Where are the Akali changes
AliExpress (NA) submitted in Gameplay
I remember seeing a RED comment after all the akali nerfs and the E not procing Q change that said they`d be giving her a mini rework in the preseason. Mainly changing her kit around so that shes not so hard countered by a single pink ward but still possibly having vision if you enter her shroud physically.
Whatever happened to all those ideas? Just following up, any update is appreciated.
Meddler (NA)
We have been looking at Akali somewhat recently, with the focus being on reworking her kit to both give her better counterplay and abilities that are more distinct from other assassins (her W's currently really unique, rest of the kit not as much). Conclusion we've come to is that there's cool stuff that can be done, but that it makes more sense to bundle Akali changes with work on other assassins whenever we can look at the class as a whole. That won't be for a while at least (definitely not preseason or early 2016, might be quite a bit later depending on which bits of work get prioritized).
Solidair3 (NA)
Not early 2016? Does that mean you've ruled them out for the next group to be worked on, or that you don't plan on doing another group rework until mid 2016?
Meddler (NA)
Yeah, it's looking really unlikely we'll tackle assassins next. Whether we do a smaller class update earlier in 2016 or a larger one mid year's still being figured out.
Skia Asteri (NA)
Has making Twilight Shroud her ultimate in order to allocate more power budget to it been considered?
Meddler (NA)
Talked about it, it's a spell we'd like to see used in lane pre 6 though. Assassins who get their full damage combo without having to use an ult with a meaningful CD have also traditionally been much harder to balance.
Linna Excel (NA)
Meddler, thanks for the answer. Could you perhaps explain which assassins you guys are most likely to look at in a rework? I mean irelia and Vi are listed as assassins, but I don't think I'd see either in an assassin rework. Is it safe to assume it'd be more like champs such as evelynn, rengar, shaco, katarina, and khazix?
Now that I'm looking at it, many of your assassins (including teemo) have an invisibility aspect to theme. Would this be a sneaky bastard group rework or the straight up charge at you and murder your face group rework?
Meddler (NA)
We'd be looking at the primary assassins, rather than diving fighters with some assassin qualities (Irelia or Vi for example). We would like to look at diving fighters separately someday as well, that'd be a different piece of work with a different focus though.
너프 관련 Meddler
저희는 스웨인이 오랫동안 너무 강력하다는 정도의 경계에 놓여 있다고 느꼈지만, 낮은 플레이 비율과 밴률이 저희가 스웨인을 그대로 놔두고 계속 주시하도록 하는 결정 요인이었습니다. 이제 스웨인이 프리시즌 변경 이후로 아주 좋은 성과를 보이고 있으므로, 이제 성능을 깎을 필요가 있다고 느꼈습니다. 현 생각은 (테스트 중이며, 확정된 변경은 아닙니다) 스웨인은 지속딜, 흡혈 마법사-탱커이므로 CC가 쳐내기에 가장 좋은 것이라 보고, 따라서 부동진이 낮은 스킬 레벨에서 적은 지속 시간을 가지도록 하는 변경을 했습니다.
Meddler (NA) - about 4 hours ago
We've felt Swain's been borderline too strong for a long time, but his low play and ban rate have been a deciding factor in leaving him as is and keeping an eye on him. We're now seeing him perform really well post preseason changes, so feel we need to take some power off him. Current thinking (still going through testing, so not a locked change yet), is that as a sustained damage, drain mage-tank, that CC's the best strength to hit, hence the change to Nevermove so it's got a lower duration at lower ranks.
신규 마스터리 추가?@Meddler에게. 마스터리 선택 시 몇몇 "고통을 유발하는 점"에 대한 의견
SonicTheHedgedawg가 게임플레이 게시판에 올림
여러분이 간결한 게시물을 좋아한다고 언급했다고 들었으므로 바로 들어가겠습니다:
먼저, 저는 마스터리 시스템이 몇몇 부분에서 약간의 수치 조정이 필요하긴 하지만 전체적인 컨셉은 훌륭하다고 생각합니다.
제가 보기에 문제는 주어진 트리에선 오직 2가지 선택지밖에 없기 때문에, "나쁜" 마스터리를 선택하도록 강요받는다는 느낌을 받는 부분이 몇몇 있다는 겁니다.
두 가지를 예로 들어 설명해 보죠:
- 마법사 서포터에게 흉포 티어 2 마스터리
이상적으로, 포식은 미니언을 조금씩 처치해야만 하므로 쓸모없는 선택입니다. 양날의 검은 이득이 있지만, 마법사 서포터들은 이미 엄청난 유리몸이기 때문에 어떤 식으로든 % 추가 피해를 받는 건 괴롭다는 약점도 있습니다. 그냥 흉포에서 완전히 손을 떼고 결의 특성을 탈 수도 있지만, 12포인트를 정말이지 선택적으로 쓸 수 없습니다.
