Important: Unofficial PBE Patch Notes for 3/18/2014 - Atlantean Syndra, Void Fizz, Super Galaxy Rumble, Champion & Item Changes, and More
Thoughts and Updates on Lee Sin's Changes
I read through all your replies / feedback on our Lee Sin retune, and I have made some changes! But before I get to them, I think there’s some misunderstanding to why we’re making the changes to Lee Sin and how these changes will impact him. Some of you read my posts and responded (good feedback!), but a lot just saw lower numbers and got angry (not good!). So a few things:
• From our changes, it felt like Lee Sin’s ‘identity’ was under attack (assassin early > utility tank late / strong early > weak late)
Changing Lee Sin’s identity was never our intention! If it seemed like that, then your feedback is good in checking us.
From our own understanding (and your feedback), we see Lee Sin as a risky, high-skill champion who makes really cool plays in the early game and gets rewarded for that playstyle (especially in the early game where small-scale skirmishes take place). The problem was that he had very low risk because of his raw strength in stats and abilities that even if he made a misplay, he could always recover. We are absolutely fine with early game Lee being strong and late game Lee being weaker than most, but we wanted to create real risk for Lee in the early game and, if he succeeds, give him a path forward to play in the late game. This is more true (but not absolutely driven by) competitive play, which is more focused on early power champions. Speaking of competitive, early game Lee Sin (for teams that can play him) is so strong that he often crowds out any alternative choice (because there’s very little he can’t do for the demands of competitive junglers).
Late game Lee Sin is the opposite - the most frustrating part was that he lost a lot of relevancy late game no matter how well he did early game (this is important!). Late game Lee has no prolonged threat to give him a presence except his initiation (which can be very unreliable), so he has to pull off an extremely mechanically difficult play to be considered “successful,” and then he’s almost completed his job. If Lee can’t pull off that kind of play, he gets punished for “misplaying.” Even if Lee makes a lot of successful ganks and goes into the late game with a lot of kills, he often loses because he has no strong way to take advantage of it (unless he’s really, really far ahead). We wanted to give Lee Sin some options while staying true to his perceived power curve of being strong early and weaker late.
A summary here would be that we like champions who are strong early or are strong late, but at least part of those strengths should come from player skill and not all the champion being picked. I know Lee Sin 'feels' very balanced because all of his abilities are skill shots, but he keeps a lot of his power even when he fails, which isn't true of a lot of champions.
• Nobody appreciates the attack speed buffs on Flurry.