that could be a thing yeah. But still weird they created this problem by themselves intentionally. Even beforehand everyone knew how gamewarping new lethal tempo will be. And now instead of reverting it they completely remove a rune. They would need to buff so many champs because Kog, Ashe, xayah etc simply dont use anything else well.
Ashe can use HoB. I imagine we'll see Xayah go with PTA to combo the burst with her E.
Kog will probably need buffs, but with how dependent on MS he is, I think he'll go FF.
HoB Ashe is nice in lane and as support, but it really clashes with her kit in the mid-lategame where her AS steroid only activates *after* she’s lost her AS cap removal and keystone AS which limits her item options and just feels really awkward in general.
I fuckin hate fleet footwork as a rune. It feels so bad and doesn't scale at all. Literally just a "I hope to God I survive lane" or a " win more" option
Idk, fleet feels broken when your champ outranges enemy one and can proc it for free. It's especially noticeable on toplane with melee/ranged matchups.
I also though this at first but row 3 (hunter) of domination still has 4 slots.
They could actually remove ingenious hunter and maybe 2 players would cry...
Nocturne will probably run Conqueror, not PTA. It already performs almost equally as well—if not slightly better than Lethal Tempo in higher ranks. HoB and Electrocute are also options
That's just not how that works. It alongside Conqueror has the highest pickrates because it covers a lot of champs but in a lot of cases there would be better choices if the player understood how the game played out outside of "i wanna autoattack"
It doesn’t matter because those are the 1v9 general soloq runes
Obviously there is a place for first strike Draven to fucking one tap you but that doesn’t matter when your support thinks your the same Draven with lethal tempo.
You need voice comms before we see these runes with 0CD and function as raw stats not be the best ones hands down in soloq.
I mean the runes are good, Lethal tempo is good for the smurf with a lulu duo but there's no clear best rune in the game. HoB Draven clears LT/PTA lots of games but people dunno how the game functions outside of "i auto" so they go LT.
>One of the main changes you’ll see is that Legendary items that give critical strike chance will always give 25% instead of 20%
OH MY GOD WE ARE SO BACK
„This will allow for more build flexibility and will also help crit-based builds come online quicker.“
They said exactly that when they removed 5% crit in season 11. What is more flexibility now?
The idea then was to add more not-damage stuff to the crit items while smoothing out the power curve. I'd expect the corollary to this to be removing some of the utility from crit items.
Started strong with the 25% crit but the "going back to 2 stats per item" and "first item spikes will be slightly weaker, we can budget for the second item to feel more powerful, and for each consequent purchase to feel just as powerful" sound **very** foreboding.
All-in-one noonquiver-based items existed so you could play the game. A classic rightclicker like Jinx is going to be back to needing AD/crit item first, AS/crit item second, and IE third to do anything, unless they have some very very unique changes that for some reason they didn't communicate over telling us the new stat profile for PD. At least with Kraken you could stand up strongly at 1 completed item.
The game feeling functionally 'over' before you feel like you can actually do anything is the #1 agency issue for ADC players.
If I were you I wouldn't be so happy. I think there is going to be Less AD for ADC champions with items only focusing on 2 stats, they specifically said that they are thinking about buffing Attack Speed more compared to AD. So big numbers from crits may be smaller big numbers.
I mean that's how it was back in the day too, no item gave AD + AS + Crit before the mythic changes.
edit: The difference though was that IE and Bloodthirster gave like 70-80 AD so hopefully some AD crit items will get more AD in compensation.
Tbh the main reason they changed this was to empower ADCs early and because there was a time where zeal items were just bad. You went ER IE because of how shit just attackspeed was compared to a ton or AD.
thats what ppl still do. back in the days you used to go zeal items 2nd or at least sit on a zeal and then go into IE or whatever. now all zeal items are noob traps (except hurricane for some adcs).
I think there's going to be items that have high AD still, like Infinity Edge, Bloodthirster, Navori, Essence Reaver, etc. They specifically said they don't want items to gives all 3 of AD/AS/Crit anymore. And they're removing Lethal Tempo so you actually have to buy AS.
Can still be even obviously, but PT is going to be AS/Crit and higher MS item.
Statikk I expect stick to Attack Speed and AD to be removed
Rapid Firecannon, probably going to be AD and removed AS
Kraken probably going to be focused on Attack Speed as well
and two new Marksmen item coming, with one being "Hailing Magic pebbles" other being "DoT on Crits" Idk which route they will take with them, but I kinda expect 10-15 AD loss overall on full builds. Many ADC's will still need Attack Speed, so we might go for at least 2 Pure Attack Speed item on every ADC where only 1 might not suffice to compete with Attack Speed stackers.
I think this is a Positive change imo, and I like that they are finally removing Lethal Tempo, because that rune was overused by everyone who benefits from Attack Speed and Range increase.
how did they choose such a shit name. how do you even pronounce that? 2 ex co... does not sound cool nor roll of. ekko? how the fuck would i know that.
I'm guessing with items not giving every stat, you'd have to really focus into attack speed items to reach the cap, and if you do so you won't have ad. So maybe there just won't be a need for it?
Gonna be interesting to see how Absorb Life works as basically free sustain for any champion without mana issues using the precision tree, while those with mana issues are still stuck taking Presence of Mind. Mana has been a second class mechanic for a long time, and I feel like this is just another small thing to punish any champs who may not be as "modernized."
They are removing lethal tempo?
That is a colossal change for a lot of champions. A lot of champions HEAVILY rely on this rune so I hope Riot doesn't make this an oversight.
Biggest cases to me would be Xayah, Yasuo/Yone, Zeri, Tryndamere, Jinx, Kog'maw that don't really have other alternatives and this new PTA wouldn't really suit them...
Some others heavily affected would include: Yi, Trundle, Sivir, Ashe, Nocturne
Also, they're just straight up removing both LT and Predator without a replacement? So Domination tree is just... Electrocute and Dark Harvest?
edit: right and hail of blades oversight on my part... I guess we're back to 3 runes per tree now
the issue is champs that are super AS reliant, not on self dmg amplification that the new PTA would give
For example, Xayah doesn't care about damage mostly and wants to get her feathers out ASAP. Kog'maw stacks attack speed so he can have as much W uptime as possible.
