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Table of Contents
- Quick Gameplay Thoughts: November 17
- Clairvoyance Blog: The Math and Art of Champ Popularity
- GG: Over $2 million raised for charity
- Quick Hits
- Reminders
Quick Gameplay Thoughts: November 17
Here's Meddler's quick gameplay thoughts for November 17th, including thoughts on 7.24 balance on runes and champions:"Morning all,
Usual Disclaimers
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped.
If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler
Possible 7.24 balance changes
We're looking at potential changes for 7.24 (final patch of the year) at the moment. For 7.23, which goes out early next week, we wanted to just hit major outliers and give things time to settle down. We're now at the point where we'll want to do a fair bit more tuning of things around the new state of the game however. That work will involve looking at both Runes and Champions, so in some cases we'll need to either account for changes to one when changing the other or may need to circle back and do a follow up round of changes early next year, depending on how things go. That will be particularly true if we do end up adding any new runes to fill unserved champs, though we won't be doing that in 7.24 at least.
Sections below covering possible buff/nerf/investigate targets (none of this is final). It's also almost certain some of these things won't get changed and some other stuff will get added to the list instead as work on the patch goes on. These are also generally notes about things we'll be looking at, not as you'll note a list of what we'll actually be changing. That's because we haven't yet done the work to figure that out in most cases.
Possible Rune Buffs
- Fleet Footwork
- Underperforming even on its best users.
- Lethal Tempo
- Though need to make sure this is weak, that it's not just Press the Attack being strong.
Possible Rune Nerfs
- Press the Attack
- Generally too strong on a fairly wide range of champs.
- Aftershock
- Armor/MR granted is currently inappropriately multiplicative with temp Armor from stuff like Leona W or Rammus W, fixing that at least, might also be too strong in other respects.
Possible Champ Buffs
- Galio
- Got smacked too hard when we over corrected his AP build just before pre-season.
- Jhin
- Has been weak for a while, Runes have amplified that a bit.
- Aurelion Sol
- Particularly hard hit by the change from Stormraider's to Phase Rush. Other champs also affected, many of them have better alternatives to swap to though, even if they haven't done so much yet.
- Bard
- Struggling noticeably, need to investigate why.
- Riven, Darius, Camille
- All are bruisers struggling in the new ecosystem, in particular because attack speed's not so valuable on them so Precision keystones are less applicable. Possible other candidates should also be considered here, also possible there's a missing rune needed to support some of these champs. Or that buffing them in general and letting them pick from a wider range of runes is the better call.
Possible Champ Nerfs
- Taric, Leona
- Both are performing extremely well. Need to assess how much of that is Aftershock though.
- Twitch, Trist
- Were strong before pre-season and have continued to be so.
- Yorick
- Wanted to let him sit a while, rather than nerfing him immediately in 7.23. Fairly confident now he'll be too strong long term so we should be working on him.
Need to be assessed more at time of writing
- Ezreal
- How much did that bug fix help bring his power down? If he's still too strong how much is Klepto?
- Corki
- Some of the team think he's sleeper OP, lot of debate over that though.
- Kleptomancy
- Definitely isn't weak. Its power is all very visible however, which can make it feel stronger than it is. Might be a good candidate for some tuning up for champions with less ability to proc it, tuning down for best case users. Some degree of champs being synergistic with particular things leads to really interesting play and trade offs though, so wouldn't want to normalize that too much."
On potential Sona changes, Meddler commented:
"Quote:
As long as we are not looking at Sona anymore ;-)Apologies, but, we're considering a second pass on Sona as well (not listed here since we just started talking about). She's still potentially out of line."
As for Taliyah, Meddler replied:
"Quote:
Any additional work on Taliyah if her current changes prove to be too small?It's possible of course, want to see where the upcoming 7.23 buffs put her first though."
On Zyra, Meddler commented:
"Quote:
Are Zyra buffs canceled?We've got some Zyra stuff underway aimed at helping her solo lane out. Goal would be around power neutral for support Zyra. Possible those changes make it in for 7.24, we thought the same thing about 7.23 though and then other stuff emerged that was more urgent so we'll see."
