Morello Introduces Preseason Updates



  • Hey folks,

    As recently outlined, we’re going to be taking the opportunity to roll out some gameplay changes during the Preseason that we think will make League of Legends even better. Overall, we’re really satisfied with the diversity of champions that are viable at all levels of competition, and the variety of winning strategies that are out there. But we think there are ways we can still improve game pacing, champion diversity within roles, and customization options. The Preseason gives us an opportunity to look at some of the underlying systems that define the game, and make improvements there.

    Items: One of the biggest places we feel we can add some interesting strategic decisions to is the item system. Many of you have told us that you’d like to see more build variety, and more interesting gameplay on items. We couldn’t agree more!

    You’ll see some rebalancing of the existing items, but there’s also a slew of brand new items to spark your imagination and reward your ingenuity.

    Xypherous will be giving some juicy, juicy details on this, but here are a few things to expect:

    • Underserved classes (AD Casters, for example) will get more items targeted specifically at their role
    • Most of your old favorites will be sticking around – we want more options, but we don’t want the item shop to be totally alien
    • A few items that have been challenging to elegantly balance are being removed in favor of the new options
    • We’re taking a look at overall gold and stat balancing
    • Many old items have received new upgrade paths or additional upgrade paths
    • Supports are getting some items to help ease the ward burden in longer games

    This is the biggest change and, frankly, it’s pretty damn exciting. We’re really interested to see what people discover, and we’re confident this will help add some diversity and interesting choice to how you’ll be building your champions in the future.

    Jungle: Much like we did at the start of Season 2, we’ll be featuring jungle mechanics changes for this preseason as well.

    We liked a lot of the flow and feel improvements to the jungle (opened up non-safe junglers, more ganks, etc.), but there’re some things we can still improve. We had two major goals here: to add to the number of viable junglers, and to change the gank flow to ensure that the jungler isn’t the only role that defines the flow of the game during the laning phase.

    Statikk will be revealing more complete details on the changes, but we believe this will have some positive effects on the metagame and improve champion viability, even in lane. We’ve even included new jungle-specific items (now there’s more than just Madred’s!)

    Masteries: Another big opportunity is masteries. While we want to add variety to your mastery choices, there are also few specific areas we want to improve:

    • Going deep in the Utility Tree is currently underwhelming
    • Early flat Magic Resistance and Armor prevent people from being killed even if they get really outplayed in lane
    • There aren’t enough “cool” masteries

    To this effect, FeralPony’s been busy taking a jackhammer to our masteries to fix these problems – all the while looking for opportunities to add more interesting things to mastery builds. He’ll be on hand later in the week to talk about the changes in-depth, and to dig into a few specific examples.

    Summoner Spells: Last, and definitely not least, we’re taking a look at our summoner spells. A couple sneak peeks:

    • We’ve raised the cooldowns of popular summoner spells (Flash, Ignite, etc.) in lieu of nerfing their power
    • We’ve added a certain shielding spell from Proving Grounds, and made it so Heal is actually a support skill
    • We’re generally buffing some of the weaker skills up!

    It’s our hope that these changes will give you more options for customizing your spells to suit your own playstyle or the needs in a given matchup while keeping the cool gameplay of the existing favorites. While I’d love to take credit for actually buffing stuff, good guy Roku is heading this up, so I’ll save the grand reveal for him.

    This is an initiative we believe will add even more strategic diversity to League of Legends, and introduce new gameplay to master.

    Let’s be clear: this will be an iterative process. We know that your games are going to play out differently than you’re used to and we’ll be watching like a hawk for any issues that we need to patch. If there’s something that’s really breaking your game experience, we won’t be afraid to hotfix things under extreme circumstances. Be sure to keep your feedback coming throughout the preseason, and look for more specifics on upcoming changes from Xypherous, Statikk, FeralPony, and Roku in the next few days!
  • Quote:
    Originally Posted by zatee View Post
    The season will end on December 21, 2012?
    That's the Mayan prediction for end of Season 2, yes.
  • Quote:
    Originally Posted by Fire Radish View Post
    Change is scary . Similar to most people, I worry balance changes will hurt the champions I have come to love the most. On the other hand, I know that these changes are for the better and they will progress the game to a better state. I also hope that by adapting to the new balances I can progress to become a better player.