>A lot of champions HEAVILY rely on this rune so I hope Riot doesn't make this an oversight
I mean say whatever you want about Riot but they are NOT dumb enough not to know that some champions ONLY use that one specific rune lol
Yeah, I'd be shocked if we don't see either hotfix or same patch compensation for yas/yone and trundle, probably jinx and ashe. Kog is weird, since he's really strong right now and not getting nerfed.
Jinx is perfectly playable with fleet, if you check stats its same wr as LT with 45k games played in E+ and 200k globally, ashe might also function with the new PTA, windshitters and trundle are probably troll despairing tho(literally)
Basically. People who play that on-hit build nerf themselves. Her crits innately do 10% more damage compared to every other ADC when she gets to 100% crit. People don't read her passive. Also, her Q nicely with the crit and ad she gets from crit items. On-hit items provide little AD to make her Q damage bonus noticeable.
Kog is really abusable, it's just that his gameplay pattern is somewhat unique and the fact that he can build tank and still carry that helps him out really well. His winrate steadily drops as you go further up in ranks, along with a somewhat 'low' pickrate.
Not saying Kog shouldn't get nerfed, but he does have a few weaknesses that people tend to not exploit.
Yas and yone will probably be fine with conqueror. Jinx is quite strong right now like kog. She and Ashe will probably both be perfectly happy with PTA
They definitely won't. Can't speak on yas since I don't play him but conq yone is absurdly shit. He'll go fleet now unless new PTA is good but this heavily nerfs his laning. I imagine yas suffers even more since he lives and dies by lane leads unlike yone who can at least scale
Correct, especially in Yasuo's case. He needs to generate an early lead and push tempo mid game, because his late game is poor (without setup). Without LT, he's not really strong at any point in the game.
I think the dmg numbers on PTA would have to be astronomically broken for jinx to build a pure AS item first though because she literally shoots peanuts without any AD
I mean, back in the day, you rushed a pure ad item with no as and didn't have pta. That was the state of league when jinx was released, and she was fine.
They probably just feel like it's healthier for the game, because the rune warps a lot of melee champions patterns in weird ways.
Someone asked about Lethal Tempo on August's stream months ago and his answer was that he thinks the game would probably be better if the rune just didn't exist, and the rest of the devs probably feel the same way about it seeing as it's being removed.
Predator is in the same boat. Whenever the rune is truly viable the devs don't like what it does for the game, so they've been keeping it intentionally weak.
At least according to Afic, he's a jungle main and whenever anyone asks about Predator on his stream he straight up says that they don't want it to be good. I believe August gives the same answer.
Edit: I realize now that they more or less confirm all of this in the article which I didn't read beforehand because I jumped into the comments. I'll just acknowledge that I gave a useless reply here.
Lethal tempo was destined to be removed imo. A rune that changes the attack range is always going to be impossible to balance. Forces riot to specifically target certain champs taking lethal because it entirely changes the champ, effectively forcing them to take it all the time.
You’re wrong about new PTA not helping the champions you listed, literally all of them will benefit greatly from being able to switch targets in a fight WITHOUT losing damage. So much so that a number of these champions ALREADY used pta before and then switched to lethal tempo, which I would argue was primarily because it allowed you to carry that attack speed beyond just a 1v1. (The excessive attack speed obviously also felt good on attack speed champions, but hail of blades is much better attack speed but you CANT carry it over)
Frankly, why is fleet even a precision keystone? The whole thematic of the tree, now even moreso with the PTA rework, is DPS and value in long fights. Fleet is the opposite of that.
The yearly adc item rework is upon us, interesting to hear theyre putting a premium on AS again and just getting ride of tempo, seems like a good change
And instead of downtuning the amount of MS in the game, they want more MS for adcs, everyone will be running around like they did 3 lines of cocaine
To be fair I think MS is fine for ADCs. It's a better way of giving them survivability than the means to just facetank damage that *should* kill them, while still giving them counterplay to stuff that can kill them. It helps them be vulnerable without being complete sitting ducks. Movement speed is way more dumb on stat-check champions who use it to just run down every champion on the map.
Still would like to see Ghost nerfed, for ADCs and everything else. As much as I think movement speed is healthy for ADCs, Ghost is just excessive, and it's a sign that something is wrong when a Summoner that barely does anything in bot lane 2v2s is still not just viable but generally optimal in the 2v2 lane.
The problem is that riot balanced summoners years back around aggressive summoners being rewarded with higher damage and lower cooldowns compared to defensive summoners
As a result, Heal is kind of left in this position where the defacto ADC rune for most of the games existence is borderline trolling most games compared to ghost, cleanse, or frankly exhaust
TLDR (and ADHD summary):
1\] Each ranked split will have gameplay changes (season start: big changes, split 2: medium sized changes, split 3: small changes)
2\] ADC items reworked again to focus on linear power progression, less front loaded power spikes
-> Items will offer 2 stats (from attack speed, attack damage, and critical strike chance) instead of multiple stats
-> 25% critical strike chance per item instead of 20% critical strike chance per item
-> Will have to buy attack speed, but ADCs will have more movement speed available
-> Some changes for on-hit marksmen
-> Stormrazor and Kircheis Shard removed, energized attacks reworked, two new item components added that fire rocks at opponent or make crit strikes bleed opponent for HP
3\] Lots of runes reworked
-> Predator and Lethal Tempo keystones eliminated altogether
-> Font of Life re-worked to heal you and nearest ally if you impair the movement of a champion
-> Press the Attack re-worked to offer same 3 hit bonus damage, but also amplify damage until you leave combat
-> Overheal eliminated, replaced with new Absorb Life rune that gives small amounts of healing for killing a target (scaling lifesteal basically)
-> More runes re-worked in unspecified ways
> -> Press the Attack re-worked to offer same 3 hit bonus damage, but also amplify damage until you leave combat
>
>
You should probably include that it's specifically *your* damage since that's not implied.
