficient while trying to appropriately price all their passives that can be hard but thankfully there are actually enough comparisons even across classes right so something like Blackfire torches damage burn can be relatively compared to on hit damage not one to one but it is repeatable damage with an obvious DPS cap right you can attack more than two half times a second you can sometimes hit once and leave black you can hit once and leave like it's not exactly the same but of course black is also not burst damage right it's not Sheen it's not energize um it's not you know active damage go deal a burst right it's not doing luden things and so it's closest to on hit damage and so you squint you think about use case you think about damage over the course of the game you think about pacing and you're like okay it's this percentage as good as on hit damage because it means that when I'm hitting a wave with my normal combat pattern I'm getting the minions I'm getting them lower I'm helping to wave clear and by the way this is one thing that I think uh players really heavily underrate uh wave clear is incredibly powerful interacting with interacting with minions is really really good uh one misconcept misconception I see a lot is that uh Sor shoes are an early game item or is an early game item it's not uh ampto is because Sor shoes don't give you wave clear and when you're on like level three LeAndre Q getting 60 ability power for 1,200 gold is a lot of wave clear that is a lot of tempo it a lot of Lane advantage and it's actually a lot of Base damage 15 Magic Pen doesn't give you wave clear it gives you some damage but when you're at Rank 3 Q rank 1 W rank 1e you'd rather have 60 ability power um and and so it's like yeah look just go by your long swords go by your ampts like those are the items you're supposed to like that are supposed to because you're supposed to go buy and then these items are like you know other stats right they do other things okay let's tunnel back in on items in general because I know we're on the boots thing so the target goal for legendaries is 115% gold efficient that is the initial Baseline for every item now they are not all there and for many many good reasons the goal is not close your eyes plug your ears 115 okay so rule one hybrid damage durability where damage is a meaningful portion of the power budget it's not like ah it's a tank item with like technically Bramble vest it's like no um it's if it's a damage item with durability as a factor of the item it's 120 uh basically damage durability hybrid items are plus 5% gold efficient as like a baseline okay uh because otherwise why would you buy it you can just buy a damage item then buy a tank item then buy a damage item then buy a tank item it doesn't like it doesn't really make sense it like if we want figh items to be good they need to be as a per item basis better than other items because otherwise you mix a match you just go you just kind goity because why bother uh so that makes sense there uh the second thing uh items with clearly anti- synergistic or fully non- synergistic stats uh get Plus usually 10 to plus 15% so for example Ginsu rageblade very very very few Champions use the ad and AP at full value right like think about the total ad r I on a kit like Draven right and okay now imagine the level AP had to give that kit to then also care about the rageblade side and it's like it's not there obviously like D is never going rage blade anyway but um most Champions do not have a full kits level of scaling on the attack damage and the ability power to where you could play full ad or full AP and you wouldn't be a trash Champion right this basically rageblade is only ever remotely considered gold efficient if your champ would normally have a full ad or a full AP build if it doesn't have both you cannot remotely consider rage blade fairly sted because it you can't use a full kits worth of ability power whatever right so you have to throw that out right you be like okay well that that's there and this can also do things for like oh yeah having Sheen and crit those do not interact in direct ways literally at all or crit in Aon hit damage do not interact directly in any way at all because the old rage blade passive is gone um and so things like that are very relevant attack speed and ability Hast in a similar boat here that it's not any items that I can think of top of my head uh I guess sort of technically kind of um the hex plate but like barely uh but it's like yeah that's a case where these things don't really coincide very well so you know this needs to be plus five plus 10 maybe even plus 15 based on how severe the anti- synergies are because that's very relevant it's very very real um so for example items like Trinity Force are still massively gold efficient because half the stats don't compare to each other um and that's just kind of true uh the final thing is the placement of Grievous wounds items so execution is calling and bramble West to a degree and Oblivion orb are good items they are worth buying as the counter item you get them and you're like yes I made the choice against the champion I cut their healing down okay fine completed uh a Grievous winds items are meant to be gold inefficient but not slot inefficient because you had to go buy your Biv orb or or whatever you should not be taxed on like a full build axis for making the like vaguely sacrificial choice of picking in a utility item but it does mean that we should never be in a spot where Kemp Punk chainsword is the best fighter item in the game which we've been in before right where we just like the care wasn't taken the item was too efficient it was just better Black Cleaver so you just bought that item instead and it was like oh I'm buying Grievous because it's the best item in the game on just a stats basis whoops um and so Grievous wins items are intentionally minus 5% from it would be otherwise while still also asking to pay for Grievous wounds right it's like you're paying for Grievous wounds and then it's going to be minus 5% even after counting for that being you know part of the cost of the item and that gets us to where we are with those items basically uh the other minor thing is um items that scale should be under a uh scale as in like Rod of Ages or tier upgrades uh should be under 100% gold efficient when combined and then around like 140% is when completed like that's the payoff scale it's like basically minus 20 to plus 20 is the the growth Vector here and so that's why there's like a late game Nerf to Roa because on combine Roa is under and then as fully stacked Roa it's a little bit over and so it was a Nerf to make sense there and one thing I want to point out as well is that uh player like build sentiment does not match the reality of the power level of items um it it just doesn't um people have felt bad about stormsword for a while despite it being actually quite good uh people are finally buying it a bit more but like the the the opinion had been for such a long time that item is bad uh Cosmic Drive is incredibly incredibly strong people just will not give it the time of day but that item is very good on about 15 Champions and only Vladimir buys it but that item is incredible and there's room to make things op for a bit to get people to buy them but like there's plenty of items that are already very good that aren't getting purchased and that's nothing to solve but whatever anyway let's now talk about boots okay so the goal for boots is to be 115% gold efficient after boots one Boots now boots one are op boots one are 125% gold efficient uh we under a charge L on boots one and you know this you all love boots one right you buy regular boots really early on you buy it whenever you can the back it's really really good and you know it and you know that it's better than finishing your last chapter maybe not an exact finishing last chapter but like if you're not hitting specifically a spike you grab boots ASAP and honestly no one wants to be without boots one after the first item right like even if you could do something else at some point you always go and buy boots you know they're very good and if they're 100% gold efficient why would you buy 100% gold efficient for a dead end item that does nothing right like of course you're buying boots one because they're really good and of course yes flat move speed is in fact not worth 13 gold or whatever um so yeah boots are op that's fine but you can't do a fair comparison of tier 2 boots if you don't account for that fact and so the actual math on Boots 2 is 150% gold efficient after boots one so cut 300 gold off for boots one and then also These Boots all give at least plus 20 move speed so that cost 300 gold in actual fair pricing right boots one should actually cost um what 375 it was fairly priced uh but no okay the the at rate move speed gold is 300 gold for the 20 move speed that every boots to gives okay so what's next well for the other 500 gold xerx gives 25 as which is a Nerf of 5% attack speed but yeah that's a pretty good rate if you want a attack speed go as is a good deal okay on to swifties well swifties makes you pay $475 for an extra 20 Ms and 25 slow resist it's a Nerf 75 gold but like okay well 300 for this 20 and then 175 for 25 slow resist you could maybe argue is not good enough but I think you could buy a little token that said hey get 25 slow resist and it cost you 175 gold you'd be like yeah I'd buy that you'd sit on that for a while you're like I'm playing against some with Ry or sins or whatever like yeah give me in there um so I think swifties are actually fairly priced like this Lucidity boots right you get your 20 move speed for 350 gold you get 10 haste and 10 ult haste uh sorry this is supposed to be S haste it's a this is a typo um and yeah 350 gold for 10 haste is probably at rate that's fine if you want some ability congratulations whatever but you can't get stat really anywhere else uh Summoner haste again and this matters um I'm pricing it at about one quish the value of uh regular ability haste in which case this item is gold efficient um you're getting the stats for a pretty good rate um that is what I believe to be true you may disagree and that might be fair but um this to me makes sense and it means this item is getting cheaper and it's losing five basic haste Mercury Treads you are going to pay 575 after the move speed for 20 Mr which costs 400 gold and 20 to tenacity which yeah right 20 tenacity for you know 175 gold I I think you'd pay that I mean maybe 25 slow resist for 175 is actually a worse deal you could make that argument I think it's it's not re not unreasonable to make that argument um but I think right 175 or 20 tenacity is a deal you would happily take which means mer Treads are clearly still good despite being nerfed by 10 tenacity and okay 25 gold cheaper but like yep now this is going to mean that there's not a lot of tenacity in the game Left Right we we've pulled a lot of tenacity out uh it got removed from several runes uh this is going to mean a lot more crowd controls a lot more reliable personally I think that is fine I think if lockdown is reliable and good tenacity is locked behind being a fighter for the most part by either making the sacrifice for running The Shard um or getting you know ster gaug or getting cleanse because you really need it or getting a wits end I think it's totally fine I think it is fine to put those things there and I think we could we could buff WS we could buff stairs in those cases we could add one of the space as well um I think those are all reason things to do but I think Merk Treads have been the best boots in the game for an incredibly incredibly long time this is my second time nerfing them um you can see this if you watch Pro play where Pros will play Merk Treads into Triple A comps and it's correct to do so because Merks are just the best boots in the game it is actively griefing to play ap mid jungle because you both instantly Lose Your Role off of them just both going Merk trads against you um if you're a tank you're screwed if you do mag damage you're screwed um these this item is like really really op it's the best boot in the game I think by a sing margin uh meanwhile steel caps actually kind of sucks so steel caps for 575 gold you get 25 armor and 10% Auto attp reduction which I would say is much worse than 20 tenacity personally personal opinion here um and so it's getting dropped by 25 gold because I think the item is actually a little bit weak uh win rate data suggests really strongly that like Merk Treads are high runit in steel caps for the vast majority of Champions who buy tank boots um they would much rather be in a situation where they can go buy Merk Treads and this is part of a a long trend and so this happened a while ago there were Nerfs to um ma of