I’m Xypherous, a Technical Designer here at Riot Games. I’ve been working a bit on the goals for itemization changes as we head into the preseason, focusing mostly on specialization, player self-expression, and adding new gameplay patterns in the game. We wanted to fix a lot of the existing problems that players have with items and try to add more depth in terms of itemization. Let me go over the major goals we have for the preseason item changes:
Clean up / Reworks
We have some items that need a lot of love and some items that simply don’t have a place in the current framework in the game. We either made these items relevant for a specific purpose or removed them if they were too problematic to balance. Some super-niche or narrow-scope items have been remade to work on a greater variety of champions.
Specialization
There aren’t enough items to allow each champion to really feel like they have their own unique build. We also want to add more items that allow you to specialize for the particular game that you’re in. We’re adding items to give players in each role alternate primary builds that fill out their teams better. If your carry needs to do more AoE damage, he has an option for that. If your primary AP caster needs additional CC capabilities, there’s an option for that, too.
We want players to have a degree of specialization in terms of playstyle, and to buy items that complement that playstyle rather than simply giving them the highest raw stats.
Gold and Statistics Pass
We’ve done a complete gold and statistics pass on the entire item shop. Many statistics have been reevaluated to better reflect how much gold they are worth at a particular stage of the game. Premiums have been adjusted across many items to reflect how difficult they are to build or how niche they are, rather than their raw statistical strength. Items that grant early Resistances / Attack Damage / Attack Speed have all been reevaluated in terms of strength.
Breadth and Depth
One of the most important things we tried to accomplish during the preseason was to ensure that your mid game items didn’t pigeonhole you into certain choices later in the game. We’ve also endeavored to give mid-tier items more late game options so that you don’t run into dead-ends as the game progresses. If you build Warden’s Mail in the mid game, you shouldn’t feel compelled to buy Randuin’s Omen every game. We wanted to make sure that at each stage of item progression gave you upgrade choices later on.
We know that some of your favorite items might be affected by the coming update. I’ll be discussing many specific examples in depth leading up to the patch. If you’d like more information on a specific change, reply to the thread and I’ll answer your question if I can.
------
Since lots of you were interested in diving immediately into some specific details, I've decided to bump up the first item preview post. This is posted later in the thread as well, but I thought I'd edit the OP for visibility:
Today I’m going to talk about Armor Penetration and its effects on the scaling of our Attack Damage Casters class.
Let’s take a look at one of the core items for this class – The Brutalizer:
Quote:
The Brutalizer
+25 Attack Damage
UNIQUE Passive: +10% Cooldown Reduction
UNIQUE Passive: +10 Armor Penetration
The Brutalizer has long been the trifecta of Attack Damage, Armor Penetration and Cooldown Reduction that these characters lean on for early game dominance. However, Flat Armor Penetration as a statistic overall has been pretty overpowered in compensation for the fact that items with the stat don’t typically scale at all into the late game. This turns these characters into early-game gambit characters, out to dominate the early game as quickly as possible before they become irrelevant.
To adjust for this, we’re making two major changes:
1. Flat Armor Penetration and % Armor Penetration values are generally being lowered, but now Flat Penetration is calculated AFTER % Penetration
For example: Let’s say I have 50% Armor Penetration and 20 Flat Armor Penetration versus a target with 120 Armor.
Currently, on Live, I would ignore 20 of his armor via Flat Penetration (100) and then 50% of the remainder, leaving him with 50 Armor.
After this change, I would ignore 50% of his armor (60) and then 20 of the remainder, leaving him with 40 armor.
In this manner, we can make sure that penetration values can be cost-effective for both late game and early game because now you have an option to synergize the two statistics together if you need to pierce large amounts of armor.
2. Brutalizer builds into more than one thing
Quote:
The Black Cleaver
+45 Attack Damage
+10% Cooldown Reduction
+10 Armor Penetration
Passive: Dealing physical damage to an enemy reduces their Armor by 5% for 6 seconds. This effect stacks up to 5 times on the same target.