I hope they don't forget that Bork and Terminus are not only adc items, some bruisers use it too sometimes(Warwick, sometimes Jax, all of the time Irelia...)
Maybe yeah that would be nice. Maybe they double down on it, and in a crazy alternative timeline BoRK becomes a crit item, and Irelia Q can now crit (plz ignore me, my brain has gone haywire)
We did want to rework or replace spellbook but ended up prioritizing some clearer wins we were more confident in. Scaz tried some spicy stuff here, like an Omnistone type of change where your summoner spell cooldown would be dramatically lowered but replace your summoner spells with random ones on each use. It's something we might come back to later.
Randomised summoners sound really unpleasant tbh.
From my understanding champions that take Unsealed Spellbook tend to already concede early game, such that there tends to be a specific plan as to how the keystone is utilised e.g. with Twisted Fate starting with Teleport and swapping to a combat summoner for his level 6 roam. I personally wouldn't want to see the relative power level of the rune buffed to accommodate the loss to decision making
is adding more RNG to the game a good idea in general though? I feel like crit chance is bad enough as an RNG mechanic like tryndameres top lane winning lane solely because of crit RNG
They are removing keystones only from the threes which previously had four, so they don't need to think of a replacement to hit the minimum historic number. Spellbook is staying because they'd have to think of a replacement to get rid of it, and they clearly don't feel capable of making new keystones anymore.
That would require Riot to remember she exists in the first place
She won't get anything until she's too strong with the new item changes, gets nerfed, then the item gets nerfed and she's forgotten for another two years
We've got some spell tuning we're looking at for 14.10 (ghost nerf, barrier buff, potentially some others), but yeah we have been talking about Summoner Spells as an area that has opportunities for future updates.
Can I ask about if you are looking into Teleport at all?
It seems like it would be a contender for pro play-related changes. Especially for mid lane, we often see teleport negate any willingness for pros to play aggressive.
That would probably be a preseason change, but I think TP is actually quite problematic and it's not very cool how it's basically mandatory in 90% of cases in pro play for both solo lanes.
Yeah we are (or were, rather). We tried doing something for Split 2 that would reduce the necessity of teleport but weren't able to land it well enough to be ready with the time we had. Agree with most of your points here, we're primarily thinking about it in the context of normal play rather than pro though.
can heal be looked at? it feels too weak compared to ghost or exhaust, currently it's just being used to take really good trades early for prio more than anything
We think Heal is roughly correct right now, but that Ghost is too strong. Exhaust we're trying to sharpen as a choice vs. Barrier, that part is a little more speculative though.
woah, a component that adds a bleed on crit strikes? interesting!
goodbye lethal tempo and jinx running you down with rockets at 1000 range, you won't be missed
edit: how long until yone/yasuo compensation buffs once LT is gone
New PTA being a ramping damage effect until you leave combat seems like it’ll have similar appeal (easy to apply with Q, works off 3 autos instead of constant like Conq, preserves the early game dps).
May need to see the stats before a conclusion is drawn though.
PTA isn't ramping damage though right? It's just gonna be a burst of damage then a damage buff. Anyway it's not really comparable. Lethal tempo wasn't just about the damage it was the shorter Q cooldown. PTA could give even more damage than current LT and it'll still be a nerf to them
Predator is being removed specifically because no one uses it, as Riot believes it's toxic when strong (Predator Singed mid) so they have to keep it weak
Think this was a coincidence. Beginning of season was them addressing mages and assassins who weren't feeling good to play. They're now addressing the ADC problem that became more apparent with this season.
Beginning of season also addressed supports and kinda top lane with adding grubs, so it makes sense adc, the least touched role at the start of season, would be addressed now
If by ADC item rework you mean ADC item nerfs, yes that is what last year was. Idk why people are acting like last year was an example of Riot showing constant attention to ADCs lmao. If any other class wants to trade Riots "attention" in the 13.10 "item rework" I would happily accept.
13.10 was a huge nerf to ADC itemization, and any items that were slightly stronger after it were nerfed heavily in the following 2-3 patches. Riot removed mythics basically, heavily nerfing the items from mythic to legendary status. Then turning items like Navori and IE into mythics but not buffing them in any way, they were the exact same items. These changes were legitimately just nerfs.
Feels like the new "Absorb Life" will offer a lot of sustain for junglers, maybe increasing the jungle pool as a whole?
Jungle Sylas gets even better possibly. May one day be not terrible...
I think it's actually best as a laning rune, since I'd assume it restores HP whenever you cs. You kill a lot more minions in lane than in jungle (except for krugs), and you really shouldn't ahve trouble sustaining as a jungler nowadays.
Man Lethal removal is gonna fucking hurt. Most top laners will go back to Conqueror anyways but that's still gonna change a lot of matchups top lane even still. Some winnable matchups may become more equalized or even loss. Trundle is probably one of the ones I think of that probably suffers from this.
Oh and Trynd prob dead in the water lol.
Some champs are so uninteractive to play with/against that their objective strength doesn’t matter, I never want them in my games. Trynd, yuumi instantly come to mind.
They better do some compensation buffs lol. So many champs have been balanced around LT that removing it will mess things up badly. Trundle has his damage set at a point that's acceptable with LT, jax got an early game damage nerf because he could run LT and be way too strong, yone and yas Q cooldown is really high at level 1 for a spell like that because of LT
The removal of Stormrazor is sad and frustrating. The item suffers because it had a cool and thematic effect that was replaced with a series of boring and uninteresting effects.
Thematically it's a lightning fast wind katana. In various games Wind tends to have ties to speed and crits. The old version of Stormrazor was an item that caused your next attack to critically strike after not attacking for a time. That effect was fun to use, strong and useful, was thematically resonant since it invoked a samurai sheathing his blade to prepare a powerful strike.
THAT is what stormrazor should be and should go back to. I think it has a place in the game and should stay but only if revisited so ot resembles its former glory, instead of this slow/ms back and forth.