am morse's Mr a while ago of I'm trying to push down Mr values to be uh sane relative to base Mr versus Armor gains and base armor uh base armor and armor from items in order to have these same sort of percentage impact so yeah 20 Mr ver 25 armor is the kind of ratio you expect to see a lot going forward with these kind of item changes is to try to make uh increment until Magic's purchases uh less sharp against Mages because ultimately uh there are slightly fewer multipliers in the AP system and that system being a little bit less closed and having less of an arms race going on because like they don't have crit for example um is intentional here so there's the boot changes move on to Fighters Fighters so fighter epics are getting buffed uh in most cases Warhammer 50 gold cheaper he acts 100 gold cheaper um RX is actually a Nerf minus 5 ad for gold is generally a weaker item and Wing Moon plate is actually getting buffed 50 health for one move speed is gold efficient positive all right we first start with the squishy set skirmishers and casters blade of the Run King not far from what you saw before minus 10 ad not a huge deal here but it is a bit of a weaker item ccken Slayer minus 5 adus 1% move speed and the on hit damage does not scale nearly as strong as champion level anymore so you're going to lose some late game damage rageblade very very minor hit 5 ad 5 AP not a very big deal raage blade is going to be a lot stronger than item Terminus only minus 58 see a lot of these on hit items just weren't very good um and so the on hit space is going to look a lot nicer for this kind of set that these scri can feel their onit items WT end minus 5 AM Mar down to 45 minus5 attack speed and the onit Damage going down late but it means that WTS end is going to be a little worse at at shutting down AP Champions it's of course going to be less of a lame damage item um and this basically allows wsen to be um actually have a decent portion of its power budget expressed in defense in the 45 Mr because so much the power of the item was actually just the late game 75 on hit damage and it was a really really really high offense item with again 75 late game onit hit with you know uh 50 or so attack speed it was just like this had a lot of damage and barely any resistance and it's like no this has tenacity it has a enough Mr to make a dent in M damage coming in while still being a damage item with solid as solid damage and it's and it's inexpensive Eclipse uh no proc damage uh basically this is to me more a skirmisher item than a Caster item uh skirmisher is not really a burst class it is high sustained DPS they will kill you quickly but they're not killing you you and two autos and so Eclipse was made initially as as an assassin item it was made as a Mythic it was an assassin item for when assassins needed to go kill tanks so it had a Mythic passive of armor penetration it had life steal and it had Max Health damage on the proc and then it was not an assassin item anymore it lost his Mythic passive lost lethality lost the life steal but it still had that old Mythic lethality anti take item of Max Health damage uh now I realize that skirmishers tend to want to be Target agnostic and I understand that at the end of the day it is still a very very strong ad haste stat stick with a very good Shield um this Shield has very very strong bonus ad scaling it has a solid base it has a very low coold down um if you are running eclipse on a skirmisher you will have multiple Shields per fight and you will have very high sustained damage with high ad High haste it is basically the most ad per gold you can buy in the game it is it is a very good damage stat stick with a solid defensive option attached to it that basically makes it skirmisher shaped it has some defense on a damage item uh man is getting minus 5 ad mman is inheriting that minus 5 ad uh the on hit damage is getting dropped from 1.5% Max Mana to 1% Max Mana uh the on spell effect for melee Champions is going from 3.5% Max mana and a 06 ad ratio which bonus ad which to be clear on 200 bonus ad was um 12 whatever basically right to just here 4% 4% Max um 4% Max Mana no bonus ad that ad ratio was vial it was just kind of there whatever um this just kind of makes it a more simplified uh yeah Less on hit damage more spell damage so mman is going to basically be a better Caster item if you want good Caster spell damage here you go um this item is one of the least nerfed items it's still got good haste it's still got very very good attack damage um it still has some unit damage but again this item was used for the spellcasters and so the spellcaster side of it Rous Hydra uh minus 5 haste minus 58 now one thing I want to keep in mind right is um when nerfing items by about 10% and to be fair the average fighter item was nerfed by I think it was 88.3% was the uh mean gold efficiency lost across all items that were deemed fighter here um that when your item is much bigger uh it takes more to take 10% off the item because keep in mind a lot of the items are like 145% gold efficient which means they're got to go from 145 if they're going to lose 10% they're going from 145 to like 130 which is 14% of a 3,300 gold item which is 450 gold worth of stats right that's a 10% Nerf to an overstated expensive item um is a lot getting pulled off the item and so yes in fact per price tag or like per slot rabus Hydra is losing more stats but like per gold not really right it's 30% more expensive than something like Eclipse uh so it's not the same comparison uh either way five haste 5 ad um 20% damage off the active and uh not getting bonus uh not getting 1.5x life steal Effectiveness on the active healing this item still has full power life steal on a baseline anyway uh still has full power or nearly full Power Wave clear on the passive um it is still a really good sustain option if you are not a high attack speed Auto attacker for blade of the Rune King this is your ad haste life steal item that is still there you are losing .2 total ad every 10 seconds which is like 40 damage every 10 seconds that's not a lot of burst lost right that's just not a lot of burst lost um but yeah it's going down your passive wave clear basically untouched but yeah a little bit less damage what it's keeping the overall life steal the overall sustain on this item and it's still very gold efficient still very good it's a damage with a little bit of durability skirmisher size item uh Trinity Force minus 5 haste minus 3 attack speed minus 9 ad plus 33 Health uh this item is so expensive that 300 HP is basically under rate for durability per like gold on a fighter item uh one thing that also happens here by the way is uh with this minus five haste um this now means all of the dam all the numbers are multiples of three now to be fair um 33 as already was as was 45 attack damage but now it's 36 attack damage XD I'm cute um and ultimately like Trinity Force has a lot of damage because Spell blade is a lot of damage 2X your base ad is a lot of damage every 2ish seconds in actual practice um this item is is very lethal very very high damage um and it's still quite good on to diver items so diver items tend to be marked by being uh between 30 and 40% of their gold is earmarked towards durability whereas skirmishers was usually 20 to 30% uh divers are 30 to 40 uh so Black Cleaver is minus 15 ad um Black Cleaver used to have this much ad and health and haste and cleave and Shred as before uh but just going down this was one of the most overtuned items and yeah it is just getting shipped back down to be right in the middle it is diers shaped so it's a little bit tanky for a skirmisher but they can get Terminus they can maybe get last whisper they can maybe get seras actually forgot to put Calas in here but serala is back um Calas is uh straight up 30% arm penetration um with not a lot changing otherwise it's just going to be pretty effective I think uh but you have serus as a very clear uh caster % Armen item but you've got uh Black Cleaver here as diver side uh diver sized if you want to kind of come down as a juggernaut and go a little bit squishy and by this item you can it's still 400 Health in the slot which isn't too bad um Kemp pun chainsword is being grown up to be divers sized it is becoming more expensive 3,100 gold right it's meant to be slot efficient not gold efficient minus 10 a 200 Health you're a gold is is a Nerf to the item don't get me wrong but is now divver size it's only a little bit small for a juggernaut and only a little bit beefy for a SC instead of being too small for most Fighters they feel comfortable holding this item late game uh death dance just weaker than most other fighter items simple 100 gold Nerf is not a very big Nerf um so death dance is going to be a stronger item overall especially everything else most items did not get away with a 100 gold Nerf so death stance relatively to everything else is a better item experimental hex plate minus5 ad minus 5 attack speed plus 50 Health this again makes hex plate divers sized uh the most common Builders of these items are like nocturn and Olaf who are a diver and I would argue a juggernaut respectively um and so diver size puts it in the middle of all fighters now to be clear I don't think this item is perfectly designed I think it's got a user based problem um there are very very few attack speed focused fighters who are ult based um that is really rare as it turns out and so it's got a really really small Niche this item is still good on those Champions um and rela to other items it maybe is nerfed less than them but this item is appropriately roughly gold efficient and is diver siiz with that in the middle of the fighter space hex Drinker minus 5 Mr so a little bit less Lane counter against Mages ma uh no Mr change here but minus 10 ad and the ad R has been cut by about what one six or so um which means Shields are lower and the damage of the item is lower um ultimately hex Drinker was overly efficient and I'm I'm you know under I'm basically undervaluing the shield because it only blocks magic damage Shield often get wasted there can be plenty of fights where you're just not fighting magic damage at all and so the shield does literally nothing because no one ever triggers it um all those things are relevant here they all matter and so even with discounting the shield to like onethird value this item is still like overly efficient it's very very strong it's still got a solid amount of AD solid amount of haste uh it is uh just barely divver sized because of the life steal that comes in at the end and and the fact that it has shield and Mr and life steal like this item is actually quite good and so it just you know shouldn't crowd out mes too much and so with he be a slightly weaker item hopefully mes can feel pretty good here Spear of shojun I thought did not need any ult haste the actual change is there is no generic haste at all but the basic haste unique has been buffed at functional practice it's- 20 old haste - 10 basic haste also minus 10 ad get some health this means Spear of stren has been pushed toward being divver uh divver sized here obviously we might see some skirmishes go for it I can see a world where you try to do this on someone like ribbon um but it's being put in the middle because to me this makes the most sense sort of like the the midpoint of Fighters which is what divers kind of are stride breaker getting a Nerf here as well it is uh also diverse size it's fine it's a big nocturn item totally reasonable minus 108 minus 5 as minus Fage passive several Nerfs here but against stride breaker is a 3,300 gold item and so the total amount of sat item are very high so a 10% Nerf um has to be more than a 10% Nerf to a 2,800 gold item and then CER sky here um also just a little bit too good uh minus5 haste minus 5 ad this one actually gets -50 health and some minus on the healing as well this actually has a lot of Defense on it as it is already uh but it's still solidly midsized here so you'll notice so that so far all we've seen are mostly damag Nerfs and very few durability Nerfs and in fact several durability Buffs jugernaut items uh these are the ones that uh have been to some degree reshaped the most so Bissell mask uh basically doesn't really have any core support purchasers like when I reshaped the bile into being a percent pen item uh I said okay let's place it for juggernauts as well as support tanks and see what happens and overwhelmingly the user base is Juggernauts and that's fine it's a big amov item it's a big Zach item totally cool with that was very willing for that to be the user base so let's actually grow it up to be relatively fair for them it is now uh Juggernaut tank instead of Juggernaut support and so um you know this being a reasonable like Mal fight kind of item here as well just like the