Let’s dig down into this item a little more. First off, the Black Cleaver now triggers off all physical damage. This means that spells and abilities can trigger the passive. In fact, let’s look at a couple of our AD casters and see how this item works differently on them:
Pantheon, the Artisan of War
Spear Shot: Will trigger Black Cleaver once on a single target. Aegis of Zeonia: Will not trigger Black Cleaver, as it does magic damage. Heartseeker Strike: Will trigger Black Cleaver three times in a cone, as it does physical damage to the target three times. Grand Skyfall: Will not trigger Black Cleaver, as it does magic damage.
Garen, the Might of Demacia
Decisive Strike: Will trigger Black Cleaver once, on a single target. Courage: Will not trigger Black Cleaver, as it does no damage. Judgment: Will trigger Black Cleaver up to 6 times, in a circle around him, as it does physical damage 6 times. Demacian Justice: Will not trigger Black Cleaver, as it does magical damage.
So now, AD casters attempting to deal with highly armored opponents have a way to partially nullify the armor of targets they choose to fully commit to with all of their skills. However, they make a trade-off here; while Black Cleaver is highly effective at negating the effect of enemy armor, the Cleaver itself does not provide all that much Attack Damage as a whole. So your skills will be slightly less effective on targets with high health and low armor, simply because they’ll be doing less overall damage. Black Cleaver is incredibly effective at shredding targets with lots of armor, but doesn’t really do well trying to kill a mage with Rod of Ages, for example.
What about Last Whisper? How does this work with Last Whisper?
Last Whisper grants you % Armor Penetration while Black Cleaver reduces the opponent’s armor.
Let’s look at an enemy with 400 Armor. Black Cleaver will reduce their armor by 25%, leaving them with 300. Last Whisper will allow you to ignore 40% of the remaining 300 armor, which means their effective armor against you will now be 180.
(EDIT: Many people have pointed out that Flat Penetration happens here. This is true. Flat Penetration would now apply, leaving their effective armor at 170. Sorry guys. XD)
Last Thoughts
We hope that this change helps create a smoother scaling curve for many of our AD casters without causing them to utterly dominate and kill everyone. While these changes allow them to ignore armor much more effectively, the characters in question will be making heavy tradeoffs by simply not dealing as much raw damage as they could have with a B.F. Sword build against soft targets. Additionally, these iterations of The Brutalizer and The Black Cleaver allow our more spell-focused ranged carries like Corki or Graves to have a viable alternative to Last Whisper that will give them great utility if they find themselves on a team with lot of physical damage characters.
Today Im going to talk about Armor Penetration and its effects on the scaling of our Attack Damage Casters class.
Lets take a look at one of the core items for this class The Brutalizer:
Quote:
The Brutalizer
+25 Attack Damage
UNIQUE Passive: +10% Cooldown Reduction
UNIQUE Passive: +10 Armor Penetration
The Brutalizer has long been the trifecta of Attack Damage, Armor Penetration and Cooldown Reduction that these characters lean on for early game dominance. However, Flat Armor Penetration as a statistic overall has been pretty overpowered in compensation for the fact that items with the stat dont typically scale at all into the late game. This turns these characters into early-game gambit characters, out to dominate the early game as quickly as possible before they become irrelevant.
To adjust for this, were making two major changes:
1. Flat Armor Penetration and % Armor Penetration values are generally being lowered, but now Flat Penetration is calculated AFTER % Penetration
For example: Lets say I have 50% Armor Penetration and 20 Flat Armor Penetration versus a target with 120 Armor.
Currently, on Live, I would ignore 20 of his armor via Flat Penetration (100) and then 50% of the remainder, leaving him with 50 Armor.
After this change, I would ignore 50% of his armor (60) and then 20 of the remainder, leaving him with 40 armor.
In this manner, we can make sure that penetration values can be cost-effective for both late game and early game because now you have an option to synergize the two statistics together if you need to pierce large amounts of armor.
2. Brutalizer builds into more than one thing
Quote:
The Black Cleaver
+45 Attack Damage
+10% Cooldown Reduction
+10 Armor Penetration
Passive: Dealing physical damage to an enemy reduces their Armor by 5% for 6 seconds. This effect stacks up to 5 times on the same target.