    Regardless of my concerns, I am really excited for what is coming season 3. Keep up the great work Riot!
    It is scary - that's my primary concern to start is making sure that this doesn't change League fundamentally, but instead improves it (people like League, don't wanna change that!)

    A lot of the feedback we've received has been focused on lack of item variety, and our jungle analysis has pointed to a number of problems to fix and opportunities we can take to make more champs viable and make jungling strategies differ with options. This is why we're confident that this will make long-term improvements.

    Balance will need to be watched closely, but that's the cost of entry for big changes - easily worth the cost, imo.
  • Quote:
    Originally Posted by Xeteo View Post
    Also, do you plan to do anything about top lane and how ridiculously snowbally it is? If you die early, you're done for the rest of the lane
    There's some -really- under-the-hood stuff we're messing with here. Part of this is also address in the item premiums.

    It's a problem we're chopping at, but I don't expect it to be fully fixed with this. We'll be in a better spot to improve this more, though. We definitely agree this is a problem.
  • Quote:
    Originally Posted by BelligerentGnu View Post
    Could you tell us in more detail about that jungle analysis? I'm curious.
    Statikk will more tomorrow
  • Quote:
    Originally Posted by MrHarz View Post
    Barrier does have a longer cooldown on SR, right?

    I can't even begin to reel at how stupid it would be to add a 125~550 damage shield on a 125 second cooldown to SR. Karthus would weep, Assassins would scream in fury*, a Flash/Barrier and Flash/Heal** botlane would be nigh unkillable, etc.

    *"But heal already does this!" Heal has counterplay in grevious wounds or ignite, Barrier does not.
    **Assuming heal will now heal allies for more, as implied by it being a "support skill."
    Yes, Barrier numbers are tweaked on SR a lot. Roku will speak to this in the next couple days.
  • Quote:
    Originally Posted by Sinbu View Post
    Can you stop raising cooldowns on Flash and actually implement a good solution? Such as making it so you cannot use flash as an escape (if you were hit in the last 3 seconds, it won't let you flash)
    Well, that's not a good solution because it prevents it being an escape, making it more favored in gap-close assassins and fighters.

    Flash will still be used, I can't imagine it not.
  • Quote:
    Originally Posted by Zess View Post
    w00t, maybe playing Pantheon and Renekton be viable again!
    YEP! Exactly. I put the important part of your comment in bold.
  • Quote:
    Originally Posted by Tigsen View Post
    Sorry, Morello, but this just doesn't seem like a "full rundown" (the words used in yesterday's state of the game post in describing what we'd be getting today). You're basically saying change is coming, but no substantial details have been provided. When someone tells me they're going to give me the "full rundown" I expect ALL the details, not what amounts to little more than a meeting agenda. I normally appreciate your posts, but I've got to give you guys a thumbs-down for setting our expectations for all the details to be released today when in fact, when you get right down to it, almost no information was released.
    This is the rundown of what to expect. The other guys are doing detailed reveals on each section this week, and then you'll get every single detail in the patch notes.

    Early details are a problem because we're changing things daily - all that does if you say something is happening, then change it is make people mad.
  • Quote:
    Originally Posted by Obduracy View Post
    That's the problem though... you guys aren't doing enough to fix Flash. You have been increasing the cooldown on it for two years (including one or two range reductions) but it is STILL the most used summoner spell, period. Doesn't this mean that there is a larger design flaw with the spell?

    Besides that, I hope these changes will change the popular meta in LoL for once... having sustain solo top, mid, carry/support bot with a jungler is getting stale after all this time.
    I just don't think the meta is about lane assignment distribution. It's like saying football has low strategy because there's only one Quarterback every game - it's not actually important.

    I'm more interested in the types of character diversity and team strats as a meta - protect-the-Kog, poke/heal, AoE Spooge, rush/push and delay comps are what our meta is currently comprised of, and I just can't agree that that is "stale."