As for Karma, Meddler noted:
"Quote:
Hey Meddler, you've mentioned the possibility of small mechanical changes to Karma early next year - if you go through the update, will you take the opportunity to add her missing animations/particles? (Haste, shield, twin dragons etc...)Karma work sometime next year's likely to be very gameplay focused. We'll be able to make changes to animations/spell effects/audio as needed for kit changes, but won't have that much scope for other work."
On Mordekaiser, Meddler replied:
"Quote:
Thoughts on Mordekaiser? Would u consider him in a "balanced" spot or too weak?Seems to be in a reasonable spot off what we've seen so far."
On Corki, Meddler commented:
"Quote:
Why do you think Corki is sleeper op? Can you expand on that?We've seen a lot of champs who didn't make MPEN all the time or at all benefit from lower magic resist values now (Shyvana and Leona are particularly clear examples of that). Belief is that Corki's potentially the same."
Also what do the numbers say about Viktor's state right now?
Clairvoyance Blog: The Math and Art of Champ Popularity
Here's a new clairvoyance blog on champion popularity from NovaAsterix:Hi everyone, NovaAsterix here to reveal some secret tools we use to measure champion popularity at Riot. Hint: There’s more to it than doing a quick champion.gg search, and it involves a lot of data.
When we measure a champion’s popularity, we break it down into two dimensions known as breadth and depth. Each of these measures a different (but equally valuable) type of popularity, and together they create a comprehensive representation of how popular a champion really is.
Warning: Math ahead.
THE MATH
The basic champ popularity equation is pretty simple:
Simplified,
In this equation, breadth is the number of unique players who played a champion during any given time period (such as a patch). If you, your friend, and your feeding top laner all played Riven, you’re collectively adding to Riven’s breadth score for that time period.
Depth is the average number of games played on a champion per player during any given time period. If you’re the only Yorick player in your crew, but you play the shit out of him, you’re single-handedly contributing to that champion’s depth score.
Breadth and depth can be used as two axes of a graph, and each of the four quadrants created represent a different type of champion popularity… or unpopularity.
It looks like this:
Popular and unpopular champs are pretty straightforward. We see popular champs in many games (and even in recent Clairvoyance Blogs); they have high breadth and depth scores.
Unpopular champions are the ones most players rarely think about, except maybe if they’re strong or getting reworked, like Evelynn. Unpopular champions score low in both breadth and depth (no surprises here).
Niche champions show up in games occasionally, and when they do, it’s likely a one-trick who’ll be a pain to deal with, like an Illaoi main. Niche champions score high in depth but low in breadth.
A broad champion is often relatively simple to play and understand, so more players might occasionally play them on a whim, like Annie. These champs rank high in breadth but low in depth.
It’s worth nothing that broad and niche champions can be similarly popular, but howthey’re popular differs greatly—one is through the number of unique players and the other is number of games per player.
THE ART
Here’s what all of the champions’ popularity looked like as of Patch 7.16.
Click here for interactive graph |
It’s important not to jump to conclusions off of a single patch. A champion could be strong, or just picked up in pro play, or maybe gotten a fancy new skin, like the Star Guardians. All these things can impact popularity in a single patch.
When we extend the timeline back, way back to Patch 5.24, we get the following, self-explanatory graph.
Click here for interactive graph |
The beautiful art can be found at your local museum in the Jackson Pollock collection. But in all seriousness, there’s a lot of information tangled in this mess of colorful noodles. Let’s dig in.
(Note that each inflection point represents a patch, and the line connecting the points becomes thicker as the patches become more recent—so thickest part of the line = most recent patch.)
Going back to the four quadrants, here are a few examples of champions who’ve stayed within their boxes. Illaoi has been niche for a while, whereas Annie continues to be an easily-accessible broad champion. There’s the always-popular Lee Sin, and the unpopular-as-ever Karthus. This graph shows what it looks like when we talk about a popular, unpopular, broad, or niche champion.
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