Lets dig down into this item a little more. First off, the Black Cleaver now triggers off all physical damage. This means that spells and abilities can trigger the passive. In fact, lets look at a couple of our AD casters and see how this item works differently on them:
Pantheon, the Artisan of War
Spear Shot: Will trigger Black Cleaver once on a single target. Aegis of Zeonia: Will not trigger Black Cleaver, as it does magic damage. Heartseeker Strike: Will trigger Black Cleaver three times in a cone, as it does physical damage to the target three times. Grand Skyfall: Will not trigger Black Cleaver, as it does magic damage.
Garen, the Might of Demacia
Decisive Strike: Will trigger Black Cleaver once, on a single target. Courage: Will not trigger Black Cleaver, as it does no damage. Judgment: Will trigger Black Cleaver up to 6 times, in a circle around him, as it does physical damage 6 times. Demacian Justice: Will not trigger Black Cleaver, as it does magical damage.
So now, AD casters attempting to deal with highly armored opponents have a way to partially nullify the armor of targets they choose to fully commit to with all of their skills. However, they make a trade-off here; while Black Cleaver is highly effective at negating the effect of enemy armor, the Cleaver itself does not provide all that much Attack Damage as a whole. So your skills will be slightly less effective on targets with high health and low armor, simply because theyll be doing less overall damage. Black Cleaver is incredibly effective at shredding targets with lots of armor, but doesnt really do well trying to kill a mage with Rod of Ages, for example.
What about Last Whisper? How does this work with Last Whisper?
Last Whisper grants you % Armor Penetration while Black Cleaver reduces the opponents armor.
Lets look at an enemy with 400 Armor. Black Cleaver will reduce their armor by 25%, leaving them with 300. Last Whisper will allow you to ignore 40% of the remaining 300 armor, which means their effective armor against you will now be 180.
Last Thoughts
We hope that this change helps create a smoother scaling curve for many of our AD casters without causing them to utterly dominate and kill everyone. While these changes allow them to ignore armor much more effectively, the characters in question will be making heavy tradeoffs by simply not dealing as much raw damage as they could have with a B.F. Sword build against soft targets. Additionally, these iterations of The Brutalizer and The Black Cleaver allow our more spell-focused ranged carries like Corki or Graves to have a viable alternative to Last Whisper that will give them great utility if they find themselves on a team with lot of physical damage characters.
So we're going back to pre-Season-1 mode? I thought it was removed because it made armor stacking terrible against penetration stacking?
Yes and No. Armor stacking was terrible against penetration - but Armor Penetration never worked on abilities in Pre-Season 1.
So a change was made for the purposes of balancing AD carry damage output - which you know was actually more affected by things like Green Elixir and the craziness of Last Whisper than any actual systems change.
Quote:
Will new black cleaver still reduce armor for allies, or is it a selfish passive, like last whisper?
Armor reduction applies for your team.
The point of BC here is to be a smooth transition from lane dominance (Brutalizer) into mid/late game effectiveness (25% armor reduction.)
So, if you're a tanky AD Caster, like Renekton or Garen, you'll be shredding the armor of the enemy team. While if you're a selfish AD Caster like Pantheon or Talon, you might consider Brutalizer into Last Whisper.
Quote:
What about someone like kayle who gets the ranged splash? The attack itself is physical but splash is magical? Correct? What about the interaction with her passive and this thing? Would it be multiplicative or addative?
Kayle's splash is indeed magical, so Kayle does not AE shred.
Kayle's passive stacks multiplicatively with this item. All % reductions scale multiplicatively. If they don't, that's probably a bug we need to fix. XD
Will these changes also effect flat pen vs % pen magic damage?
Yes.
Quote:
Won't this item be something ADs, such as corkie would want to get now when dealing with high armored targets?
Yes and no, in a lot of ways.
Corki, in particular, has interesting interactions with this new BC due to Gattling Gun being silly with it - but for many carries, Last Whisper still provides superior penetration %.
[quote]
im really starting to hate these small little teasers....stop trying to build up hype riot.....shame on you....shame on thy
[/quoet]
The main goal is to explain everything that we can so that when the tide hits, you guys have a good grounding of what is to come.
Sure, we want people to be excited - but for me personally, I'm more worried about people not understanding all the changes and thus these previews help to get people geared up to understand the scale of the changes we'll make.
I am curious if hitting multiple bullets of graves buckshot would trigger The Black Cleaver multiple times. It seems like it should based on the other abilities described, but those are all DoT effects and this damage is calculated all at once.
