Smaller 5.22 Marksmen Changes PBE Feedback Thread

____________________ Closing PBE Thoughts 11/3 Hello marksmen enthusiasts, Here's the update for all of these lesser-changed marksmen for the 5.22 patch. Since we're wrapping up changes for PBE in the next day or two, this update will be focused on what we perceive the general feedback on the specific changes to be, and what we've done to address these issues in the meantime. Some will be as simple as "We think this went well, and so we left it as is!" Anyway, here's the update: **Ashe** It seemed like the main concerns revolving around Ashe were that her slows may feel too random with the proposed changes, and that the changes are overall nerfs to character. This was somewhat surprising to me, since I thought removing the cooldown on Q would actually raise concerns of it being OP, even considering some of the added constraints. To address player feedback about her possibly being too weak and/or random, we added a change during her time on PBE where her Volley (W) will always apply the critical slow effect on champion hits. We hope that this alleviates the previously mentioned concerns. **Draven** Draven's changes were intended to be approximately power neutral in effect, but there seemed to be large concern that the AS/lvl reduction would hurt the character's performance more than intended. In this case, we are electing to remove the AS/lvl reduction for the 5.22 patch, with the caveat that we will be keeping an eye on him to make sure he doesn't go crazy with the better attack frame and new items. Effectively, the changes have been trimmed down to a better attack frame and slightly slower basic attack missile, to better enable his cool axe juggling gameplay. **Ezreal** Players mostly seem to feel good about the changes to Ezreal where he gets more benefit from his Q's cooldown reducing effect, so we are moving forward with the full changelist here. Some players have voiced concern that Crit feels bad for him, and that he may be too weak in a season where Crit is on most the items he would want to buy, but we pretty strongly believe that the new Essence Reaver and Trinity Force combination is really favorable to him. It would surprise us if the new season made him significantly weaker, but if it does, we'll follow up. **Jinx** The Jinx changes on PBE had pretty much the effect we expected, with some players being worried about the loss in general effectiveness in exchange for situational power. We are pretty confident that playing up those moments where she gets really excited is a really cool direction for the character, so we're moving forward on that front. As to overall power level, if it turns out Jinx is a bit weaker following these changes, we're okay with that, as she's pretty much been a top tier solo queue pick since her release. **Kalista** We thought these changes may actually have been pretty contentious, and that we might end up pulling the more risky feel changes to the character related to how it feels to hop around. We are very thankful for the testing done and feedback given on Kalista during her time on the PBE for 5.22, as the feedback given here suggests we can get away with this directional shift to her jump in a way that feels more fair to opponents while not feeling too bad to the Kalista player. As far as power level goes, we're not exactly sure where she'll fall, but since she seems to always rise to the top, we'll have our eyes on her. **Lucian** It feels pretty unanimous that the changes to the Culling, in addition to the systemic preseason changes, are pretty exciting for Lucian, so we're pretty excited to get him out there in the new season as he's been on PBE the last week. That said, we do think the Culling might do significantly more Culling than players are used to in the new season. **Sivir** We were somewhat nervous that the changes to Ricochet and CDR itemization might be going a bit too far on Sivir, but that sentiment didn't really seem to resonate too strongly with the feedback we got from PBE. We are moving forward with the PBE changes, but it wouldn't be surprise us too much if we had to tune her downward in the near future. **Tristana** For Tristana, we feel like we overstated how weak she might be in the late game following these changes, so that's on us. Testing has shown that her actual late game power is not significantly changed, and we're ultimately pretty excited for the opportunities that her added W reset on E detonation provides her as far as the plays she might be willing/capable of making. **Twitch** There seemed to be some concern that Twitch would get meaningfully weaker with his updates on the PBE, and that's certainly not the intention here. We're pretty confident that his added Q reset allows him much more of the assassination pattern stuff that makes him so unique. If this isn't enough to do it, we'll want to follow up with ways to make that more a reality, whether that be instant fade on the reset, improved burst from stealth, or some other way to make him feel even more like the top notch marksman assassin. **Urgot** Though feedback on Urgot was somewhat limited in quantity, we feel pretty comfortable with the change to not make all the shiny new penetration items invalidate his ultimate defenses in the new season, so we're happy with shipping these and helping him get a bit more of that ranged tank feel going on. **Varus** Changes for Varus have gone over about as expected. We're glad that players seem excited that the W has become more synergistic within the rest of Varus' playstyle, and we think we he'll feel powerful, but not overbearing in the new season. **Vayne** Though there have been some concerns about Silver Bolts damage becoming more important, but we do strongly feel that the direction here is right for the Vayne. That said, I will be forthcoming about the fact that we are not looking to buff Vayne with these changes, so if the new season hits and Vayne seems like she got more benefit than intended, I'll be looking to reel things back in by removing some of the raw power that naturally rests in her kit. Thanks again to everyone that participated in the feedback, and good luck in the