level of gold that tank you know Champions earn that's fine so uh plus 15 gold plus five haste minus 5 Mr and minus1 to the Mr per Champion Aura so abys mask is now just stat stat stat shred and that's it which I think is a completely reasonable item it tells what it's supposed to do it's I think very straightforward it's very obvious it is minus 5 Mr in fact in in actx it's- 15 to 25 Mr um or more so for all the Mage players saying that like I can't believe Riot Li that they're not removing Mr we lowering Mr and stuff don't to tell you um but ultimately uh yeah this is going to be a slightly more selfish item because it doesn't need to be carrying like this aura weight here you still have the Mr shred Ora that's still there and all that stuff but missile mask generally speaking still going to be nerfed because we're nerfing everything Dead Man's plate arguably actually a buff here uh Dead Man's plate really doesn't have that many users um you have to be really really specific to want exactly move speed and then even then I'm trying to lower the amount of move speed in the game overall so the uh Max move speed you can get from ship recer going down by 20 the flat percent Ms in the item going down by 1% uh but it's gaining 50 health and 10mr um this is meant to be a juggernaut item it's meant to be sort of tank Juggernaut hybrid so it's meant to be mostly about durability uh and so kind of playing up the durability aspect of this it does have some damage on it whatever but um plant durability playing down the Moose speed um so it can look a little bit more like a a tankier jugut item hole breaker is probably the most reshaped of the items here uh it is losing some flat ID it's is getting a lot of health and it's losing 1% move speed as a lot of things are but the big change is actually a buff to the on hit damage and what you'll see on PVE on Thursday is a reshape to how the onit damage is calculated uh it's going to be more about the max Health portion and less about the base ad um so to me whole breaker and Titanic Hydra had a very strong overlap that I wanted to separate um Titanic Hydra is a Hydra item it is there to give you wave clear and it has an active that deals damage now because we'll get to like Hydra a little bit later but it's like yes the on damage is going tanic Hydra but right Hydra items are about dealing AOE damage and giving you wave clear when you want it and so you can go and splurge and buy your expensive Hydra item and get wave clear when you didn't have it uh but you wanted some attack damage and and other stuff you didn't want to go Sunfire Cape okay fine that's there you have that whole breaker is explicitly a health scaling on hit item it is very hard forber to make sense when tianic Hydra does that but better the math of Titanic hydra's on hit damage was just simply higher than hg's on it damage while also giving a bunch of AOE and an active a bunch of other stuff it's like oh why would anyone ever go whole breaker Titanic is just this item is just this item but better um so Titanic is going to live in its niche of being a AOE item we'll talk about it more later and whole breaker is going to be the basically uh Juggernaut unhit conversion item and now whole breaker is going to be um as mentioned other cases um overly gold efficient because unlike other Champions use on hit damage Jugger knuts do not have access to attack speed um they can kind of try to go strip breaker but stri not even that much of a juggernaut item really um and so the end result is here's whole breaker uh it has significant Health scaling for on hit damage we know you can't get things like rageblade we know you're going to have a hard time getting things like percent armor penetration because Cleaver can sometimes be unwieldy for you um sometimes you it sometimes you won't of course um here go have solid on hit damage I feel good about it but also let's move the stats around now to be fair the actual stats of pole breaker is divers sized there's still so much a D and on hit damage that it's functionally 2/3 damage one3 durability but because of the aggressive Health scaling on the item and the fact that on hit damage is Health scaled to me it still is a juggernaut item it still does give 500 health or so which should make it feel reasonably beefy uh but it does have just a lot of damage overall in the item itself next up is overlord's blood mail this item was overall just a little bit too narrow in its usability uh minus 10 50 Health it's of course still a Nerf but it's one of the smallest Nerfs possible here um this is three gold this is worth 133 or so so like we're not you it's like minus 200 I guess but that's not that bad steros Gage loses a 5% uh base ad as bonus ad and loses one quarter off the shield from 60% bonus health or from 80% to 60% bonus health so a um damage Nerf and durability Nerf that said a lot of St Gade Shield was it since it decay you often get the full value regardless just tapping downstairs cage so Titanic Hy is going to give the health to make it Juggernaut sized and yes it is losing the single Target on hit damage uh the passive AOE is still there uh the active damage and auto reset is still there and even though the active like damage on press is not um as high as comparable build things like ravenous profane or even uh stride it's an auto tech reset which means it does have functional single Target damage here uh especially if you combat with things like whole breaker which which actually wants to accelerate towards the next Auto sooner rather than later and whole breaker and Titanic so whole breaker is the on hit damage tanic Hydra the point is this is Juggernaut wave clear if you don't want Juggernaut wave clear that's fine you have to buy it but that is the point of the item that it is Juggernaut wave clear this is the jugut wave clear item that is who it's for that is going to do the wave clear scales with bonus health so you can go and buy a Sunfire Cape or you can go and buy a dead man's plate and that's going to scale the damage of this item in the way that ravenous Hydra and stride breaker won't have that um that's totally fine have fun this is here for you it also still scales on level because of total HP that's fine but it has an Express purpose now if this item is weak okay we'll have to see if we need to Nerf things around it or if we can give it a little more somewhere else but at the end of the day the purpose of the item is yes it's narrow it is Juggernaut wave clear is that fairly Niche yes also I think that's fine iceborn Gauntlet is being grown to be between a juggernaut and tank item some of these items are getting are made bigger because jugut we expect to actually earn some gold and then buy these items so like Mor Kiser should maybe start feeling better about Abyssal mask for example um iceborn godlet meant to look good here for some uh fighters who don't want skirmisher sized Trinity force and might want Juggernaut or tank sized iceborn Gauntlet so make this item a little bit more about the damage um so it is getting more expensive but it's also getting a 50% Sheen attached to it so going from 1.0 Sheen to 1.5 Sheen which is a pretty big deal it's pretty close to Triforce at this point and the slow is getting heavily front loaded um ultimately you are going to get 30% slow on your Sheen the moment you buy this item uh that's pretty good it's still 50% value for range so it's a 15% slow for range I don't expect this to be great on Ezreal but I guess we'll see it's a 1.5x Sheen with a 50% with a 15% slow attached it's not trash uh but I still expect Triforce to be better I guess we'll see though um but ultimately this is a more front loaded item and a lot of the point here is to make a tank type items better early game to give tanks a stronger laning phase and let them feel good about them and the opponent hitting on a spike or even just hitting first epic and Tank's still feeling good we'll talk about tanks towards the end they're actually going to be the last set of slides um but also one thing to point out just in general with uh these fighter items generally getting more HP on them is that tank items are giving more resists in General on average and so the ability to buy a tank item is going to be better when your health is higher and these resistance are going to be higher waiting for you moving on to the here the next set of ad8 items Warhammer again Che by 50 ADCs gold har a by 100 gold retro Nerf a little bit n quiverus 580 for- gold is overall a Nerf Slingshot was just underpowered so minus 200 gold straight up no other compensation it's just getting uh cheaper uh Zeal is getting 100 gold more expensive and lo 1% move speed Zeal was I think pretty clearly an overtuned item and it's finally at more appropriate here all right non- crit legendaries blade of the Rune King again bringing it back on Range users minus 10 ad Kraken Slayer minus 58 minus one move speed and the on hit damage is being dropped down in the late game rage blade minus 58 5p not a big deal tus minus 58 so again on hit Champions getting out pretty cleanly man immunate on hit damage still Nerf by a third and I forgot to switch this one um this is a this is I think 2.7% Max Mana plus 06 becomes 2% Max Mana plus not I I control C control V didn't change the numb so my bad here um mamana is some meaningly Nerf for range users here um tunity Force again minus 5 ad minus three attack speed uh sorry minus 5us tax speed minus 90 a little bit of Health um okay cool AO crit legendaries collector minus liity 200 gold more expensive this is actually a relatively small Nerf this is 280 gold worth of Nerf which I don't think is that big of a deal this is less than 1080 in terms of actual practice Essence Reaver is a very big Nerf uh to be fair this is an item that like every time I look at it the numbers are just absolutely insur absurd on this item um this item is still like on the high side for gold efficiency The Hope here is that ER stands out as like clearly cheaper than collector more I think it's like at least as much or more ad than collector and gives haste instead of lethality and gives infinite mana and it's like hopefully that comparison point stands out is like no I can grab ER and feel good is kind of the fingers cross moment on this one um Infinity Edge is 200 gold more expensive and minus 10 ad so a pretty meaningful hit here as well um this is hopefully going to move it a little bit away from being the obvious Baseline Capstone or sorry uh the low-key best for item in the game and instead be the obvious Capstone ldr simple- 108 not much to say here M reminder umus 5% arm penetration plus 200 gold so trying to make sure it is under gold efficiency compared to like ldr every Zeal item lasts three to 4% move speed and got 50 50 gold more expensive uh generally speaking this is um not a very big damage ner to them with the exception of RFC lost 20 energized damage because it had a little bit more room here for getting nerfed overall uh but this means that hey attack speed has been untouch in these places specifically un wild arrows function of the passive was crit damage percent total ad on crit is crit damage is an another name uh so it's been converted to a flat 80 damage on grit which is not exciting but it's only losing 5 ad so yall could uh conceivably be a good first ad item if you don't need lethality and you don't want haste on Essence Reaper you don't need the Mana uh unall is a solid ad crit stat stick that yes the onit damage technically will scale but at least it's scaling with gold not level so it might not get mid and the idea of going like unall hurricane IE I think can be actually a quite compelling build and you can like go spread bleeds to people and feel pretty good about them um this tuning by the way is like it's about the same item or like the same on hit damage on two items and otherwise only getting minus 5 ad so like one of the least Nerf items here in the game onto lethality space this is Lethality primarily minus haste and not much else so axim Mark minus five haste um the passive is getting buffed up to 33 lethality then a little bit nerfed afterwards so a little bit less ulti refresh as you go into further and further into your build but um yep less refresh than axim Mark the big thing here for lethality is um giving assassins less haste because they are meant to kind of retain their burst and if we're going to pull things out I'm not pulling back on the burst much as I can edge of Knight as a what's funny is Edge of Knight is not really fully a defensive item because of the spell shield the spell shield says you can't peel me like if this said have like if it was just like here's some health and Mr it's like oh it's a defensive item okay yeah and it can like you know be considered a defensive item where you're like behind or