Buckshot does indeed fire 3 bullets that can proc Black Cleaver 3 times. Graves is an AD Caster.
The trade-off here is whether Last Whisper or Black Cleaver makes more sense for you and your team. Black Cleaver promises early lane dominance into team shred, while Last Whisper is a mid-late game selfish armor penetration.
Quote:
Item Active abilities. These are severely under-utilized at lower play, but incredible at higher levels. Along with the DFG rework, what sort of options have you considered for rebalancing actives, or for keeping new actives in check?
In general, we're trying to introduce more actives that can be used either out of combat, or pre-combat and then adding some actives with lower cooldowns - so that people can get used to actives in their rotation.
However, we still don't want active overload, where the majority of your items are actives. That's actually been something that's been interestingly messy to combat. :P
So if I buy a Black Cleaver and a Tiamat, will the splash from the Tiamat cause armor reduction?
Based on how it's coded, probably not at the moment - if I think about it. Tiamat has always had kind of odd interactions with stuff like this for a long time.
I'll make a note to look into that specific code interaction as Tiamat is weeird. Did you know Tiamat can splash magic damage *if* the autoattack is 100% magic? Tiamat is weeeird.
Quote:
I feel like it is a problem with Specialization, for instance u mention that CC will be improved by incoming new items, but actually whether a AP mid champ will select these items instead of damage since I feel like that have damage to burst down a single target in team fight is better than a improved CC
The current additional CC adds for Tanks/Mages are slow based and have very use-cases. One is more of a location control basis, while the other one is a search and destroy basis that's much longer ranged.
How to win as wukong? Just rune and mastery for as much flat armor penetration as you possibly can, and get Black cleaver after picking up an armor pen item. 140 armor bruiser giving your team problems? NOPE. SUFFER ALL TEH DAMAGES
Well - Yeah. But then you run up into a 3k HP Mundo/Singed with 80~ armor and massive regeneration and you're like 'Wait a second, you didn't build any armor! ABORT. ABORT. I REGRET EVERYTHING.'
Will these new items affect armor pen quints/red runes????
It seems like since you adjust how you calculate flat armor pen vs % armor pen you'd also want to nerf flat armor pen runes to compensate.
Yes, we'll be doing a pass on all flat / % penetration sources to get them in line with the new formulae.
Currently, max ar pen is too binary in lane, while Last Whisper is *far* too strong because of how it anti-synergizes with flat armor penetration.
The values aren't too far off - in the ballpark of ~ 5% or 5 points for adjustments. Basically, if you only had one source of penetration, you'll see your penetration values go down as a whole because those were overtuned to be independent systems rather than interactive ones.
Quote:
Xypherous, I am concerned that the nerf to flat armor and MR at the beginning of the game will result in skill being too much of a modifier for the early game.
A lot of games use skill caps that allow worse players to overcome better ones in certain circumstances - I'm talking something like 5% of the times. An example is MTG's land flooding or screwing, or the randomization in items in Mario Kart.
Now, I'm not saying that skill shouldn't be what ultimately decides a game, because it certainly should, but maybe armor and MR level the playing field for less skilled players to gain a reasonable footing against more adept ones.
In the long run, skill will overcome and the better players will take the game for sure. But giving less skilled players a fighting chance, in something as moderate as armor and MR, doesn't seem unreasonable to me.
A little confused on this. We're going to hit flat armor / mr penetration values early game - because right now if you don't do flat armor and magic resistances early - you essentially have zero armor or magic resistance by 6 minutes into the game.
There was a give and take. If game lasted too long, you sell brut and buy LW. What's the problem?
There's two problems here:
1. Early game pen values were essentially tuned to be viable up until mid-game, which means that if you didn't stack early armor, you had zero armor.
2. Stacking early armor turned the flip-side of the problem onto the AD in question - because now they needed to give up their current advantages (Brutalizer) in favor of a % solution even if their flat penetration was good enough to kill a carry.
3. Meanwhile, carries just get a the amount of % armor penetration from Last Whisper so Tanks die while AD Casters pay a 600 Gold Tax for being in the late game.
Xyph - currently, if you get Last Whisper/Void Staff for 40% penetration, plus the same-resistance 10% penetration mastery in the Offense tree, you get 40% penetration, plus 10% of the remaining 60% armor/MR for 46% penetration. Can this be changed to be additive rather than multiplicative, so you get 50% reduction?