- 마나에 의존하지 않는 암살자에게 책략 티어 2 마스터리
폭풍전사의 포효와 천둥군주의 호령이 여기 있으므로, 대부분의 암살자들은 이 트리에 18 포인트를 올리길 원하지만, 티어 2 마스터리는 정말 쓸모없다고 느껴집니다. 마나를 쓰지 않거나, 최소한 마나 문제를 겪지 않는 챔피언들은, 블루 버프를 많이 받을 가능성이 낮기에, 비스킷 마스터리를 찍도록 강요받습니다. 전혀 나쁜 건 아닙니다만, 낮은 레벨의 플레이에선, 첫 구매 혹은 그 다음 이후부터는 물약을 우선시해서 사는 걸 보기 힘들고, 높은 레벨의 플레이에서조차도, 추가 마나를 얻는 건 그들에게 그다지 유용하지 않습니다. 추가 HP는 괜찮긴 하지만, 많은 경우 여전히 반쯤은 잘못된 마스터리로 느껴집니다.
좋은 점은 마스터리 선택지를 조금 더 추가함으로서 아주 쉽게 이를 해결할 수 있다는 겁니다. "약점 노출" 과 "주문/무기 연성" 이 좋은 후보 같지만, 이게 중요한 부분은 아닙니다. 무엇이든 뭔가 더 가치있다고 느껴지는 걸로 대체되는 한, 많은 좋은 선택지가 있을 거라고 생각합니다.
Meddler 당신은 어떻게 생각하시나요? 아니면 혹시 이에 대해 많이 생각해보시지 않았는지... 그렇다면, 숙고해 보시고 어떤 생각이신지 알려 주세요 :)
Meddler우리는 일반적으로 같은 생각을 가지고 있군요. 장기적으로 저희는 아마 각 트리에서 3개의 선택지가 있도록 티어 1과 티어 2 핵심 특성을 구체화할 것입니다. 처음 저희가 추가하고자 하는 곳은 책략 트리입니다. 현재 라인을 서는 암살자에게 잘 맞는 티어 1 또는 티어 2 핵심 특성을 고려하고 있습니다.
Sophitia티어 2 업그레이드도 고려해 주실래요? 저는 개인적으로 딜 위주를 선호하고, 룬 선택이나 위험한 게임은 상관하지 않습니다. 저라면 뭔가 다른 걸 고르겠어요. 책략이 전반적으로 이상하게 느껴진다는 것에 동의합니다. 전체적으로 선택지가 좀더 있었으면 하네요.
또, 천둥군주 버그 좀 고쳐 주시겠어요 :( ? 아무 조치도 없어서 슬퍼요.
Meddler
네, 계획은 티어 2에서도 3번째 선택지가 있도록 하는 것입니다.
한 팀에서 한 명의 천둥군주만 작동하던 버그는 지난 주 긴급패치로 수정되었습니다.
@Meddler . opinion on some "pain point" mastery choices
SonicTheHedgedawg (NA) submitted about 10 hours ago in Gameplay
I've heard you mention before that you like posts that get to the point, so that's what I'll do:
First off, let me just say that I think the mastery system in general is amazing now, and, while it may need some numbers tuning in a few places, on the whole, the concept is great.
My problem is that there are a couple places where, since you only have 2 choices in a teir in a given tree, you might feel forced to pick a "bad" mastery.
I'll elucidate two places as an example:
-Tier 2 Ferocity for mage supports.
Feast is a useless choice because, ideally, you should be killing so few minions. Double edged sword has perks, but also drawbacks since mage supports are already very fragile and taking any % extra damage is painful. You could always opt-out entirely and go into the Resolve tree, but that really is a non optional use of 12 points.
- Tier 2 Cunning for non-mana dependent assassins.
Given that both Stormraider's Surge and Thunderlord's Decree are in the coming tree, most assassins should want to spec 18 in this tree, but that teir 2 mastery feels really useless on them. Without mana, or, at least, without mana problems, there's a low chance they are going to be given many blue buffs, so they are forced into the biscuit mastery, which isn't bad at all, but at many lower levels of play, you won't see prior buying potions past the first buy or two, and even in higher levels of play, getting bonus mana isn't really useful to them, though the extra HP is kinda nice, it still feels like a halfway wasted mastery in many cases.
The good thing is that this is super easy to fix just by adding a few more mastery choices. Previous masteries "Expose Weakness" and "Blade/Spell Weaving" seem like good candidates, but that's hardly the important part. As long as they get replaced with SOMETHING that feels more worthwhile, I think there are a lot of good options.
What do you think Meddler? Or have you not thought about this much... In which case, feel free to mull it over and let me know what you think :)
Meddler (NA) - about 4 hours ago
We're generally on the same page. Long term we'll probably flesh out the tier 1 and tier 2 keystones until there are three choices there for each tree. First thing we're likely to add to is the Cunning tree. We're currently considering a tier 1 or tier 2 keystone that's a good fit on laning assassins.
Sophitia (NA) - about 2 hours ago
Would you consider the tier two upgrade as well? I personally prefer to opt into damage, and I don't care about the rune choice or the dangerous game. I'd rather pick something else. I generally agree with you that cunning feels kind of strange in general. Would like more options all around.
Also please address the bug with Thunderlords :( ? It's making me sad nothing is being done about it.
Meddler (NA) - 3 minutes ago
Yeah, plan is to get a third choice in at tier 2 as well.
The Thunderlord's bug where it only worked for one person per team was fixed in the hotfix last week.