taking a side grade or whatever but Ed Knight frequently gets rid of the ability to peel and so as item is just like well it's very good and again 200 gold is not a huge Nerf but it's there hubus loses five haste hubus is probably one of the weakest lethality items in the game right now so minus five haste is getting off pretty light opportunity losing 1% move speed losing 5 ad and the unique passive um so the base H item is getting dropped by three but the unique passive haste instead of going from 5 to 10 by levels going to be 10 flat which means that if you're using the passive The lethality on the item is getting shifted from 23 to 25 to just be or 23 to 28 to just always be 25 that's based on level right so like the break even here is level uh 13 or something uh but otherwise like and even then it's like okay well the numbers aren't that different anymore it doesn't really matter here anyway uh so it's one move speed in 580 is the real change profane Hydra trying again to say that lethality items about haste um lethality items give 10 haste for ax Mark which that's 20 and that's it they give zero 10 or 20 and those are the numbers and this the only one of 20 so propan Hydra going down goes down to 10 haste is getting cheaper because we took a lot off this item uh it's losing 20% of the damage off of the passive Auto if you're a melee Champion it was doing 50% total ad now it's going to 40% total ad which is matches the other um tats there's actually a bug or an unintended change or an unintended number here I talked to the designer who built this item uh profan Hydra currently the passive radius matches the active radius and it is the only tat with a 450 passive radius um so that's getting brought down to 350 matching all the other teamat in the game um as well as the passive going from 50% total to 40% total and the active damage um going down by 20 to 40% uh based on how low the champion was um as much as people like to believe they only evered the active only when the enemies were low that's false this thing had a 10c cool down you're casting that thing whenever you could sometimes you would wait if you're doing a full combo that's cute but very often you just press this thing some only 20% less damage trust um so you know in terms of actual burst damage again you're losing you know 20 you're losing you know 20% of 230 ad on a very very light damage yeah it's 45 damage off your proc absolutely right that matters but also your you know this item is like okay here's 45 less damage on my entire 2,000 damage burst combo and the item is cheaper and the Hast do matter because I'm doing a burst combo like I don't know this this item is not ruined I don't think personally but whatever arble glaive kind of sucks minus 5 haste only we'll take Cy sword minus 5 haste plus 100 gold not a huge Nerf uh yumo ghost blate actually not losing very much at all 100 gold more expensive and then minus 20 on the passive melee move speed uh there's a chance yumo becomes a default ranged purchase here if we have to unwind this a little bit more we will but uh we'll see Y is looking pretty good we'll see what happens though right now it has basically no real range users so with everything tother around it we might see some move over that's probably going to be okay but we'll see Ability Power onto the ability power system now of course there are three broad sets of AP users right there's um burst Champions uh Champions who aren't necessarily bursty and uh HP users which could be like skirmishers like Gwen or juggernauts like Mor Kiser and they can all be kind of in this space so ether whsp overpowered component minus 1% o plus 50 gold venish codex two weak minus 50 gold the rodus 5 AP uh just overly efficient armu minus 5 AP overly efficient ver barrier minus 5 Mr overly efficient and O orbus 5 AP overly efficient here as well um the primary thing is trying to make armguard have more armor than mer barrier has Mr because this makes sense and it's trying I'm just trying to make them consistent across these components to everywhere I can but again these items were a little bit too good as epics and Mana AP items these are all the last chapter items I actually should have included rowa and didn't but it's in the health section so it's it's fine um Archangel loses 50 or sorry loses 10 flat AP and loses 50 base on the shield so it has a little bit more about the Mana scaling Blackfire torch is minus 5 haste minus 10 ability power but the burn is better up until 500 AP which um is the vast majority of the time you're playing League of Legends now I know the design intent of Blackfire torch is to be better on High AP users and that's why black Tor has they many death cap passive on it um that is very good it is very strong that is part of the power of the item uh so Blackfire torch one thing I'll point out as well is uh this is actually it's not quite in order but uh these items now all have different amounts of ability haste archangels has 25 torch has 20 Lut has 15 luden has 10 so uh Which chapter item you buy should be fairly conent on what kind of champion you are being right archangels gives you durability says no I'm really really about repeatability you can't be bursted get a second rotation black fire torches next saying yes I want to get everyone on fire so I can cast extra spells and uh hit them again now that I have bonus AP and everything else and I want to you know let them on fire again right with the extra damage uh malignance is kind of in the middle it says it wants to have some repeatability it gives you some ulti haste the combined ulti Hast is still 35 with the the base item and the unique uh I think and overall just hey the item is a little bit under so 10 H or 5 AP is not that big of a Nerf then luden is already relatively common we're nerfing all these items Medan ha flat out not a a huge concern as far as I'm concerned you still have 95 AP in the slot it's still relatively inexpensive it's still a lot of burst it has actually the highest burst proc in the AP system outside of like late to game L Bane stuff uh so yeah uh what this means by the way is if you're playing a burst Mage and you really want haste you have to sacrifice burst for it like the the big thing I want to point out with this item system overall and and these changes overall is that um you can't just get everything anymore do you want to be tanky with your Mage items and buy a Riles and a LeAndre okay well you got 800 bonus Health you don't have all as much damage anymore because you got a ton of bonus Health that's a sacrifice you have to actually make do you want ability haste in every slot all right well you have less ability power because you got a 100 haste which is really high and only like it was never possible to get 50% CDR like until mythics came out and we made ability hes stat but before the hard cap was 45 that was with a specific Mastery in the game which was functionally equivalent to about 90 haste and it's like it's not that hard to get 90 haste in modern League of Legends runes help uh your boots can help and your first three items can help and it's like yeah if you want that level CDR you have to make some real sacrifices in durability or damage or have some downtime I think the game should have more downtime overall and if you want to be bursty that's great you can have low CDR there are plenty of Mages that like played the entire game at 20 CDR back in the day and they can do it again League of Legends totally functioned in 2015 trust me you can still play the game um so everyone's losing something and if you want to be a burst Mage you are losing a lot of haste and that is how this is going to work and other champ losing other stuff and that's just that's what the game is meant to be as far as I'm concerned you you just aren't allowed to get everything anymore so here's the rest of the non-health AP items um I either made an implementation mistake or the uh PBE post on Reddit is wrong uh bans is meant to be 3,000 gold not um it's meant to be 100 gold cheaper not 200 gold more expensive so it's minus 10 mr- AP but also minus 100 gold um again this is still a Nerf don't get me wrong uh but banshees to me is criminally under purchased for how strong it is um one thing I'm trying to do here uh with a lot of these changes is to make double AP comps a lot more viable uh making Abyssal mask a good item was part of this making sure cryp Bloom and void staff are solid items part of this void staff by the way is entirely unnerfed in this patch um but like abysal mask is real and exists merch has been nerfed twice now this year um you'll look you'll see several Mr items like be you know meaningfully weaker or are uncommon in general already and the the goal is to try to let you be able to play double AP carry and not get screwed over by the item system and some of that is the single Oriana buys banshees and laughs at you and is now immune to your entire kit because 50m is a lot um you know plus a spell shield so less efficiency cryp Bloom minus 10 AP but the heal is better until 200 ability power this actually means that cryp bloom can be um another option to be a like slightly more supportive AP support item kind of so the idea of like I kind of like that rilay is pretty heavily skewed toward utility that when you when your support is is playing Zyra or brand or whatever or Heimerdinger they can buy this item that says even though I'm playing a mage I can at least help my team kite but it still feels good for me to use if kryp plim can feel really good as a either selfless Mage item for the Mage who wants to like buy something cheap and get out of the the pen system fast or be actually a good option for support Mages and you know like frontload the the heel here a little bit and fact this this could be higher with a lower ratio even further and it could like break even at 400 AP and just be stronger whatever um I think there's totally room for that to be there and feel good and and be fine for a lower AP version um there's even a world where Bloom has Health on it and it's like the skirmisher Gwen percent pen item because she doesn't really have one like Abyssal Mask doesn't make sense on her and neither do anything else so I could totally see a redesign where CP Bloom has you know 200 hp or something I'm not sure that's actually going to happen but it is a possible option here um regardless Horizon Focus minus 15 AP but plus five haste so Horizon focus is a 25 haste item this I believe if I recall correctly is only on Horizon Focus sff Embrace and Cosmic drive so if you want to get a bunch of haste those are your items and they're all right this is the only non- durability 25 haste item which is a pretty big deal here and should be a really meaningful consideration where and and keep in mind right this item is 2700 gold it's very very cheap and it has a 10% damage amp with almost 100% uptime which is a really really good damage mod 10% damage AMP 25 haste and non-trivial ability power for 2,700 gold is a really really good slot um in a world where not everything else is also overpowered that's pretty good Lich bane just again continuing to shift it towards hey this is the item for being bursty and an assassin minus five ability haste minus 4% flat move speed is a pretty big deal minus 5% on the AP ratio for late game burst but 15 more flat AP basically says Lich Bane is a really really good first item it already is it already is kind of the default AP assassin slot one that's fine it is still there go have fun this is for you this is a good item um Nash's tooth minus 10 flat apus 5% AP ratio here as well again fairly simple Nerfs here nth again one of the slightly more expensive items so goes down um Rabon death cap minus 10 AP and minus 5% on the AP ratio here as well um this is fairly meaningful but it's still going to be the best thing to buy when you can afford it uh Shadow flame has already had a fair number of reshapes I think Shadow flame is significantly overrated I don't think this item is actually all that good um so it's very light changes here it's minus 5 ability power and the dot and pet modifier is being rolled down to match the generic modifier ultimately um I I think that the fact that you have a dot in the first place already makes shadowflame better for you uh because you can never miss on the damage it is like relatively easy for like say you're playing zerth to get someone at 21% health and then hit them or like 26 or whatever and then hit them when they're um actually I know got moved up like 40 but like hit them when they're above the threshold and then hit them again when you would have one shot them anyway whereas it's basically impossible for like malahar or brand or lily pass or anything to ever fail to get maximum value out of the dot so I don't think it needs the help at all um