Or is this particular mastery no longer a thing?
No. Additive % Penetration is kind of a warped concept as it makes stacking exponentially more effective than you ever intend.
Every % point past 50% has over twice the returns that the first % point gives you. Every % point past 66% has over three times the return that the first % gives you.
Additive % Penetration is a great way to simply cause players to stack and invalidate armor. Armor would no longer have a point.
Quote:
What about flat reduction, will it apply before or after %penetration?
Reductions are on the opponent. They are always applied first.
Penetration is on you. It is always applied second.
Preseason Itemization Preview
Hey guys,
I’m Xypherous, a Technical Designer here at Riot Games. I’ve been working a bit on the goals for itemization changes as we head into the preseason, focusing mostly on specialization, player self-expression, and adding new gameplay patterns in the game. We wanted to fix a lot of the existing problems that players have with items and try to add more depth in terms of itemization. Let me go over the major goals we have for the preseason item changes:
Clean up / Reworks
We have some items that need a lot of love and some items that simply don’t have a place in the current framework in the game. We either made these items relevant for a specific purpose or removed them if they were too problematic to balance. Some super-niche or narrow-scope items have been remade to work on a greater variety of champions.
Specialization
There aren’t enough items to allow each champion to really feel like they have their own unique build. We also want to add more items that allow you to specialize for the particular game that you’re in. We’re adding items to give players in each role alternate primary builds that fill out their teams better. If your carry needs to do more AoE damage, he has an option for that. If your primary AP caster needs additional CC capabilities, there’s an option for that, too.
We want players to have a degree of specialization in terms of playstyle, and to buy items that complement that playstyle rather than simply giving them the highest raw stats.
Gold and Statistics Pass
We’ve done a complete gold and statistics pass on the entire item shop. Many statistics have been reevaluated to better reflect how much gold they are worth at a particular stage of the game. Premiums have been adjusted across many items to reflect how difficult they are to build or how niche they are, rather than their raw statistical strength. Items that grant early Resistances / Attack Damage / Attack Speed have all been reevaluated in terms of strength.
Breadth and Depth
One of the most important things we tried to accomplish during the preseason was to ensure that your mid game items didn’t pigeonhole you into certain choices later in the game. We’ve also endeavored to give mid-tier items more late game options so that you don’t run into dead-ends as the game progresses. If you build Warden’s Mail in the mid game, you shouldn’t feel compelled to buy Randuin’s Omen every game. We wanted to make sure that at each stage of item progression gave you upgrade choices later on.
We know that some of your favorite items might be affected by the coming update. I’ll be discussing many specific examples in depth leading up to the patch. If you’d like more information on a specific change, reply to the thread and I’ll answer your question if I can.
------
Since lots of you were interested in diving immediately into some specific details, I've decided to bump up the first item preview post. This is posted later in the thread as well, but I thought I'd edit the OP for visibility:
Today I’m going to talk about Armor Penetration and its effects on the scaling of our Attack Damage Casters class.
Let’s take a look at one of the core items for this class – The Brutalizer:
To adjust for this, we’re making two major changes:
1. Flat Armor Penetration and % Armor Penetration values are generally being lowered, but now Flat Penetration is calculated AFTER % Penetration
For example: Let’s say I have 50% Armor Penetration and 20 Flat Armor Penetration versus a target with 120 Armor.
Currently, on Live, I would ignore 20 of his armor via Flat Penetration (100) and then 50% of the remainder, leaving him with 50 Armor.
After this change, I would ignore 50% of his armor (60) and then 20 of the remainder, leaving him with 40 armor.
In this manner, we can make sure that penetration values can be cost-effective for both late game and early game because now you have an option to synergize the two statistics together if you need to pierce large amounts of armor.
2. Brutalizer builds into more than one thing
Pantheon, the Artisan of War
Spear Shot: Will trigger Black Cleaver once on a single target.
Aegis of Zeonia: Will not trigger Black Cleaver, as it does magic damage.
Heartseeker Strike: Will trigger Black Cleaver three times in a cone, as it does physical damage to the target three times.
Grand Skyfall: Will not trigger Black Cleaver, as it does magic damage.