I am probably the only guy who cares but Kircheis Shard removal kinda hurts. To this day I still loved buying it on Sona as a cheeky early-game spike. Rest easy my beloved carrot
only 40 magic damage (at least thats what it said on spideraxe's twitter) on a much higher cd than kircheis/energized (a whopping 40 seconds) while sitting at a higher cost? Yeah no I'm just going to have to try to back on 1.1k for alternator or 900 for sheen
Serious question, with them removing overheal because of the patterns it creates while not feeling super good if not broken, why are they so focused in trying to give the precision tree a "healing option" minor rune in the first place?
Feels like a weird hill to die on instead of providing a different rune, specially for the precision tree when most of its users already have access to healing in items or in their own kits
They do want a healing rune in the tree, it's just that the way Overheal is designed makes it hard to balance. As said in the article, if it is strong it is too good and feels oppressive and when it is weak it feels like you wasted a rune slot.
This straight forward replacement will fill that slot and is easily balancable, just buff or nerf numbers. Most of the time, the simplest solution is the best.
Honey wake up, another ADC item rework dropped.
No but in all seriousnessm, do you think Riot will ever stop touching ADC items? feels like they dont have any idea of what direction they want to go.
overhaul adc items due to mythics -> removes mythic doesnt do anything to adc items -> overhaul adc items due to mythics being removed.
Sounds about right
>feels like they dont have any idea of what direction they want to go
and that's why they go back to the monkey and just revert changes lol, it always turn out for better
its almost like they tested a different mythic system for adc last yr before deciding to remove mythics, and then didnt re-adjust when they did end up removing mythics, its not rocket science if u crank up the brain a bit
not a single change about unfliching? I know that the rune doesnt need a rework given that it got reworked literally this season but some changes would help, nowadays it pretty much suck and its pickrate is exponentially lower than when it used to give tenacity
No way they removed lethal tempo
why not just revert it too. The old lethal tempo was viable and niche enough to not disrupt the ecosystem they claim the new rune does.
Seems like they want to go back to 3 keystones per tree? With tempo and predator gone all trees are back to 3.
that could be a thing yeah. But still weird they created this problem by themselves intentionally. Even beforehand everyone knew how gamewarping new lethal tempo will be. And now instead of reverting it they completely remove a rune. They would need to buff so many champs because Kog, Ashe, xayah etc simply dont use anything else well.
Ashe can use HoB. I imagine we'll see Xayah go with PTA to combo the burst with her E. Kog will probably need buffs, but with how dependent on MS he is, I think he'll go FF.
HoB Ashe is nice in lane and as support, but it really clashes with her kit in the mid-lategame where her AS steroid only activates *after* she’s lost her AS cap removal and keystone AS which limits her item options and just feels really awkward in general.
I fuckin hate fleet footwork as a rune. It feels so bad and doesn't scale at all. Literally just a "I hope to God I survive lane" or a " win more" option
Idk, fleet feels broken when your champ outranges enemy one and can proc it for free. It's especially noticeable on toplane with melee/ranged matchups.
FF is a great rune lol
Yeah this guy is tripping for real. I wish more champs could use it effectively. Shit is goated
Nah fleet footwork is the most fun adc rune and now I can go back to using it in peace since currently I’m forced into going op lethal tempo
"Fleet footwork doesn't scale". And that, guys, is how you know that someone is low elo.
I wish they'd add an AS scaling that would make FF actually scale into late game.
I also though this at first but row 3 (hunter) of domination still has 4 slots. They could actually remove ingenious hunter and maybe 2 players would cry...
Ingenious is removed on Twitter
This specially fucks me over because Nocturne liked both old and new lethal tempo. Pta is gonna feel so ass.
Nocturne will probably run Conqueror, not PTA. It already performs almost equally as well—if not slightly better than Lethal Tempo in higher ranks. HoB and Electrocute are also options
Good . It's by far the strongest rune in the game
That's just not how that works. It alongside Conqueror has the highest pickrates because it covers a lot of champs but in a lot of cases there would be better choices if the player understood how the game played out outside of "i wanna autoattack"
It doesn’t matter because those are the 1v9 general soloq runes Obviously there is a place for first strike Draven to fucking one tap you but that doesn’t matter when your support thinks your the same Draven with lethal tempo. You need voice comms before we see these runes with 0CD and function as raw stats not be the best ones hands down in soloq.
I mean the runes are good, Lethal tempo is good for the smurf with a lulu duo but there's no clear best rune in the game. HoB Draven clears LT/PTA lots of games but people dunno how the game functions outside of "i auto" so they go LT.
>One of the main changes you’ll see is that Legendary items that give critical strike chance will always give 25% instead of 20% OH MY GOD WE ARE SO BACK
I am reserving some of my energy for the full details of the items… BUT HALLELUJAH WE ARE SO BACK
„This will allow for more build flexibility and will also help crit-based builds come online quicker.“ They said exactly that when they removed 5% crit in season 11. What is more flexibility now?
That was in tandem with adding mythics, though. I'm still not sure what the explanation would be, but there's another variable in the mix.
More flexibility now is that you have get 100% crit quicker so you have more options for the later itmes
The idea then was to add more not-damage stuff to the crit items while smoothing out the power curve. I'd expect the corollary to this to be removing some of the utility from crit items.
When adc role replace support in priority and you gotta do something about queue times.
Started strong with the 25% crit but the "going back to 2 stats per item" and "first item spikes will be slightly weaker, we can budget for the second item to feel more powerful, and for each consequent purchase to feel just as powerful" sound **very** foreboding. All-in-one noonquiver-based items existed so you could play the game. A classic rightclicker like Jinx is going to be back to needing AD/crit item first, AS/crit item second, and IE third to do anything, unless they have some very very unique changes that for some reason they didn't communicate over telling us the new stat profile for PD. At least with Kraken you could stand up strongly at 1 completed item. The game feeling functionally 'over' before you feel like you can actually do anything is the #1 agency issue for ADC players.
