A few days after announcements made by Riot Scruffy regarding patch 10.22, new balances continue to appear on the League of Legends PBE.
STATS AND EFFECTS
Care and Bleeding – Care has become more and more important in recent years, and there are some issues we would like to address.
Care has become so mainstream that Bleeding has shifted from a contextual choice for high-component parts of care to a viable option most of the time. We are analyzing runes, items, and champion kits to eliminate some healing that we deem unnecessary, which should reduce the need for Bleed options in builds.
On the other hand, Hemorrhage sometimes seems to lack the power to stop a very strong healer, especially when the latter has taken a considerable lead. We plan to make the Hemorrhage more effective against extreme care, even if it means giving up some of its initial potency.
Redesigned Cooldown Reductions – We’re revisiting the reduced cooldowns to allow more flexibility in using stats and create clearer build choices, while planning to allow you to cast skills more often. The new statistic is called Skill Acceleration.
- The power of Skill Boost stack linearly– Currently, the cooldown reduction power is stacking exponentially. The more time reduction you get, the more value it becomes. For example, 10% reduced cooldown gives + 11% spellcasting, while 40% reduced cooldown gives + 66% spellcasting and 50% reduced cooldown gives +100 % of spell casts. Skill Boost will grant a linear ramp-up pattern that allows skills to be used more often. Therefore 10 skill boost = + 10% skill casts, 20 = + 20%, 30 = + 30%. So each amount of Skill Boost purchased has the same impact rather than an exponential effect. The conversion from reduced cooldowns to throttle will not be done on a 1: 1 ratio, in which case it would be a nerf outright and that is not our goal. You should be able to achieve the same frequency of spellcasting, but in a more linear fashion. (It’s good to note that armor, magic resist, and most other in-game stats already progress this way.)
Skill Acceleration is Uncapped – The progression of cooldown reductions becomes so powerful that we are forced to limit it to 40%. Thanks to the new linear progression model, we no longer need such a restriction. This creates new build options that sacrifice other aspects of potency to quickly double down on spellcasting.
- Tenacity – Tenacity is a unique and useful statistic, but we find its interactions with the different types of crowd control to be unclear and unintuitive. The ideal would be for the player to ask the following question: “Are there strong crowd controls in this game?” ”And that he knows that tenacity will then be an effective counter. To achieve this goal, we are introducing a change that allows toughness to reduce the duration of airborne projections. Tenacity will not affect movement spells (knock back or pull), as their primary purpose is movement, not long crowd controls. Additionally, for some in-game ultimates, reducing this duration negatively undermines their functionality (like the R of Vi),
The last preseason was marked by a successful update to the starting items for media allowing them to focus on the greater choice the store had to offer. We do the same for junglers: jungler items will be replaced with a starting item that does not require additional investment. Junglers should get the stats and resource bonuses they need from this item and can immediately start focusing on the rest of their build. We’re still tweaking the details (like how to get a Smite that can target a champion), but early testing has been overwhelmingly positive.
When we started working on each object class, we looked at all the objects and their uses over the past few years. This allowed us to determine how to achieve more specific goals for each champion item class for our future system and how to hone the intended strengths and weaknesses of the class.
- More Strategic Choices – At the moment, there are too many “must” items for shooters’ builds, which overshadows situational shopping opportunities. Our goal is to provide more contextual items to choose from and to incorporate essential DPS stats on more of them, so that those choices are available without having to forgo the base damage level. that the class needs.
- Independence Options – Shooter players often report that they are powerful, but are too dependent on their team. Overall, we think this is a fundamental and healthy element for the class, as it creates a variety of very different roles to create a rich and strategic multiplayer experience (imagine how much the strategic aspect would be diminished if each class was the same). However, we believe we can introduce some elements that would allow sniper players to choose more tools that would help them survive, when not supported by a coordinated team. But it won’t be free, so to gain this independence, players will need to reduce their optimal class DPS.
- More impact with a single item – We still want shooters to be the class that defines themselves by their end-game carry potential, however, we are tweaking the stats of their first purchase slightly to make this class seem more competitive with a single object.
- Fill Gaps in an Object – Some games and encounters make shooters feel like an object is missing. We would like to provide some suitable options like an armor and attack damage item, more possibilities for spellcasters and maybe others.