Garen, the Might of Demacia
Decisive Strike: Will trigger Black Cleaver once, on a single target.
Courage: Will not trigger Black Cleaver, as it does no damage.
Judgment: Will trigger Black Cleaver up to 6 times, in a circle around him, as it does physical damage 6 times.
Demacian Justice: Will not trigger Black Cleaver, as it does magical damage.
So now, AD casters attempting to deal with highly armored opponents have a way to partially nullify the armor of targets they choose to fully commit to with all of their skills. However, they make a trade-off here; while Black Cleaver is highly effective at negating the effect of enemy armor, the Cleaver itself does not provide all that much Attack Damage as a whole. So your skills will be slightly less effective on targets with high health and low armor, simply because they’ll be doing less overall damage. Black Cleaver is incredibly effective at shredding targets with lots of armor, but doesn’t really do well trying to kill a mage with Rod of Ages, for example.
What about Last Whisper? How does this work with Last Whisper?
Last Whisper grants you % Armor Penetration while Black Cleaver reduces the opponent’s armor.
Let’s look at an enemy with 400 Armor. Black Cleaver will reduce their armor by 25%, leaving them with 300. Last Whisper will allow you to ignore 40% of the remaining 300 armor, which means their effective armor against you will now be 180.
(EDIT: Many people have pointed out that Flat Penetration happens here. This is true. Flat Penetration would now apply, leaving their effective armor at 170. Sorry guys. XD)
Last Thoughts
We hope that this change helps create a smoother scaling curve for many of our AD casters without causing them to utterly dominate and kill everyone. While these changes allow them to ignore armor much more effectively, the characters in question will be making heavy tradeoffs by simply not dealing as much raw damage as they could have with a B.F. Sword build against soft targets. Additionally, these iterations of The Brutalizer and The Black Cleaver allow our more spell-focused ranged carries like Corki or Graves to have a viable alternative to Last Whisper that will give them great utility if they find themselves on a team with lot of physical damage characters.
Thanks for reading and stay tuned for more!
-Xypherous
Lets take a look at one of the core items for this class The Brutalizer:
To adjust for this, were making two major changes:
1. Flat Armor Penetration and % Armor Penetration values are generally being lowered, but now Flat Penetration is calculated AFTER % Penetration
For example: Lets say I have 50% Armor Penetration and 20 Flat Armor Penetration versus a target with 120 Armor.
Currently, on Live, I would ignore 20 of his armor via Flat Penetration (100) and then 50% of the remainder, leaving him with 50 Armor.
After this change, I would ignore 50% of his armor (60) and then 20 of the remainder, leaving him with 40 armor.
In this manner, we can make sure that penetration values can be cost-effective for both late game and early game because now you have an option to synergize the two statistics together if you need to pierce large amounts of armor.
2. Brutalizer builds into more than one thing
Pantheon, the Artisan of War
Spear Shot: Will trigger Black Cleaver once on a single target.
Aegis of Zeonia: Will not trigger Black Cleaver, as it does magic damage.
Heartseeker Strike: Will trigger Black Cleaver three times in a cone, as it does physical damage to the target three times.
Grand Skyfall: Will not trigger Black Cleaver, as it does magic damage.
Garen, the Might of Demacia
Decisive Strike: Will trigger Black Cleaver once, on a single target.
Courage: Will not trigger Black Cleaver, as it does no damage.
Judgment: Will trigger Black Cleaver up to 6 times, in a circle around him, as it does physical damage 6 times.
Demacian Justice: Will not trigger Black Cleaver, as it does magical damage.
So now, AD casters attempting to deal with highly armored opponents have a way to partially nullify the armor of targets they choose to fully commit to with all of their skills. However, they make a trade-off here; while Black Cleaver is highly effective at negating the effect of enemy armor, the Cleaver itself does not provide all that much Attack Damage as a whole. So your skills will be slightly less effective on targets with high health and low armor, simply because theyll be doing less overall damage. Black Cleaver is incredibly effective at shredding targets with lots of armor, but doesnt really do well trying to kill a mage with Rod of Ages, for example.
What about Last Whisper? How does this work with Last Whisper?
Last Whisper grants you % Armor Penetration while Black Cleaver reduces the opponents armor.
