FeralPony and Roku Discuss Preseason Changes

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WhackedRak

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Senior Member

11-12-2012

Quote:
Originally Posted by kirby145x View Post
-Cleanse removing Exhaust would be a nice test.
Cleanse does remove exhaust.. and Ignite


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MTaur

Senior Member

11-12-2012

Quote:
Originally Posted by Roku View Post
Surge is being removed because it isn’t always clear when to use it or which champions benefit from it. In the end, Surge is a competing spell in a niche we’d like Ignite to fill.
Surge is only fully used by AP auto-attackers. Kayle, Jax, Volibear when he ults... Kinda troll on Teemo, Diana, Kog'Maw, or Orianna maybe.

Basically it's a really niche spell, and I haven't really tried to use it, and I haven't really seen anyone else try, either. But there's a difference between "squeeze a bit more damage out at the end" and "multiplicatively buff your damage output for a few seconds". In principle, Surge could have been the case situationally better suited to making the best of a strong CC spike (with proper balancing... as long as you're an AP auto-attacker. :-P )


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Gløry

Senior Member

11-12-2012

Quote:
Originally Posted by FeralPony View Post



Reduce “wasted” points

There are a number of popular builds where you might find you have to waste points on masteries that don’t really benefit you to reach the masteries you want. We’ve changed up the dependencies so you can now reach the end of each tree without wasting any points.
This bugs me. So basically instead of making the trip down the mastery tree full of interesting decision points like "do i want this, or this?" it's just, "here are the obvious masteries that I would want in this particular tree, check check check."

Why don't you just have us click Offensive, Defensive, and Utility, and automatically get a talent tree, if you're going to purposefully streamline the trees?

Talent trees are NOT easy to design. Ask Blizzard. They have struggled for years/are struggling with trees that are too streamlined to the point where it's OBVIOUS which talents are best and you'd be a complete fool not to take them, and trees where nothing feels cohesive and people take a "best of" approach and "minor" in a variety of trees.

I feel there are two goals you should strive for when making talent trees:

1. Make the choices within a tree matter. Don't put one junk talent next to one good talent--no one's ever going to take the junk one, why even have it? Either delete it, or think up a comparable alternative.

2. Make talent trees change gameplay. This is hard to do for league since all 100+ characters have the same talent trees, but for example in Borderlands 2, certain talent trees flat change the way you play the game. Mechromancer gaining dmg and losing accuracy on reload, favoring small magazines, and getting a dmg proc on reload? Refilled shields on kill? Bam, suddenly you're running AT the enemy while reloading, to keep your dmg up and to keep the kills rolling in to keep your shields up. A totally different playstyle than you're used to in a shooter--bigger magazines are better, when you need to reload, lay low. Brilliant.

How do your new talent trees measure up to this criteria? Go.


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Katarina PENTA

Senior Member

11-12-2012

I'm fine the way this game is being run. Riot tends to take 1% feedback from community and then thye do the analysis themselves to figure out reworks. they must play a lot or do a lot of theorybattling.

i hope you guys notice that many runes in the shop are obsolete and that many masteries CAN be useful on certain champs.


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cobbi

Junior Member

11-12-2012

Quote:
Originally Posted by WhackedRak View Post
Cleanse does remove exhaust.. and Ignite
It removes the slow not the damage reduction.


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Pierogi88

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Member

11-12-2012

Are there going to be any masteries for hybrid champions? (basically improved Havoc)

Have you considered multiple tier 1 masteries in 1 tree?

Don't you think that it would be more compelling for the mastery trees to be wider than longer? (so that you could have more options without need of committing deep into mastery tree)


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DexterMorganBHB

Member

11-12-2012

Quote:
Originally Posted by FeralPony View Post
[aws3]news/November_2012/2012_11_12_Preseason_Masteries_and_Summoner_Spells/Veigar_Rumble.jpg[/aws3]



Increase diversity within builds

In the preseason you’ll find a number of new options in each tree to allow for more diversity in your builds. There are now more choices within each tree so you can spec out and optimize your champion however you choose. This includes new, more focused options at each level of the tree so that you have more options to select bonuses that specifically benefit your individual playstyle.

There are quite a few champions who can go both Ad or AP, or a Hybrid of the two, but it always seems that one is always preferable over the other. Ez and Nasus are examples, of Champions who have strong AD builds and can build AP and be very strong, Ad is just more relevant in the two champs.

Are any of these mastery and Item changes going to help make Champions who can build AD and AP build make both builds relevant?


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kirby145x

Senior Member

11-12-2012

Quote:
Originally Posted by hashinshin View Post
ignite gives 5 damage/AP and reduces healing for the duration. It's not just there for the damage.
Except before, ignite would counter heal. It does not counter barrier. This means that running ignite vs barrier doesn't benefit you as much.

Then increase ignite CD, you may as well just use Barrier or a defense option since it is stronger.


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BadgerDrool

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Senior Member

11-12-2012

Is anything being done to Butcher and how are the next masteries expected to interact with the jungle in S3?


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WhackedRak

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Senior Member

11-12-2012

Quote:
Originally Posted by cobbi View Post
It removes the slow not the damage reduction.
V1.0.0.129:
  • Now cleanses summoner spell debuffs such as Exhaust's movement speed and damage reduction and Ignite's damage over time