preseason! Cheers, Repertoir ____________________ Hi all, By now, you probably know we're giving small gameplay updates to Quinn, Kog'Maw, Miss Fortune, Corki, Graves, and Caitlyn. That said, we're also doing small changes to quite a few other marksmen that aim to establish/sharpen their identities. For these characters, please do leave your PBE feedback here. There's a lot of marksmen change going on here, and we're interested in your thoughts, so if you have an opinion, don't hesitate to voice it! Changes: **Ashe** * **Change Goals** * Allow Ashe to interact with chance-based crit events in a way that doesn't compromise her recently-new passive's steady damage output. * Follow up the changes made to Ranger's Focus (Q) earlier this year to make the spell a more interesting, engaging part of her pattern. * **P - Frost Shot** * Base slow reduced 5/11/17/23/29/35% >>> 5/9/13/17/21/25% * Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged) * Ashe’s Critical Strikes (which once again happen only by chance per all other characters) deal only 1.0 Total AD (as opposed to 2.0 standard), but they apply Frost Shot’s slow at double effectiveness (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow * **Q - Ranger's Focus** * Slow amplification removed * Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running * Passive no longer stacks with Volley and Enchanted Crystal Arrow * Cooldown removed **Draven** * **Change Goals** * Make axe-catching gameplay flow smoother, especially later in the game. * **Base Stats** * Attack frame improved by 30% * Attack Speed per level reduced to 1.5 from 2.7 * Basic attack missile speed reduced to 1600 from 1700 **Ezreal** * **Change Goals** * Build upon Ezreal's affinity for CDR-centric spellcasting item builds. * **Q - Mystic Shot** * Cooldown reducing effect increased 1.0 >>> 1.5 seconds * Cooldown increased 6.0/5.5/5.0/4.5/4.0 >>> 6.5/6.0/5.5/5.0/4.5 * **E - Arcane Shift** * Cooldown increased at later ranks 19/17/15/13/11 >>> 19.0/17.5/16.0/14.5/13.0 **Jinx** * **Change Goals** * Playing up what it means to Get Excited! as a path to success through a teamfight. * Slowing down Rockets' Attack Speed so there's some tradeoff she incurs more of a tradeoff with that weapon. * **P - Get Excited!** * Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack) * Duration increased 4 >>> 6 * **Q - Switcheroo!** * Jinx now has -15% Total Attack Speed while using Fishbones, the Rocket Launcher **Kalista** * **Change Goals** * Increasing Kalista's affinity for Attack Speed. * Experimental dash scaling changes that help attack flow and reduce overall power from jumping. * **Base Stats** * Base AS increased 0.658 -> 0.694 * AS per level reduced 3.3% -> 2.8% * **P - Martial Poise** * Jump distance scales with boot tier (as live), jump speed now only scales with AS/Slows (is slower early game but scales up). **Lucian** * **Change Goals** * Open up non Attack Speed based item builds, and make The Culling's damage output feel more consistently meaningful throughout the game. * **R - The Culling** * No longer scales with Attack Speed * Now fires 20/25/30 bullets based on rank **Sivir** * **Change Goals** * Increasing Sivir’s affinity for CDR, bringing us back closer to the late game dream of “Ricochet all the time”. * **Base Stats** * Base Attack Speed reduced 0.66 >>> 0.625 * **W - Ricochet** * Cooldown now begins on spell cast rather than when the attack buff expires * Cooldown increased 9/8/7/6/5 seconds >>> 12/10.5/9/7.5/6 * Attack buff duration reduced 6 >>> 4 **Tristana** * **Change Goals** * Begin to shift Trist away from late game clean-up hyper carry to more of an all-in AD caster. * Empower mid game all-in strength while stripping some power from late game sustained dps. * Clean up of minor cooldown returning mechanics in favor of more impactful Rocket Jump resets. * **Q - Rapid Fire** * No longer reduces [E] CD on hit while active * Attacking [E] Target no longer reduces [Q] CD on hit. * CD 20s -> 20 / 19 / 18 / 17 / 16s * **W - Rocket Jump** * Dmg Rescaled 80 / 105 / 130 / 155 / 180 -> 60 / 110 / 160 / 210 / 260 * No longer deals increased damage per [E] stack * Now also resets on Max stack [E] Detonation on Champions * **E - Explosive Charge** * Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this. * Tristana’s abilities also add [E] stacks. * Missile Speed 1800 -> 2400 **Twitch** * **Change Goals** * Pushing Twitch a bit farther in the direction of the “marksman assassin” by adding an out to his assassination attempts via Ambush reset. * **Q - Ambush** * Added: Cooldown resets when an enemy champion affected by Deadly Venom dies * Quality of Life Buff: Entering stealth now cancels Twitch's current auto attack order * **R - Rat-Ta-Tat-Tat** * Buff Duration reduced 7 >>> 5 * Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q's stealth no longer cancels stealth * Cost 100/125/150 >>> 100 all ranks **Urgot** * **Change Goals** * Restore Urgot R's defensive steroid function later in the game so that he doesn't get wrecked so hard by all the percent penetration floating around out there. * **R - Hyper-Kinetic Position Reverser** * No longer adds 60/90/120 Armor/MR * Now adds 30/40/50% Damage Reduction **Varus** * **Change Goals** * Make R zoning more obvious and powerful. * Shift R damage from initial hit to Blight procs. * **R - Chain of Corruption** * Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion. * Rooted targets gain 3 stacks of [W] Blight over the duration of the root. * Damage 150 / 250 / 350 -> 100 / 175 / 250 **Vayne** * **Change Goals** * Silver Bolts is about expected time to kill on all targets (not squishy bursting), and Vayne's path to success needs to come through Silver Bolts. * **Base Stats** * AD/lvl reduced 2.66 >>> 1.66 * **W - Silver Bolts** * Flat Damage removed * Percent Health Damage increased 4/5/6/7/8% >>> 6/7.5/9/10.5/12% * Minimum damage introduced at 40/60/80/100/120 flat damage This is probably a lot to process. Feel free to give feedback on as much or as little as you like. Focusing specifically on "Is this a good direction?" would be great. We're pretty open to change on the above stuff. Cheers, Repertoir
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