Lets look at an enemy with 400 Armor. Black Cleaver will reduce their armor by 25%, leaving them with 300. Last Whisper will allow you to ignore 40% of the remaining 300 armor, which means their effective armor against you will now be 180.
Last Thoughts
We hope that this change helps create a smoother scaling curve for many of our AD casters without causing them to utterly dominate and kill everyone. While these changes allow them to ignore armor much more effectively, the characters in question will be making heavy tradeoffs by simply not dealing as much raw damage as they could have with a B.F. Sword build against soft targets. Additionally, these iterations of The Brutalizer and The Black Cleaver allow our more spell-focused ranged carries like Corki or Graves to have a viable alternative to Last Whisper that will give them great utility if they find themselves on a team with lot of physical damage characters.
Thanks for reading and stay tuned for more!
-Xypherous
So a change was made for the purposes of balancing AD carry damage output - which you know was actually more affected by things like Green Elixir and the craziness of Last Whisper than any actual systems change.
The point of BC here is to be a smooth transition from lane dominance (Brutalizer) into mid/late game effectiveness (25% armor reduction.)
So, if you're a tanky AD Caster, like Renekton or Garen, you'll be shredding the armor of the enemy team. While if you're a selfish AD Caster like Pantheon or Talon, you might consider Brutalizer into Last Whisper.
Kayle's passive stacks multiplicatively with this item. All % reductions scale multiplicatively. If they don't, that's probably a bug we need to fix. XD
Corki, in particular, has interesting interactions with this new BC due to Gattling Gun being silly with it - but for many carries, Last Whisper still provides superior penetration %.
[quote]
im really starting to hate these small little teasers....stop trying to build up hype riot.....shame on you....shame on thy
[/quoet]
The main goal is to explain everything that we can so that when the tide hits, you guys have a good grounding of what is to come.
Sure, we want people to be excited - but for me personally, I'm more worried about people not understanding all the changes and thus these previews help to get people geared up to understand the scale of the changes we'll make.
The trade-off here is whether Last Whisper or Black Cleaver makes more sense for you and your team. Black Cleaver promises early lane dominance into team shred, while Last Whisper is a mid-late game selfish armor penetration.
However, we still don't want active overload, where the majority of your items are actives. That's actually been something that's been interestingly messy to combat. :P
I'll make a note to look into that specific code interaction as Tiamat is weeird. Did you know Tiamat can splash magic damage *if* the autoattack is 100% magic? Tiamat is weeeird.
It seems like since you adjust how you calculate flat armor pen vs % armor pen you'd also want to nerf flat armor pen runes to compensate.
Currently, max ar pen is too binary in lane, while Last Whisper is *far* too strong because of how it anti-synergizes with flat armor penetration.
The values aren't too far off - in the ballpark of ~ 5% or 5 points for adjustments. Basically, if you only had one source of penetration, you'll see your penetration values go down as a whole because those were overtuned to be independent systems rather than interactive ones.
A lot of games use skill caps that allow worse players to overcome better ones in certain circumstances - I'm talking something like 5% of the times. An example is MTG's land flooding or screwing, or the randomization in items in Mario Kart.
Now, I'm not saying that skill shouldn't be what ultimately decides a game, because it certainly should, but maybe armor and MR level the playing field for less skilled players to gain a reasonable footing against more adept ones.
In the long run, skill will overcome and the better players will take the game for sure. But giving less skilled players a fighting chance, in something as moderate as armor and MR, doesn't seem unreasonable to me.
1. Early game pen values were essentially tuned to be viable up until mid-game, which means that if you didn't stack early armor, you had zero armor.
2. Stacking early armor turned the flip-side of the problem onto the AD in question - because now they needed to give up their current advantages (Brutalizer) in favor of a % solution even if their flat penetration was good enough to kill a carry.
3. Meanwhile, carries just get a the amount of % armor penetration from Last Whisper so Tanks die while AD Casters pay a 600 Gold Tax for being in the late game.
Or is this particular mastery no longer a thing?
Every % point past 50% has over twice the returns that the first % point gives you. Every % point past 66% has over three times the return that the first % gives you.
Additive % Penetration is a great way to simply cause players to stack and invalidate armor. Armor would no longer have a point.
Penetration is on you. It is always applied second.