anyone who's hitting fast and repeatable is already going to feel good about this U and if and in general I just would rather this item be sharply for burst Mages and to me that makes more sense and so that's where I moved this item uh storm surge I uh basically I'm just cutting down a lot of the moov speed stuff here so might as well flat move speed uh minus 10% and a half second duration on the Move speed burst uh which is fairly relevant here as well and then res Shifting the unique damage to be basically uh worse after 200 AP which is p right away like you're if you're not buying this item first it's going to be weaker overall so it is still a damage Nerf here but again this item is um yeah I mean this item is actually better than shadowflame in in it's statistics but people are just like allerg to buying it for some reason either way storm thir is a lot different from where it was when it came out initially uh the proc damage is generally lower but there's no longer a range penalty and yeah and then zonas just minus 15 AP it is still much more expensive than banshees Veil um yeah much else to say here it is you're paying for an active minus 15 AP is is a pretty meaningful Nerf compared to the other ones okay we move on to the health AP system this of course can be AP juggernauts like kind of a mumu kind of Mizer as well as skirmishers like Lilia or Gwen or Battle Mages like rise Swain copia as long as their kit tuning says they like building Health AP missile mask once again exists um it's again more expensive plus haste minus Mr minus Mr AA Cosmic Drive is minus 1% move speed minus 10 AP uh the move speed on the passive is getting is getting uh lowered but the ru is getting much much better so Cosmic drive right now says gain move speed for 2 seconds on an ability hit on a champion uh those are both very narrow which means it is on very very rarely it is on sometimes and only in combat um the rules getting changed to be functionally Fage rules so Fage n upgrades say gain 20 move speed when you deal any physical damage this will be gain 20 move speed when you deal any magic or true damage and because magic damage tends to be spread out more because you have cooldowns sometimes like Annie can't deal magic damage every two seconds in the way that anyone can deal physical damage every 2 seconds uh the ration is up to 3 seconds here so again the highs of the Moose speed are not going to be as high you are not getting Level 1860 Ms and the funny thing is this still annoys me that people are quoting this item as though they actually had this item level 18 like keep in mind um Vladimir buys this item slot one so like level 9 or whatever this item is giving him like 23 move speed or I guess it would be 20 22 move speed at level 9 it's not giving him 20 oh no the horror two move speed only when I hit a spell on Champions and the duration is lower than my cooldowns and now it's like okay well it's all right you lost two move speed and now it's up for everything because if you que a minion you get 20 move speed if you W under minion wave you get 20 move speed you press e and hit some minions you get 20 move speed uh yeah it doesn't stack but it lasts long you'll just get this effect um so this is a relatively big deal um this matters uh and and like the usability I hope people will kind of realize like and I want to point out something as well Cosmic drive is already actually overpowered this item is very very very good it has like whenever Champions buy it is basically best in slot win rate every time but no one buys it unfortunately cos Drive does not have the flashy unique pass that that says oh here's why I get this turn around um one thing I thought of and it's not going to be for this patch so it's not happen anytime soon but like giving this item slow resist or tenacity to say Hey you buy this they can't lock you down for these AP users and it will be like divers siiz and durability so if you're going to play Gwen or sing it's like not that big of a reach for you on either side um but like unfortunately there's no there's nothing flashy says this item is amazing but this item is really amazing please please buy this item it's really really good uh but people are really slow to identify this item is amazing uh rocket belt is getting one of the lighter touches here 10 AP 50 Health not a huge deal but wanted to make sure it was more sort of divers sized and its durability overall um I think assassin just generally go for something like um a lich Bane and so this is meant to be more like on the diver side here uh landre minus 20 AP one of the bigger hits here landre is the single best AP item in the game right now um 20 AP is arguably the biggest Nerf for a slot one item uh it needs It ultimately uh Mela Amicon is getting minus5 AP plus 750 gold cost but plus 350 Health this makes maricon roughly divers sized so that um if you have to go Oblivion orb because you're playing Gwen or singed or whatever uh the eventual slot upgrade does not feel like you're griefing yourself buying zero durability on a melee champion at level 17 um so that's the point here but again it's it's meant to be golden efficient like your tier list of legendaries Melo is meant to be in D tier alongside um kmck chain swword and everything else because um as an aggressive Grievous applicator you can go buy the item you can go buy your aggressive Grievous applicator and you can complete it when you need slots but not because the item is great just it's meant to fill in kind of like how Zephyr fills in and says you can spend your gold of the end don't worry about it uh riff maker is getting a fairly simple small change of minus 10 AP uh and also we're shortening the buff duration uh or the buff Stacks what this means is seconds one through four is the exact same item and in fact when you're not in Champion combat also exact same item um at second four you now have omnivan when you wouldn't have otherwise and second five onwards you have a little bit less damage amp because you're getting um at you know again seconds five plus you're getting 2% less damage amp but the om one one second sooner um this basically hits the Cadence to where if you land a spell and leave it won't trigger itself all the way up to omniv Vamp turning on um but it does mean you get into that state a little bit sooner and you can be in that vamping state a little bit sooner and feel kind of better about that uh Rod of Ages talking about this one it's in the health section over allus 100 HP at Max Stacks - 10 AP at Max Stacks again this is one per stack so when you finish Raa there's literally no change uh after a minute it is one AP and 10 Health which is basically not a Nerf uh but at the end of the day when Rod of Ages got gain one level when you get to 10 Stacks uh you can roughly math out what that's really worth in terms of health and mana and base damage and functional CDR because most skills scale CD with level it's like you can get a reasonable approximation for what R ofes actually does on the on the last stack and it was just overly efficient this item is still very very cheap and it still fits all the other paradigms of going from you know about 95% efficient to about 140% efficient or so when it's done R again is a very cheap item so 10 AP as a relative share of power goes a lot longer um ultimately the call is sacrifice more damage by this utility instead of lowering the utility for example um but still going relatively high on health here right this is an item that is commonly built by outright juggernauts like singed and um Mizer and so want it to be very high in the HP it is a lot of Health really high utility actually and some damage it's still 65 AP on a slot which isn't bad um but yeah it you're not buying Rel to one shot people if you want if you want to one shot people this is not the item for you there are plenty of items with 100 AP on them and you can buy those instead you can go buy luden you can buy shadowflame you can buy void staff you can buy death cap you can buy lichbane gr your full build already it's a bunch of flat pen bunch of percent pen bunch of flat AP you're still there right you're still going to have your you know 700 AP build doing that that's going to be fine but if you're going to get durability or you're going to get up CDR you're not getting 700 AP build on to tanks now this is going to Tanks be income tank stuff so forther epics Wing Moon plate is buffed 50 health for one move speed 1% move speed uh bomy Cinder uh is getting the scaling removed away from it and getting the PVP damage lowered um so the general place here is better tank epics and better slot one tank legendaries um but lowering some of their gold scaling lower some of their late game damage scaling um and we'll talk more about sort of longer term effects later on in the video but bomb Cinder less Health um fairly similar burn when you first buy it but the big thing is a 20% increase in the minion monster damage that bomy Cinder feels like a good Spike for unlocking some jungle clear as well as giving you some pretty solid wave clear in Lane itself though of course does not have the same kind of pp impact right less base health and INF functional practice in the real world less actual burn damage when you're fcing enemy Champions uh Bramble vest though is becoming more efficient uh when you want to rush a brm vest against Auto attacker uh the Thorns is going from six to 10 so that's there uh glacial buckler is just a really really bad item again Mana is not fairly priced in this game my uh my rule for Mana is a quarter of a gold per point of Mana so five armor 50 less gold and 50 bonus man on glacial buckler should make it pretty reasonable and a good item to rush if you want early Mana to give you a bunch of spam here you go it's actually going to be pretty solid now I think um negatron cloak just being shrunk so that we can put lower Mr on some items so minus 5 mr50 gold not an efficiency change but a smaller item change specters cow is just a weak component uh buying spectre's cow as a counter to someone like Teemo or Vladimir who's trying to spam damage on you um yeah flat 10mr this should make spectre's cow appropriately efficient as a way for a tank to stall out and survive Ling get to last under Tower at least without killing anyone then wardsville is being shifted all the way to being uh 15 flat damage block instead of five plus 35% HP this break even by the way is 3,000 Total Health so pretty much a strict buff to Warden Veil uh Warden Veil generally speaking is going to be better than Bramble vest in terms of I buy this item to not lose Lane WS mail is the item for I want to stop getting wrecked by vein or auan or whatever um and this honestly should be something that even Fighters should feel reasonable about buying because uh this is a really really good way to say I'm going to stop taking poke here and so the point was really to have some very very good um for tanks or for fighters who are willing to skip damage for a while very strong laning epics and kind of bring those back right glacial spectre's Cal warden's male Bramble all these are really really good defensive laning epics okay onto armor legendaries dead man PL talked about earlier plus Health Plus armor a little bit less move speed but it's still L slow resist and like the on hit damage and stuff or the on on Collide damage ice talk about it more expensive better Sheen slow is front loaded so again a a better one item Spike overall as an armor item for both a tank or maybe a juggernaut uh frozen heart is getting plus 10 arm but losing rock solid uh to me the uh AOE slow aura that says everyone deals 20% Less Auto attack damage from attack speed um is pretty similar to everyone deals 15 less damage hitting me uh and so basically converting rock solid into freezing their attacks uh to me was similar enough where I think it's okay to delete the passive and kind of replace it with this uh that is the Hope here uh but Frozen Heart of course Rock Solid is worth more than 10 armor so this is a Nerf that's the only change though otherwise Sunfire EG just getting a little little bit of reshape uh it got a bunch of ramping damage when you made mythics that never went away uh Sunfire is not a Mythic anymore uh if people are concerned about damage creep which they are uh we actually have survey data on so there's two questions and it's um Champions deal too much damage and champions are too tanky are separately asked questions and throughout time one is always higher than the other they got close around like 12.10 and then they just kept going this way at at no point in the last four and a half years have people ever felt Champions were too tanky more than they felt champs did too much damage like across our player base um which means yeah we're we're going to you know try