- First Item Pick – Right now, mages have access to first items with no clear counterparts or situational utility, so that top pick is predetermined in each meta based on the potency of the item. In contrast, we think their mid and late game options are quite rich, with some counting and active effects. We would like mages to have the same variety of choices for their first item.
- Iconic New Effects for Gunner Mages – We’ve got some amazing ideas for creating an ideal item for Gunner Mages that emphasizes their unique range and skills.
- Skill Boost as a Choice – With the change in cooldown reduction to Skill Boost, we can use stats to create another decision element for mage builds. This allows you to create acceleration-focused builds like other powerful builds that forgo acceleration for other benefits.
AP FIGHTERS AND ASSASSINS ITEMS
We want to provide a large group of champions with access to a new class of items. Since AP fighters and assassins are a fairly rare type of champion, we ended up grouping them together to create a set of essential items. This worked pretty well, as they usually need damage early in the game, before going on more tanky or burst choices.
- Custom Items from Early Game Builds – These AP Champions have been drawing mage items since creation. We want to provide them with early-game purchasing choices that would match the stats and playstyles they want to implement. Damage / durability combinations and non-mana items work well in our internal testing.
Switch to Tank or Pure AP Afterward – Like AD fighters, we believe these champions don’t necessarily need to pick their build from their item category to get the best experience. Depending on the champion or the game, we want them to be able to choose tank or pure AP items to finish their build. This allows him to have a variety of object choices and offers great flexibility.
AP FIGHTERS AND ASSASSIN ITEMS
- Custom Defensive Options – At the moment, fighters only have access to “one size fits all” defensive options with Sterak’s Pledge and Dance of Death depending on the champion played, which the enemy team inflicts more physical or magical damage. We want to expand the choice of specific defensive items for fighters to provide more specialized options.
- Variety of Essentials – Fighter essentials like the Black Cleaver and Trinity Force give their builds the potency they need along with iconic action possibilities, but no decisions are made by the fighters at the start of the build. We want to refine the current options and provide new ones that would fit into a fighter’s early build items.
AD ASSASSIN ITEMS
- Other Choices Than Forced – Assassins have good choices available for their first, second, and third items, however they do not have access to as extensive a catalog as other classes for situational choices. We hope to add some options so that Assassins have a more varied build from game to game.
- Intentional Late Build Possibilities – At this time, Assassins must supplement their late game build by choosing items from other classes and many of these choices do not seem optimal. We’ll analyze what kind of items they need at the end of the game and see when it’s better to draw from other class items (like fighters do) or instead have an option specific to assassins.
- More Options to Fit Team Strategy – Tanks play many roles for their team, we want to make sure their build options are adequate in order to give them the necessary defense. Do they face a split-push Tryndamere? Should they go for an Azir? Or protect a Kog’Maw carry? All these situations should be taken into account by our new options.
- Full Magic Resist Options – The current magic resist options are quite specific and seem like they don’t offer viable options for teams that need to be effective against different AP styles simultaneously.
- Improved Utility Tanks – Tanks are important to their team as they take damage, while sometimes granting crowd control and other utility elements. We want to create more items showing the utility attributes of tanks that would offer more than their base defense.
- Items as Endgame Objectives – In other classes, we have noticed a satisfying type of item that is only effective at the end of the game, but is a fun objective to achieve, as a sort of endpoint to your game. build (like Rabadon’s Headdress). We hope to create one or two such items to motivate the tanks to fill their last build slot.
- More options for a varied build – At the moment, the Enchanting Item ecosystem is dominated by a few items that overshadow others, to the point that most Enchanting Builds are made up of the same 3 objects in each game. We believe the catalog of viable items is too small, so we plan to improve the less used items to make them more attractive and create enchanting items for new strategies.
- Fixed Excess Active Effects – More than any other class, enchanting items grant too many active effects for a single build. We are trying several simultaneous approaches in order to ensure that the builds of enchanters do not have more than 1 or 2 objects with active spell.
- More strengths evident on every item – Some items fall into the “good for everything” category because they grant defense, cooldown reduction, healing, mana regeneration, and an active spell. We would like more items dedicated to a single aspect and clear interest.