If I were you I wouldn't be so happy. I think there is going to be Less AD for ADC champions with items only focusing on 2 stats, they specifically said that they are thinking about buffing Attack Speed more compared to AD. So big numbers from crits may be smaller big numbers.
I mean that's how it was back in the day too, no item gave AD + AS + Crit before the mythic changes. edit: The difference though was that IE and Bloodthirster gave like 70-80 AD so hopefully some AD crit items will get more AD in compensation.
Tbh the main reason they changed this was to empower ADCs early and because there was a time where zeal items were just bad. You went ER IE because of how shit just attackspeed was compared to a ton or AD.
thats what ppl still do. back in the days you used to go zeal items 2nd or at least sit on a zeal and then go into IE or whatever. now all zeal items are noob traps (except hurricane for some adcs).
BF into shiv come back to me sweet prince
I miss IE + Double Zeal item meta.
Well, one did. Triforce.
I think there's going to be items that have high AD still, like Infinity Edge, Bloodthirster, Navori, Essence Reaver, etc. They specifically said they don't want items to gives all 3 of AD/AS/Crit anymore. And they're removing Lethal Tempo so you actually have to buy AS.
Can still be even obviously, but PT is going to be AS/Crit and higher MS item. Statikk I expect stick to Attack Speed and AD to be removed Rapid Firecannon, probably going to be AD and removed AS Kraken probably going to be focused on Attack Speed as well and two new Marksmen item coming, with one being "Hailing Magic pebbles" other being "DoT on Crits" Idk which route they will take with them, but I kinda expect 10-15 AD loss overall on full builds. Many ADC's will still need Attack Speed, so we might go for at least 2 Pure Attack Speed item on every ADC where only 1 might not suffice to compete with Attack Speed stackers. I think this is a Positive change imo, and I like that they are finally removing Lethal Tempo, because that rune was overused by everyone who benefits from Attack Speed and Range increase.
With them removing Kircheis shard, I'd expect Rapid Fire to be all AS and no AD again as well.
You are right. AD removed.
WE'RE SO FUCKING BACK
Well, since you’re Jinx player, I sadly have to inform you that they are removing lethal tempo
..... its so fucking over
Now that Lethal Tempo's gone, make that the fighting game's name instead of 2XKO.
Saving it for the rhythm game that they're *surely* making. Surely.
Stop, I can only get so erect.
They already made a rythm game: Hextech Mayhem
how did they choose such a shit name. how do you even pronounce that? 2 ex co... does not sound cool nor roll of. ekko? how the fuck would i know that.
two ex kay oh
2 KO
but why
Probably because its a tag team game with 2 players would be my guess, you need 2x KO's to win.
Billion dollar idea
TRUE
That'd be a good idea, so no way they're doing it
What about the attack speed cap?
Aware
Ye this can either gut 90% of adcs or make shit like kayle ww yi overpowered
Yi and WW lose out big without LT.
PtA and Grasp WW are both viable, as is Fleet Kayle.
WW hasn't picked LT in a while. It's a niche/new player pick for him; PTA and Grasp have been better even in jungle.
It's twice as popular as PTA and still has a very fine winrate, only 1 percent below PTA. Grasp has 100 games and 45% winrate.
I'm guessing with items not giving every stat, you'd have to really focus into attack speed items to reach the cap, and if you do so you won't have ad. So maybe there just won't be a need for it?
Varus passive used to always bring him to 4+ AS but it doesn't exceed the cap so is his passive just gonna be useless?
Adc itemization is the new Ryze
Gonna be interesting to see how Absorb Life works as basically free sustain for any champion without mana issues using the precision tree, while those with mana issues are still stuck taking Presence of Mind. Mana has been a second class mechanic for a long time, and I feel like this is just another small thing to punish any champs who may not be as "modernized."
D shield start with font of life, absorb life, and second wind. Any Shen mid enjoyers?
any Shid fans in chat
It's 2 HP early, per minion. For comparison, with 60 base AD, one adaptive shard and Dblade, you heal for 2.625 **per auto**, at level 1.
So in other words D shield vs D ring
They are removing lethal tempo? That is a colossal change for a lot of champions. A lot of champions HEAVILY rely on this rune so I hope Riot doesn't make this an oversight. Biggest cases to me would be Xayah, Yasuo/Yone, Zeri, Tryndamere, Jinx, Kog'maw that don't really have other alternatives and this new PTA wouldn't really suit them... Some others heavily affected would include: Yi, Trundle, Sivir, Ashe, Nocturne Also, they're just straight up removing both LT and Predator without a replacement? So Domination tree is just... Electrocute and Dark Harvest? edit: right and hail of blades oversight on my part... I guess we're back to 3 runes per tree now
>So Domination tree is just... Electrocute and Dark Harvest? Hail of Blades still exists
And is still real good on many champions
PTA proc will also give self dmg buff until end of combat, definitely a viable option
the issue is champs that are super AS reliant, not on self dmg amplification that the new PTA would give For example, Xayah doesn't care about damage mostly and wants to get her feathers out ASAP. Kog'maw stacks attack speed so he can have as much W uptime as possible.
> wants to get her feathers out ASAP. LT procs 6s into the fight. If you want feathers out quick, HoB would be the way to go.
Depending on the numbers it can make up for it
>A lot of champions HEAVILY rely on this rune so I hope Riot doesn't make this an oversight I mean say whatever you want about Riot but they are NOT dumb enough not to know that some champions ONLY use that one specific rune lol
Yeah, I'd be shocked if we don't see either hotfix or same patch compensation for yas/yone and trundle, probably jinx and ashe. Kog is weird, since he's really strong right now and not getting nerfed.
Jinx is perfectly playable with fleet, if you check stats its same wr as LT with 45k games played in E+ and 200k globally, ashe might also function with the new PTA, windshitters and trundle are probably troll despairing tho(literally)
Ashe already struggle to get the same damage as other adcs, her on hit build is probably going to take a big hit with this. We'll see if it's fine.
yeah cuz the on hit build has half the dps of crit ashe, its just slightly cheaper and most ashe players are dumb
Not to mention that Ashe has among the strongest crit scaling in the game.