to do some of this stuff and some of that's going to be Tak deing less damage and some of that's going to be trying to preserve that assassin the burst P can still do that burst damage um right for most assassins they didn't lose any burst damage for both burst Pages they didn't lose any burst damage at least they lost very very little um tanks are going to some damage here so what's happening okay so instead of 15 plus 1.75% um Health scaling it's going to be 20 plus 1% Health scaling it does not take all that long to reach his break point but you don't break it right away this actually still going to be better on one on on slot one the second thing is the 1.25 1.0 minion and monster mod is becoming a 1.5 combined minion and monster mod which means Sunfire agis as a rush to clear your jungle is going to be more than 50% better it also means there's a very strong incentive to upgrade from bomy Cinder because now you actually get gold scaling you get a um increased base you get a gold scaling and you get to keep the mod so it keeps moving forward instead of the monster mod like going away for example and really not being an upgrade um but also the ramping damage when fighting epics and fighting enemy Champions is going away um this was maybe in offensive long term but like again Sunfire Aegis was a completely reasonable item that plenty of Tanks fought and bought and felt good about without ever ramping the damage against Champions um this got added when it became a Mythic item it's not a Mythic item we can go back it's fine it's not a Mythic item anymore um it is a wave clear item which has some damage this is fine this is not nothing um you know by itself this is like 27 is DPS which adds up it's about what your auto attack damage does and keep in mind magic damage is better than physical damage because Mr is lower than armor um I'm not saying it's literally better it can't be but it doesn't ramp up to 1.6x damage uh Thorn mail is being brought back to the old version of thorn mail so it is becoming a lot cheaper it is going to be very very inexpensive uh the 350 health is gone but it's getting 30 armor back instead so it is a pure 100 armor item by the way Thorn mail is I think the second most built armor item in League of Legends so for all the Mage players were like but freak said we're going to be able to kill stuff it's like well these tanks are going to buy an item that gives zero stats against you you're up a giant belt against like a third of all tanks that matters right that matters that matters um but it does mean that thorn Mill is a very spicy 100 armor and pretty you know spicy amount of thorns damage now the total thorns on item one is pretty much identical right 10 plus 25% um at 70 is pretty close to 15 plus 15% at 100 um obviously the later game scaling gets lower and lower but this is still a decent amount of damage here overall it's not uncommon to get another 100 or so bonus armor afterwards and still go to 45 Thorns which is again not bad um one thing I want to point out around the Grievous on Thorn mail is um Thorn mail and bremble vest are not meant to be proactive Grievous wounds items um the point of thorn Mill having Grievous is to say hey 80 carries you're going to have a hard time life steel tanking me if I'm becoming non-threatening because you bought a blood thirster I'm going to cut that by 40% and deal 45 damage back to you you will still kill me but you'll have a much harder time actually life SK tanking me when I'm giving you no bonus health for your blade of the ruin King and my 100 armor is going to cut through your life steal because life steal is post mitigation um that is why Thor mail has Grievous in most iterations of the item when it wasn't um doing the active Grievous on CC that's why it's there it is still up to your damage Champions to apply GPS it is still up to the exec calling and the believe or to do that um that is why it is there that is the point of that um but anyway the the goal is still item overall but the goal is also tank items nerfed the least of everything un then a spare actually getting very little of a Nerf at all if anything minus 50 Health Plus five armor if un despair becomes a more common item congratulations Mages you're against a champion with 50 less Health than they were before right with no other changes on you um but this should make the item definitely more common I think this item is already pretty solid I mean ultimately un spare is um it is the generic right like hero all the armor tank items in the game right okay Dead Man's plate is the go fast armor tank item ice more Gauntlet is the I want to deal damage armor tank item frozen heart is the I'm going to tank for my team armor tank item Sunfire adus is I want wave clear armor tank item Thorn mail is the I don't want you to life steal tank me armor tank item an spare is I just want a team fight and Vibe right there there's no there's no targeting on any to spare right there's there's not even really an offensive me to it right this just says we're in a team fight I'm going to heal like I think a lot of the benefit here is actually for Vis users right if you're you know playing Mundo going Vis you're like actually I just bought a heal amp let's go then unpair has a cool tie in there uh but otherwise the way it is right now and in despair is basically the I just need to be an armor tank team fighter cool that's to be fair actually weirdly a narrow Niche but it's good at that at least as the arguably least Nerf the tank item uh one exception uh rand's Omen is unnerfed rand's Omen is the exact same item as before uh no change whatsoever rand's Omen is still the same item I think that item is appropriately powerful onto the Mr tank items again a mask is GE for the third or fourth time here whatever force of nature uh basically has no users uh I still don't like how much move speeds in the game so minus 2% on the flat move speed and minus 4% on the when the passive triggers bonus move speed in combat um ultimately instead of getting what six plus 10 16% move speed in combat this is going to be four plus 6 is 10% move speed in combat so a little bit less uh kind of absurd Hollow Radiance minus 50 Health it's not minus Mr but it is minus health so Mage is going to feel a b better around their um their Mr tanks uh similar situation to Sunfire Cape uh getting rid of some of the gold scaling on the damage it is going to be good early wave clear honestly the explosions do more than enough damage to say that once you kill one minion the whole wave blows up everything else is overkill um getting the monster mod up to 1.25 so that you can feel better about going Hollow Radiance in the jungle otherwise yeah a a meaningful Nerf to the PVP damage especially in the later game kenik rern is losing some with the health regen and The Shield is going down by 3% Max Health um kic is very very Mr skewed this item is basically when you actually need to infinite tank Mr um so it is very very sharp in that regard but to me this made sense um and it's just like it's the lone admr item Spirit V is actually being down Spirit vage was the most or second most expensive Mr tank item it's going to move down to be the cheapest Mr tank item at Min gold to 2700 um with 50 Health andus 10 Mr to compensate basically this allows Vis to not be such a deep investment for any champ who like always wants to buy e because like they're a big self-healer like eloi or Darius uh or Dr Mundo or whatever it's still being like hey the spicy her is an MR item and so you have to like figure out when it fits for you I think is okay um there's usually magic damage somewhere in game so it's it's fine to have that somewhere uh but I'm just trying to make it less of a commitment so that if it's not a great game for Mr it can still feel better to buy and hey if it's right if moo has to always buy this item then hey he's meaningfully less tankier against the mes are trying to kill him right even though he'll still stack other Mr items later all righty other tank items the ones that are not um specifically targeted at Armor or Mr heart steel gets the lest Nerf of allus 100% base Health per five uh heart steel is basically stronger if your heart Ste rusher congratulations you're basically unaffected have fun this item kind of sucks so it's getting like a really really really small Nerf on purpose uh Jack show is being reshaped a little bit to not be as much your One-Stop shop for getting armor and Mr when you don't have any um it has a pass that says get 30% more armor and Mr now that only gives 45 of each uh it's kind of mediocre as your only Mr item it's still pretty good I mean 45 Mr is not bad uh it's what other items give and then when the thing triggers you get another 15ish on top so it's you know it's not horrible but like there are better Mr options especially per gold Jack show is the most expensive item here um but I get to put a giant spot onto it so plus 50 health I mean ultimately it's still a gold efficiency Nerf and it still makes it worse as the splash item and helps it be more about no I got a lot of resist already I went Thor Mill I went Frozen Heart okay actually would like some decent Health now in this slot please and let me go rely on my multiply for getting more armor is kind of the way the math works out here and then warmogs another touch here- 1% move speed always- 1% move speed on the passive maybe we have to go harder on this item still but we'll wait and see um I don't really mind that warmogs is like in the game and actually good one thing that's odd is that health is just the best early game stat uh the like bang for your buck for health is better at level six than it is at level 16 compared to what armor and Mr do um if we got into a world where Champions had much much less base armor and armor growth and we like retuned the game around there being very very few resists that would be a little bit less true uh but that's where we are right now so it is true move on the support items down Supports uh support epics uh as mentioned before Mana is an incredibly overpriced stat uh Mana regen is also a very overpriced stat fairy charm is buffed um fairy charm is still not gold efficient uh but bog glass miror can become closer to reasonable and so it's getting more MP5 and less gold to where it's going to be uh pretty close I think it's going to be like 96% by my calculations um which is like at least Le not a trap component anymore um forbidden Idol straight up 200 gold cheaper uh both heal and shield power and regen are essentially overpriced stats um in the current game and so forb Idol gets to be a lot nicer so enchan is going to feel much much better about their peace meal epic upgrades much much much better about them let's talk about enchanter legendaries Arden sensor is getting dropped to 2200 gold it is losing is going from 8% move speed to 4% move speed it is losing five ability power but it's gaining two heal and shield power um so trying to make these items more about the heal and shield power which makes them again of course harder to poach and makes them of course less selfish but also making them a little bit cheaper you get to fit those items your build a little bit more you're seeing you know several uh price reductions here in the enchanter space because uh getting to finish your build is fun and we can keep going and kind of whittling things down while still trying to ensure they're not getting posted by other classes uh St flowing water is getting fully sharpened uh the move speed on the passive is gone now to be fair 4 seconds of 10% move speed is basically unfe um I know that's why that's here this is the tough thing is like Ard sensor gives you attack speed which means it's feelable and you see the blue number on hit so as a support I can see when my 8 Carri is hitting with ar s I'm like ah there's that 25 and they can somewhat feel the buff by feeling their like 25 or% attack speed buff it is very very hard to make spells feel different when you hit them um so it was for while ability haste it is very hard to feel ability haste has it own issues anyway um it is basically possible to Fu 10% move speed and so the options were staff of flowing water can just the mo speed on Buff thing which I could have been reasonable right we could have said like St water is just the old passive from Shelia and it's just 20% 50% move speed on spell hit that's it see you but I'm like no let's it's going to be Niche it's going to be Niche that's fine um 15 extra AP to both me and my teammate on spell hit minus 5 AP flat that's fine I'm getting up Net 10 my teammate's up net 15 that's 25 ability power yes it's at the cost of 10 20% move speed sometimes of course yes um but hey also plus heal and shield power also 50 gold this item I would argue is I mean in some cases stronger obviously the