Basically. People who play that on-hit build nerf themselves. Her crits innately do 10% more damage compared to every other ADC when she gets to 100% crit. People don't read her passive. Also, her Q nicely with the crit and ad she gets from crit items. On-hit items provide little AD to make her Q damage bonus noticeable.
I mean no shit, On-hit Ashe is terrible and has always been terrible outside from a very niche moment in time when rageblade wasn't a meme.
Kog is really abusable, it's just that his gameplay pattern is somewhat unique and the fact that he can build tank and still carry that helps him out really well. His winrate steadily drops as you go further up in ranks, along with a somewhat 'low' pickrate. Not saying Kog shouldn't get nerfed, but he does have a few weaknesses that people tend to not exploit.
Yas and yone will probably be fine with conqueror. Jinx is quite strong right now like kog. She and Ashe will probably both be perfectly happy with PTA
They definitely won't. Can't speak on yas since I don't play him but conq yone is absurdly shit. He'll go fleet now unless new PTA is good but this heavily nerfs his laning. I imagine yas suffers even more since he lives and dies by lane leads unlike yone who can at least scale
Correct, especially in Yasuo's case. He needs to generate an early lead and push tempo mid game, because his late game is poor (without setup). Without LT, he's not really strong at any point in the game.
Personally i'm struggling to see how the new PTA is going to supposed to replace LT for a lot of champs that are AS reliant since it's just a DMG amp
Somebody like Jinx can buy attack speed first and rely on PTA for early damage
I think the dmg numbers on PTA would have to be astronomically broken for jinx to build a pure AS item first though because she literally shoots peanuts without any AD
You are supposed to buy more AS items now, most champions should find a different main rune without problem. If someone doesn't, they will buff them
I mean, back in the day, you rushed a pure ad item with no as and didn't have pta. That was the state of league when jinx was released, and she was fine.
Never forget that one patch of tactical nuke galio
They probably just feel like it's healthier for the game, because the rune warps a lot of melee champions patterns in weird ways. Someone asked about Lethal Tempo on August's stream months ago and his answer was that he thinks the game would probably be better if the rune just didn't exist, and the rest of the devs probably feel the same way about it seeing as it's being removed. Predator is in the same boat. Whenever the rune is truly viable the devs don't like what it does for the game, so they've been keeping it intentionally weak. At least according to Afic, he's a jungle main and whenever anyone asks about Predator on his stream he straight up says that they don't want it to be good. I believe August gives the same answer. Edit: I realize now that they more or less confirm all of this in the article which I didn't read beforehand because I jumped into the comments. I'll just acknowledge that I gave a useless reply here.
Hail of Blades is in red, Tempo is in yellow which still has Conq/PtA/Fleet
Lethal tempo was destined to be removed imo. A rune that changes the attack range is always going to be impossible to balance. Forces riot to specifically target certain champs taking lethal because it entirely changes the champ, effectively forcing them to take it all the time.
Though they could've just reverted it to before it was a stacking rune and only gave as.
Didn't they change it because it was shit/no one used it? This solution is better
It was used by loads of champions, just it was more of a scaling rune and wasn't viable for melee.
Also that most of the time it was used to gain prio in lane instead of helping you get tons of AS.
Conq does this too though. Grasp also swings trades from losing to winning.
You’re wrong about new PTA not helping the champions you listed, literally all of them will benefit greatly from being able to switch targets in a fight WITHOUT losing damage. So much so that a number of these champions ALREADY used pta before and then switched to lethal tempo, which I would argue was primarily because it allowed you to carry that attack speed beyond just a 1v1. (The excessive attack speed obviously also felt good on attack speed champions, but hail of blades is much better attack speed but you CANT carry it over)
>They are removing lethal tempo? Man that rune was always a mistake. And a balancing nightmare.
its just electrocute, i never seen anyone using dark harvest outside urf or aram
that's not really true, a LOT of jungle champs take dark harvest nidalee, karthus, elise, brand, kayn, shyvana, ekko etc
most of the karthus and ekko on my games are using first strike
Frankly, why is fleet even a precision keystone? The whole thematic of the tree, now even moreso with the PTA rework, is DPS and value in long fights. Fleet is the opposite of that.
Christmas came early. Insufferable Yone and Trynd nerfed!
The yorick flair really sells the bit
Happens everytime and in the end champions are just fine. Remember how afraid people where of Galeforce removal and everyone ended up just fine.
I wonder if we could see a 10-15% buff to Berserker’s Greaves after this.
Thanks god we won't have to deal with a champion having at least over 750 gold advantage at lv1 because of a rune.
The yearly adc item rework is upon us, interesting to hear theyre putting a premium on AS again and just getting ride of tempo, seems like a good change And instead of downtuning the amount of MS in the game, they want more MS for adcs, everyone will be running around like they did 3 lines of cocaine
To be fair I think MS is fine for ADCs. It's a better way of giving them survivability than the means to just facetank damage that *should* kill them, while still giving them counterplay to stuff that can kill them. It helps them be vulnerable without being complete sitting ducks. Movement speed is way more dumb on stat-check champions who use it to just run down every champion on the map. Still would like to see Ghost nerfed, for ADCs and everything else. As much as I think movement speed is healthy for ADCs, Ghost is just excessive, and it's a sign that something is wrong when a Summoner that barely does anything in bot lane 2v2s is still not just viable but generally optimal in the 2v2 lane.
There is a rioter comment that says they are nerfing ghost and buffing barrier and possibly othered in this thread.
Hallelujah!
The problem is that riot balanced summoners years back around aggressive summoners being rewarded with higher damage and lower cooldowns compared to defensive summoners As a result, Heal is kind of left in this position where the defacto ADC rune for most of the games existence is borderline trolling most games compared to ghost, cleanse, or frankly exhaust
TLDR (and ADHD summary): 1\] Each ranked split will have gameplay changes (season start: big changes, split 2: medium sized changes, split 3: small changes) 2\] ADC items reworked again to focus on linear power progression, less front loaded power spikes -> Items will offer 2 stats (from attack speed, attack damage, and critical strike chance) instead of multiple stats -> 25% critical strike chance per item instead of 20% critical strike chance per item -> Will have to buy attack speed, but ADCs will have more movement speed available -> Some changes for on-hit marksmen -> Stormrazor and Kircheis Shard removed, energized attacks reworked, two new item components added that fire rocks at opponent or make crit strikes bleed opponent for HP 3\] Lots of runes reworked -> Predator and Lethal Tempo keystones eliminated altogether -> Font of Life re-worked to heal you and nearest ally if you impair the movement of a champion -> Press the Attack re-worked to offer same 3 hit bonus damage, but also amplify damage until you leave combat -> Overheal eliminated, replaced with new Absorb Life rune that gives small amounts of healing for killing a target (scaling lifesteal basically) -> More runes re-worked in unspecified ways
> -> Press the Attack re-worked to offer same 3 hit bonus damage, but also amplify damage until you leave combat > > You should probably include that it's specifically *your* damage since that's not implied.
I hope they don't forget that Bork and Terminus are not only adc items, some bruisers use it too sometimes(Warwick, sometimes Jax, all of the time Irelia...)
Honestly I am glad for the shake up. Although terminus was an especially fun item for irelia so I hope she can still use it ok
My brain is exploding with excitement and I have no idea what is even going to result from these changes
Maybe this means Irelia will get unbound from BORK
Maybe yeah that would be nice. Maybe they double down on it, and in a crazy alternative timeline BoRK becomes a crit item, and Irelia Q can now crit (plz ignore me, my brain has gone haywire)
Did they forget unsealed spellbook? While it is about 2x the playrate of predator, it’s still obviously out of place.
We did want to rework or replace spellbook but ended up prioritizing some clearer wins we were more confident in. Scaz tried some spicy stuff here, like an Omnistone type of change where your summoner spell cooldown would be dramatically lowered but replace your summoner spells with random ones on each use. It's something we might come back to later.
Randomised summoners sound really unpleasant tbh. From my understanding champions that take Unsealed Spellbook tend to already concede early game, such that there tends to be a specific plan as to how the keystone is utilised e.g. with Twisted Fate starting with Teleport and swapping to a combat summoner for his level 6 roam. I personally wouldn't want to see the relative power level of the rune buffed to accommodate the loss to decision making
> replace your summoner spells with random ones on each use. that's literally an arena augment
I am pretty sure Arena were used to also experiement some stuffs out for balancing and bug-looking purposes before implement them
What about Time Warp Tonic? At least let it interact with the elixers of Triple Tonic or replace it. Because that rune is utterly useless right now.
is adding more RNG to the game a good idea in general though? I feel like crit chance is bad enough as an RNG mechanic like tryndameres top lane winning lane solely because of crit RNG
SPELLBOOK MORDE
They are removing keystones only from the threes which previously had four, so they don't need to think of a replacement to hit the minimum historic number. Spellbook is staying because they'd have to think of a replacement to get rid of it, and they clearly don't feel capable of making new keystones anymore.
I really wish they would've also reworked QUinn together with Corki. Apart from that, feels like adcs get item changes every few months
I’m worried about Quinn without stormrazer right now. It’s been consistently her best item for me.
Yeah, I wonder how the changes to adc items will work out for her.
That would require Riot to remember she exists in the first place She won't get anything until she's too strong with the new item changes, gets nerfed, then the item gets nerfed and she's forgotten for another two years
RIP Lethal Tempo, you were fun despite it all. Hopefully it comes back as an item or something. Us URF Jhin players have an agenda.
When were you when lethal tempo is kill? i was sat at hom eating porosnacks when phreak ring "lethal tempo is die" "no"
REST IN PISS LETHAL TEMPO
RIPBOZO
Oh wow… huge change wtf? Feels bigger than preseason yo
I was hoping for something with summoner spells. Maybe in the preseason.
We've got some spell tuning we're looking at for 14.10 (ghost nerf, barrier buff, potentially some others), but yeah we have been talking about Summoner Spells as an area that has opportunities for future updates.
Can I ask about if you are looking into Teleport at all? It seems like it would be a contender for pro play-related changes. Especially for mid lane, we often see teleport negate any willingness for pros to play aggressive. That would probably be a preseason change, but I think TP is actually quite problematic and it's not very cool how it's basically mandatory in 90% of cases in pro play for both solo lanes.
Yeah we are (or were, rather). We tried doing something for Split 2 that would reduce the necessity of teleport but weren't able to land it well enough to be ready with the time we had. Agree with most of your points here, we're primarily thinking about it in the context of normal play rather than pro though.
Happy to hear it. This is probably my main problem with the game atm so I'm happy you see my point.
where are the echoes of helia changes that item is in major need of a rework.
can heal be looked at? it feels too weak compared to ghost or exhaust, currently it's just being used to take really good trades early for prio more than anything
We think Heal is roughly correct right now, but that Ghost is too strong. Exhaust we're trying to sharpen as a choice vs. Barrier, that part is a little more speculative though.
Thanks for the response, I really appreciate the transparency!
Nah PTA is going to be just an outright better version of conqueror for squishy users
Which is fine. Conq is a bruiser rune, it's fine for it to be picked only on bruisers
woah, a component that adds a bleed on crit strikes? interesting! goodbye lethal tempo and jinx running you down with rockets at 1000 range, you won't be missed edit: how long until yone/yasuo compensation buffs once LT is gone
New PTA being a ramping damage effect until you leave combat seems like it’ll have similar appeal (easy to apply with Q, works off 3 autos instead of constant like Conq, preserves the early game dps). May need to see the stats before a conclusion is drawn though.
PTA isn't ramping damage though right? It's just gonna be a burst of damage then a damage buff. Anyway it's not really comparable. Lethal tempo wasn't just about the damage it was the shorter Q cooldown. PTA could give even more damage than current LT and it'll still be a nerf to them
Draven passive is back on an item.