move speed has real value don't get me wrong uh but it I actually felt this unable um I felt it was really hard to use I mean you kind of needed a long duration here to make the AP usable so you couldn't even do like a two second long buff because the like card that couldn't even finish channeling is R for that one right like this just doesn't really make sense so um it's a 4C long buff make it longer honestly and make it like you know almost permanent for your you know the brand you're supporting or whatever but to me I think the shape of the item makes more sense Moon manure is actually getting hit fairly hard uh minus 50 Health minus 5 AP um the solo heel and solo Shield are different numbers from the chain heel and chain Shield um those are being collapsed down so if you're in Lane just like doing sraa things to your teammate it's just this Nerf which is quite small right this is a pretty small change um but realistically the value of the chain heeld the value of the chain Shield is really really really really high there's there's so much power here and I look at win rate data I'm like oh yeah moonstone is like actually the best enchanter item pretty much um and so it's a 25% cut to the chain heel and a 22% cut to the chain shield now to be fair there can be plenty of times where you heal one person and no one else is low or you Shield the person in front and no one else takes damage these things do go to waste fairly decently and they don't go to waste when you're probably solo healing or solo shielding but um do want to call out that like in actual practice is probably Nerf less than you think uh but it also is a simplification of rules because the healing is now always 30% better and the shielding is like always 35% better or whatever number actually are of Helia is getting a minus5 flat AP and minus 10 on the heel and uh damage per Shard um this is pretty fair I think right now the best hel users are ones that can essentially almost abusively uh re-trigger the spirits constantly now um there's actually a world where I like might want to go back to the three stack Paradigm to let the Champs suuk can not use it as often like we're in a world now where finally eo's actually feel like it's a real item but what's funny is like it's actually competitive on Champions like Nami but you just see it on basically uh Senna and Mia because they're really really good at just like chaining this through Imperial mandate is losing the moon speed on proc and it's cheaper that's it so Imperial mandate is explicitly now a very offens driven enchanter item to be fair we have many these right we have AR sensor all AR sensor does is deal more damage and give you some heal and shield power safling water just gives you more ability power and your teamate more ability power Shield power if you're a man it says deal more damage to that guy I don't mind that supports say hey some of my outputs are let's go deal more damage but we do want ones that also say hey let's go live longer right here's Redemption here's Echoes here's Moonstone like these things all say hey let let's go live longer echo of damage is like kind of fake in a lot of cases um sh of course says let's go move fast shes basically has almost no optimal users so we can just drop theose be 1% but go buy it it's fine um so this item is I think probably the least nerfed enchanter item and then donore gold efficiency wise is relatively neutral um donore at slot three as in support item a legendary one and then donore which is a 300% total Mana regen uh is fairly equivalent to other items and now being 200 gold cheaper should be relatively approachable where it's only a little bit more than other enchanter items um of course at Slot 4 it is pretty much best in slot and that's just how capstones work uh but I expect this to be a buff because Don is yeah going to be pretty good looking as a result of this change uh again this Nerf is actually technically gold efficiency down but just being reachable is a big deal and it is a big stack it is a big stack of heal and shield power on one slot to say if you want just the best heals and shields go get your 80 ability power go get your like 20% heal and shield power go ham um and if we see it more great we get to have enchanters have some really big shields and feel good about them and if they want to skip haste they can dor explicitly doesn't have haste on it because it has the most per spell power and that's fine that's totally fine that's great I'm glad that people are going to buy this item finally Redemption I kind of SK over it simply minus five fuel Shield power this is already a very good multiplier don't get me wrong but one thing is redemption um is often picked by um support tanks and I think that is fine and so if this item is a little bit less enchanter skewed and says actually as a tank it's okay to go things like Redemption lock at Knights vow and your outputs are like I'm more of a warden I'm not frontlining I'm going to keep my teammates alive um nerfing redemption in this way helps open it up a little little bit more for the tank supp support usage um onto the tank supports themselves though Knights Val pretty small Nerf of just plus 100 gold uh locket loses five armor and Mr which to be fair is more of like a 200 gold Nerf Al you don't always use both at the same time uh zeks we're going to skip over for a second is losing 20 DPS on the ulti uh on the ulti thing so ultimately you go from doing uh 250 damage to doing 150 damage I don't think it needs to deal more than that so it's just finding some room to Nerf zeks uh it's still a Perma slow for 5 seconds which is very very good then on a Trailblazer I'm pretty sure Trailblazer is simply weak uh I had half of mine to reir Trailblazer in the way I did zek's which is give it armored Mr which by the way was H successful in Reviving The Item because can actually exist people actually buy Trail uh sorry people actually buy zeks now it was already good but it felt so bad to like waste on mana and only get armor cuz supports are often stuck at one item so um there's a world where Trailblazer is class plus null magic and is plus 20 but ultimately it's cheaper it has more health and has a little bit less move speed um Trailblazer honestly just has no users and so trying to bring it Other Changes back okay other changes going into split three I did not have a Dr hand any of these so it's going to be somewhat tangential like sort of tangential Knowledge from me first things first lethal Tempo is back this is going to give way way less attack speed T will no longer hopefully invalidate champion patterns this was kind of the problem it had with yaso and yon and Champs like this where um lethal Tempo became your kit you no longer care about your spells you just right click people to death and that wasn't fun for the ASU Y and it wasn't fun for their opponents either because they had no counterplay anymore they just got stat checked that felt pretty bad so the total as is going down that said it's giving some unit damage that unit damage is going to scale with as also the unit damage is going to level scale as well so it will still give some attack speed but it's going to be less than before hopefully to the point where it doesn't feel like you're just winning things on stat check also is going to be enough low enough attack speed to where uh attack speed itemization can feel like it can do something what's interesting is this actually weirdly is similar to the vars passive that I rebuilt which was it gives a flat amount of attack speed and it gives functionally on hit damage Skilling with attack speed because it gives you attack damage ability power Skilling with bonus attack speed like weirdly we then we just did it again um different designer but like it's good to see that someone else had you know a similar idea to me which is like this actually does work giving uh making something be an ATT speed scaler instead it it it's a functional sort of pattern for making Champions not overcap as uh presence of mind is being switched from uh regen for 4 seconds on champ pit to a taste of blood Paradigm which is hit a champion gain a thing on a cool down uh the uptime is lower technically because you could have had permanent up time presence of mind and this is an up time of 50% you get uh four seconds worth instantly but only once every eight seconds so it's going to be probably less regen but the takedown stuff is unchanged uh Nimbus cloak is getting uh buffed pretty substantially the low cool down sum is going from 5 to 12% move speed the mid cool down summon is going from 20 to 28% move speed and the high CL is going from 25 to 35% these are all percents by the way move speed so a pretty strict nibis CL buff uh Shield bash is losing the 1 to 10 resist and is simply going to deal more damage uh while obviously it's good to give tanks durability and whatnot the entire point of Shield bash is gain a shield go deal damage and overall like cutting runs down a little bit and sharpening them and doing like a very specific thing I think is a good thing to do I think that is wise and so moving in that direction I think is a good thing uh biscuits basically trying to get rid of some of the uninteractive Mana sustain to say that you're more likely to run out of Mana if you want to fix your Mana it might require an item maybe like an Essence Reaper or manamune or something else here so the biscuits uh no longer restore any Mana but they restore 50% more Health instead of all the BS giving you 120 Mana they give you 90 health now I think this right here is a pretty big buff I think not getting Mana in Lane it's a Nerf overall to like the laning face power of the Rune but 9 FL HP is quite good um this allows biscuits to be a pretty solid feeling defensive Rune um where you can buy it to not lose Lane now that said you cannot get absorb life and second wind and biscuits you can't get all three um so it you know they're probably were some like resolve inspiration players who are now getting biscuits for more Health than before sure those are real but um I think this hopefully won't be absurd and if it is there's a very easy tun L here for how much health or a very easy tun lever for the rate in which you get biscuits or an easy T lever for how much health comes out of each one like the amount of healing I should say so the fact is there's three to even four levers AK how many biscuits that are all tunable here and so I'm not worried this item is going to be like this thing is going to be op long term I think we'll be all right all righty so I want to talk Initial Expectations about what is going to happen because of split three I don't know if it's going to be a short or long time here in the slide want to talk about it okay um so one thing I want to bring up is that tanks will be and are allowed to be good early game uh so this actually a discussion I had had with several members of the design team uh last month which or maybe the mon before I don't remember but it was like what do we specifically Envision uh tank vers fighter sidelane interactions to look like across like the entire game League of Legends and Broad Strokes ear the game tank should feel comfortable doing short trades they should feel okay going in being like I W autoed you I my spells but they're they're long cool Downs they don't have Auto attacks you know they're they're going to lose long trades to Jax and Camille and RI and all the Champions but blow quot on blow quot on blow cool down walk away or like grasp and leave tank should feel comfortable doing that which means they should feel okay on components and they should feel okay relative to other Champions on Epic they should feel okay rela to other champion CHS even on legendary one as you seen a lot of these cases like tanks aren't weaker in fact are sometimes stronger on a component on an epic or on first legendary and that's intentional especially in short trade scenarios um but they are meant to get um outscaled in a 1 V1 context right if tanks win the 1 V one and are also the best team fighter they're they're just the best kind of champion in the game and so longterm they should get outscaled at side side laning um generally speaking on equal gold they should be able to hold their turret but not have pryo they should be forced back so that the top laner can push maybe POA camp or push V Rome first Force TP disadvantage things like that that should be what the fighter gets to do if the Fighter's ahead they get to start killing if the tank is ahead they might have pry instead and they get to start you know imposing their will sure um but like the power curve of a tank in respect to side Ling should be stronger bad late of course relative to playing out League of Legends I don't think tanks are meant to be like bad as a class late game but it means they have to be good at Team fighting which means they have to be very disruptive or very tanky or both uh because they can't win on Sid Lane and they're not allowed to One-Shot you their damage in most cases needs to fall off um okay uh now I do think that with these changes tanks will be op um that's fine we can Nerf them um so I'm GNA take an extra step back from this when I first joined the design team one thing I wanted to do and this is gonna sound weird if I'm G to explain it um I wanted to um find a way to undo the durability update not because I thought the results were bad because I think slowing down cont basing was a very good goal and it was good for League of Legends and it was a good thing to do um now contrary to what I keep seeing on Reddit um the durability up update has not been undone by like the last two years worth of item changes it's not true I have the data what has happened is is 12.10 happened players were like wow things feel so much tankier that's great but the game was still too bloody or like still too lethal and so you felt the differences back two years ago and you're like wow that update happened and then you kept playing league and you're like the game still feels too squishy and instead of being like oh right I just lost the honeymoon phase the common refrain is but Riot undid the durability update but like you can go look at most patch history stuff it it's really not nearly as inflated as every champ being 10% more durable like we did not globally raise damage by 10% in last two years I am certain that did not happen um so like we didn't we we didn't un like specific Champions are squishier people who rushed old Mythic Shield bow are squishier than before that is true so like Samira and Quinn specifically are squisher than they used to be yes um but like Jinx isn't right noris she really did much more damage than before for she doesn't have old true damage ccken Slayer for example anyway the point is um I would like to get to the state where we can undo the dur update only because the fact that we had to power up everyone's stats so much has had a lot of other interactions um so hey it means that minions are less threatening in Lane so ranged Auto attackers don't care that they pulled minion aggro when they like go to harass you in lane and you just get kind of warned down um it means that towers are less lethal so you can just go Tower D he because everyone has more health and armor and Mr it means it's harder to be an assassin because they everyone gets so much more armor and health from leveling up which means an ahead of the curve assassin who is up an extra item because they have to keep up with the fact that everyone else got a bunch of stuff ahead of the C assassin is overboard levels of lethal and a behind assassin is completely screwed by being you know their opponents were level down and that one level is actually more meaningful than before right all these things matter in and effect kill thresholds um and and these are like the subtle low-key longer term knock on effects that happen but they are why I'm like I know the game used to work and be fully functional eight years ago there's no reason we would have had to have inflated all of our BAS stats unless we were very explicitly counting for things like most of the bait stat conversations uh most of the Bas stat uh conversions that happen in like 2017 because of runes being deleted we're like yeah everyone's base Health went up by like a 100 or something or their base armor went up or whatever it's like yeah of course like yes um Champions have way more Health growth than before because we gave Mages their health growth seals because they always ran those like yep that's totally reasonable of course we can have that that's totally fine like that to me is not we're inflated in the game that's we're compensating for the system that we deleted from the game and gave it to his base stats cool everyone's base ad is higher than it used to be because they used to all run attack damage marks that's fine pun champ level on attack speed used to be because used to run attack speed quences that's fine I have no quals here that's not a problem um but it's like oh we just like had to give everyone 70 health and a bunch of arm and Mr growth okay there's something we must have had to have unwinded to have gotten here um and so it's like okay I basically it wasn't like I can't wait to undo all these changes it's like I need to get myself to understand the game to level to know how we got here and why this was needed and like were we actually damaging before was it runes was it items like I I want to understand the game we love to know what got us there so that we can undo those things if they were bad or keep them if they were good and understand what our new normal should actually be um because of course there are long-term modifications to making everyone more durable and there every other system has to move um and so like imagine right we're like okay let like let's even imagine we wanted to bring D early game lethality back up we want to make people do more damage okay well in order to more damage to like let a coli or Zed or Kiana have kill thrat on you in Lane okay we increase the power of their Q their W their e their Auto attacks their what ever oh okay so their wave clear got better too right and their jungle taking got better too right and their turret killing got better too right all you wanted was level one kill thres what you got was a bunch of other stuff immediately as well when what you really wanted was just taking 50 Health away from every Champion or something or taking away you know one armor from every Champion or something or or whatever it is right it's like oh yeah we have to make these lethality items really really efficient because every champ in the game has like 112 armor at level 18 or they can just have 80 and you don't have to have as much lethality and right like and and this is not to malign the Der update because I think the overall result was positive for the game like to be really clear the overall result was very positive it did really good things for the game like players really liked having slower more methodical combat and to be clear like these changes are going to do something fairly similar of making the game even more durable but what I want is to get the point where they survey answer of uh there's too much damage versus Champs are to tanky to maybe for the first time ever cross and we can start pulling back these things that you know disproportionately hurt assassin viability disproportionately made it so that you can just play autop pushing 80 carries in mid and never be threatened ever by a LeBlanc or a Talon or a Fizz ever because XD lamu I have 750 Health at level one what would you possibly do to me um and like yeah like the game was clear like it clearly worked beforehand um one other want to bring up is uh I did I I this I have not done it exhaustively but I looked at almost every single um like semifinals Plus game from Worlds 2017 which was arent sensor meta worlds and so ENT sensor meta worlds um every single ad carry ran dor and shield start uh because all they wanted to do was permanently sustain throughout the landing phase have no risk um get uh the AR sensor online of the support and then power Spike uh so current level 180 carries uh on Doran blade start have the same overall durability and overall DPS as 20178 carries with a Doran Shield start um now of course that is basically right durability update giving you know these levels of stats and what not but like that was before runes re Forge as well by the way right that was like the T like the sum total throughput of of everything adding up to the game where we're currently a world where the aggressive laning start is identical to the defensive laning start from seven years ago and I don't think that's correct right um because obviously if you went dor and shield instead you'd be even more skewed to like oh of course nothing dies um and you know other things like the amount of Health R done on D and shield like the uniques are not being tracked here don't get me wrong but like Auto attack DPS um total throughput of like Health armor Mr and like all this summed up together yeah we're the same but we were on dor Shield starts you know seven years ago um and so again like I would like to find ways to unwind some of this and bring back lethality kill thresholds and and all this kind of stuff whatever so you know these kind of things are things I want to think about anyway what I think is going to happen in the short term is uh this patch will come out and tanks may be op we can Nerf them we can Nerf late game tank burst damage so that is going to be much much harder for Zach or amumu who's not building AP or mal or whoever to solo kill a squishy in the span of two seconds it will require them to build a juggernaut item and maybe just maybe with these Juggernaut items having some solid Health scalings on it malite once in a while deci Sayes you know what I want to try to carry I want to go bu H breaker I'm gonna go bu an iceborn Gauntlet and okay at least he went and bought the damage items okay fine I buy that but I expect we'll have to Nerf some tanks and we generally probably I would guess Nerf some L game damage and then maybe we get to the point where players actually think that game is too tanky in which case we can peel back some tankiness and this gives room for classes to stand out a little bit more from before and we can go back and say what are we at now what's what's happening now where are we here um I think we are at where we are allowed to be for items I don't think the overall efficiency of items themselves can really move anymore there are a few items that are still left relatively High because uh I didn't think we could bring them down any further without them probably not getting picked anymore um but if it turns out that triny force and blade run King are the best item of the game these items have room to move um there's some that feel like they don't but we'll see what happens um but ultimately it's going to be then reassess right it's find the balance out layers handle stuff let players figure out builds um and then reassess and see where we are uh we'll see how players feel about combat pacing we'll see how players feel about snowballing we'll see how players feel about a bunch of stuff um but I can totally see a world where we even decide to lower the amount of gold in the game a little bit and um just make there be less snowballing via how much a go you get from objectives or kills or repeated kills um and and a whole bunch of stuff another one that's actually in survey data is um uh more players feel like comebacks are hard than they feel that games can't be closed out um so uh right so so we're at like damage feels high damage feels low and um game is hard to come back from game is hard to close in terms of you know High answers low answers so uh I again General Sur data and player sentiment indicates that we can make the game have slower paced combat and less lethality overall right now but again we still want to preserve it for Assassins and burst mes absolutely right there are classes that are meant to kill you in span of two seconds I don't want to delete those from the game I want those Champions to function I really really do um at the same time it seems we also have plenty of room to further bring down things like snowballing I also think that game durations are good I think the overall duration of games of League of Legends is good which means that there's a whole you know wide world of strings to attach to make sure we don't significantly increase game duration because when we did 12.10 when the D update hit um games went longer right it was harder to dive because Tes got buffed and end game went up and assassins were non-viable and so things had to be done to make sure assassins could do their jobs correctly these things all have to be found and assessed and figured out um there will be some stuff that we have to do absolutely absolutely we we'll have to do some stuff here um but again I want assassin to be able to assassinate um I want combat pacing to feel slow than it currently does um I don't really want game duration to change I want the game to feel less snowball feel like maybe you have a slightly more chance of coming back or at least even if you're not coming back it's the game is less snowballs you're still you're the game is still closer for longer right these are all things that very lightly happen here but are things that I want to continue for us to do in the Fallout of this patch and see what goes on um I believe that is everything thanks for watching see you next time bye-bye

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