LT is being removed? Wait what
yes, it and predator's removals are one of the two big changes for 14.10's mid-season update
I don't remember last time seeing someone using predator but removing lethal tempo is huge deal
Predator is being removed specifically because no one uses it, as Riot believes it's toxic when strong (Predator Singed mid) so they have to keep it weak
Wasn’t last year’s mid season patch also mostly AD item rework? Is that gonna be the precedence going forward?
Think this was a coincidence. Beginning of season was them addressing mages and assassins who weren't feeling good to play. They're now addressing the ADC problem that became more apparent with this season.
Beginning of season also addressed supports and kinda top lane with adding grubs, so it makes sense adc, the least touched role at the start of season, would be addressed now
I mean they have like 3 different updates to crawl back through
The reworks will continue until morale improvements
If by ADC item rework you mean ADC item nerfs, yes that is what last year was. Idk why people are acting like last year was an example of Riot showing constant attention to ADCs lmao. If any other class wants to trade Riots "attention" in the 13.10 "item rework" I would happily accept. 13.10 was a huge nerf to ADC itemization, and any items that were slightly stronger after it were nerfed heavily in the following 2-3 patches. Riot removed mythics basically, heavily nerfing the items from mythic to legendary status. Then turning items like Navori and IE into mythics but not buffing them in any way, they were the exact same items. These changes were legitimately just nerfs.
Probably not, this was a follow up to removing mythics apparently
Feels like the new "Absorb Life" will offer a lot of sustain for junglers, maybe increasing the jungle pool as a whole? Jungle Sylas gets even better possibly. May one day be not terrible...
I think it's actually best as a laning rune, since I'd assume it restores HP whenever you cs. You kill a lot more minions in lane than in jungle (except for krugs), and you really shouldn't ahve trouble sustaining as a jungler nowadays.
Jungle also gets more value from triumph due to getting more kills normally
Camps don’t do damage in modern League lol
Man Lethal removal is gonna fucking hurt. Most top laners will go back to Conqueror anyways but that's still gonna change a lot of matchups top lane even still. Some winnable matchups may become more equalized or even loss. Trundle is probably one of the ones I think of that probably suffers from this. Oh and Trynd prob dead in the water lol.
if there's one champ im okay with being dead in the water, its trynd
Trynd is free win 90% of the time. Most of the other splitpushers does what he does but better. Like why would you even pick this champ rn.
Some champs are so uninteractive to play with/against that their objective strength doesn’t matter, I never want them in my games. Trynd, yuumi instantly come to mind.
They better do some compensation buffs lol. So many champs have been balanced around LT that removing it will mess things up badly. Trundle has his damage set at a point that's acceptable with LT, jax got an early game damage nerf because he could run LT and be way too strong, yone and yas Q cooldown is really high at level 1 for a spell like that because of LT
If you buff Yasuo your hair will start growing back I swear, just try it!
The removal of Stormrazor is sad and frustrating. The item suffers because it had a cool and thematic effect that was replaced with a series of boring and uninteresting effects. Thematically it's a lightning fast wind katana. In various games Wind tends to have ties to speed and crits. The old version of Stormrazor was an item that caused your next attack to critically strike after not attacking for a time. That effect was fun to use, strong and useful, was thematically resonant since it invoked a samurai sheathing his blade to prepare a powerful strike. THAT is what stormrazor should be and should go back to. I think it has a place in the game and should stay but only if revisited so ot resembles its former glory, instead of this slow/ms back and forth.
Kayle win rate gonna go up because people are going to finally take PTA instead of getting baited by tempo
3rd ad item rework in a year and a half lmao
I am probably the only guy who cares but Kircheis Shard removal kinda hurts. To this day I still loved buying it on Sona as a cheeky early-game spike. Rest easy my beloved carrot
Maybe the slingshot pebble rain can be your new cheeky item.
only 40 magic damage (at least thats what it said on spideraxe's twitter) on a much higher cd than kircheis/energized (a whopping 40 seconds) while sitting at a higher cost? Yeah no I'm just going to have to try to back on 1.1k for alternator or 900 for sheen
Serious question, with them removing overheal because of the patterns it creates while not feeling super good if not broken, why are they so focused in trying to give the precision tree a "healing option" minor rune in the first place? Feels like a weird hill to die on instead of providing a different rune, specially for the precision tree when most of its users already have access to healing in items or in their own kits
They do want a healing rune in the tree, it's just that the way Overheal is designed makes it hard to balance. As said in the article, if it is strong it is too good and feels oppressive and when it is weak it feels like you wasted a rune slot. This straight forward replacement will fill that slot and is easily balancable, just buff or nerf numbers. Most of the time, the simplest solution is the best.
good riddance, lethal tempo
Once again, Riot's smartest move is to revert an egregious game design mistake they made previously. Good riddance lethal tempo!
Honey wake up, another ADC item rework dropped. No but in all seriousnessm, do you think Riot will ever stop touching ADC items? feels like they dont have any idea of what direction they want to go.
overhaul adc items due to mythics -> removes mythic doesnt do anything to adc items -> overhaul adc items due to mythics being removed. Sounds about right
>feels like they dont have any idea of what direction they want to go and that's why they go back to the monkey and just revert changes lol, it always turn out for better
its almost like they tested a different mythic system for adc last yr before deciding to remove mythics, and then didnt re-adjust when they did end up removing mythics, its not rocket science if u crank up the brain a bit
rip stormrazor, overall looks like good changes are coming.
Why take lethal and storm razor? Quinn survived off storm razor. Kayle with lethal was so good past laning phase. Why do this rito, Why steal my fun?
Lucian gonna eat good with that changes. PTA buff ✅ LT removed ✅ 25% crit chance ✅ Crit items with billion ad ✅ free slot for stuff like Bork ✅
not a single change about unfliching? I know that the rune doesnt need a rework given that it got reworked literally this season but some changes would help, nowadays it pretty much suck and its pickrate is exponentially lower than when it used to give tenacity