Losers queue doesn't exist
We're not intentionally putting bad players on your team to make you lose more.
(Even if we assumed that premise, wouldn't we want to give you good players so you stop losing?)
For ranked, we match you on your rating and that's all. If you've won a…
Massive patch. Super proud of the team and helpers for rallying together to get everything in.
We're being careful to not undo what we just did and are doing our best to maintain item choice, champion feel and identity, role balance, etc.
A lot of work to still be done :)
Super excited for y'all to finally see what we've been working on for the past 11 months.
League isn't going anywhere and this represents the largest Preseason we've ever done.
We're super proud of the Summoner's Rift Team and all of the teams who lent people and resources to…
13.19 is the Worlds patch.
We're looking at a few more of the champs that are a bit weak overall and a few nerfs.
Chatting about some of the notable changes...
Galio: Generally pretty weak and is countered particularly hard by some of the mid-range mages in the meta.
GP:…
A few changes to Off-Meta builds as well as some changes to various languishing champions. Mostly not trying to overhaul the practice environment, but addressing a few clearly weak champions and some that are outliers.
12.18 is our final set of changes for World's. Most champions are only receiving small nudges, especially if we suspect recent changes have overshot. We've made a significant number of changes since the playoff patches, so we don't want to completely upend the meta.
Patch 14.2!
Ranked
- We're making some changes to reduce how lenient tier boundary demotions are. While we think making a tier boundary is a big milestone, we also need to be demoting people more honestly to ensure the ranked system functions properly
- We're also continuing to…
Lots of changes for champions this patch, our tools are a lot more stable, so we should be back to normal now!
The theme of this patch is balancing ranged vs melee supp in bot lane, balancing optimal jungle pathing, addressing early snowballing & flattening some healing
Patch Preview for 12.15!
Energy Champions receiving adjustments are:
Zed, Lee Sin, Akali, Kennen, Shen. These are mainly champions whose energy costs haven't kept up with the game post durability; We like where Kennen's energy costs are, so we're buffing something else instead
12.16!
The first of our World's focused patches. Since some Leagues are still qualifying for Worlds on this patch, we're holding the more speculative changes for 12.17. Looking to tap down a few outliers and bump up others, with Diana nerfs to tank and buffs to AP builds
Yuumi is going Live in 13.5. We want Yuumi to be a great champion to bring a new friend into the game (and also a great duo experience generally) and we’re making changes to our outdated pricing model this patch to reflect this philosophy (she will be 450 BE now).
Overall:
Overall, we're pretty happy with how the patch has landed.
- No critical bugs (there's a few bugs with Rift Herald, Hwei, etc. that we're fixing)
- Balance is decent (no champion moved more than 4% in either direction)
Shoutout to QA, Engineering in particular for…
MSI Patch 13.8!
The meta is looking pretty good overall. We're adding a few more champs into the Jungle meta and addressing some weak/strong outliers for Solo Q (ASol, J4, Garen, Janna).
Kha'Zix changes from W evolve to Q landed well, but he needs a little more power
Patch 12.20! Buffing Rammus, because he went down a lot after a change to how his W calculates. Small buffs to others in the list. Blitz JG changes are a buff, but he needs a decent tap down for Supp.
Aatrox is still too strong after Eclipse changes, so tapping him down
14.8 is the MSI patch!
Voidgrubs:
- We're buffing Voidgrubs this patch by buffing the damage and the number of grubs required to get the first grub summon spawn
- We're also separating the spawn time from Dragon a bit to make trading less of a reality and to have teams engage…
We're planning for a 12.12 micropatch to hit some outliers for 30 Jun and 12.11 champs that were hit too hard (Kat, Shaco). The rest will be in 12.13, but it will be delayed a week and start coming out ~July 12. Buffs for bursty champs are targeted at non-burst axes mostly
This patch, we're shaking up a lot of different systems; fighter items, ADC satisfaction adjustments, and adjustments to make Grievous Wounds more impactful as a reactionary purchase. We're making pre-emptive nerfs to champs that will become OP from Crit changes (Kindred, GP)
Patch 12.23b changes (coming out on Wednesday 14th).
We're opting to go more nerf heavy this patch to address some of the balance outliers. More on specifics tomorrow. Some champs are getting Riot special, but those that are, we think have viable alternatives that are balanced
13.20 is a big patch.
Patch Timing: We needed to weigh up the pros and cons of resolving some large issues that are affecting tens of millions of people everyday vs Pros having high quality practice on 13.20 for Worlds.
Ultimately we decided to prioritize the regular player…
Playoffs have been pretty exciting and we're happy with the state of things. For 12.17, adjusting a few of the outliers, not trying for big swings here, but just trying to tap down a few outliers and add a few situational picks back into the meta. See
@TheTruexy
for Hec/MF lists
Yuumi has released too strong and we're planning on nerfing Anti-Burst (testing only armor on R and less resists) and Q hittability.
We're also nerfing the power of early dragons & some AD items to reduce some of the "can only play through bot" and early snowball.
We're 2 patches away from MSI! Meta looks close, but some adjustments.
Buffs to Azir, Katarina (+nerf to DS build), and some fringe champs.
Nerfs to the JG S-tier, Thresh CC chain, Zeri and some high WR champs like Ram, Veigar
Adjust to Kha W (nerf) vs Q evolves (buff)
We've been thrilled to see the reception to the durability update across all regions!
The team has aligned on the highest priority champions to hotfix. There will be more context & specifics in the mid-patch notes when it's up.
We're looking at jungle dive power and rewards for gank vs farm. There's more to do on Jungle, but we want to hit early gank power (esp for bot lane) in the short term. We're also getting 13.2 changes that couldn't make it in due to tech (overheal, multiplicative tenacity).
13.24 Preview!
With the game changing pretty significantly next patch, we're looking to make improvements to champions that will persist through the item changes. These include things like fixing champion role skews, QoL improvements, reshaping of power budgets and feel…
Overall: Our early indications of how 13.20 has landed have been pretty positive! Players have been appreciating the slower paced games, better fight pacing and reduced snowball out of the early game. Game time is up about a minute and back to where it was in ~Season 7-8.…
12.17 Full Preview. Things are still subject to change, but we're looking at fine tuning and getting tests on a bunch of picks here to ensure we're not swinging too hard up/down. Generally not looking to heavily disrupt the metas that teams qualified on.
Systems seem ~right, so we're doing champ changes. Tanks are weak, barring individual outlier synergy with items, so we're buffing them (over items) to avoid poaching.
JGL changes for balance & feel
Obj Planning: pinging spawn timer won't trigger a vote & autofire disabled
13.16! Duskblade is a hot topic as it's picking up on non-assassins like Illaoi, Aatrox, Yorick, etc. We're bringing down its power and bringing up some of the weaker items in the assassin system
Caitlyn buffs weren't enough and we're buffing up some of the champs we overnerfed
Larger scope changes to LB, Yuumi, Jungle adjustments (+power into farming/counterjg, nerfing ganking), Azir.
Still mostly following up from Navori changes, Jungle adjustments and getting Mage items into a better spot.
After this, gearing up for MSI focused balance from 13.6
Final 14.8 Changelists!
Taking a bit of a different approach and talking more holistically role by role for this update.
Top:
- The top meta is looking pretty varied, with a mix of fighters, tanks, AP (any Morde enjoyers) and some ranged. We're not looking to mix this up too…
I'm excited to announce that I'm the new Lead Gameplay Designer for League of Legends! I've been on Summoner's Rift now the last 8 years and been leading it for the last 2. I'll be responsible for the overall design of Modes, Balance, Champions, Preseason and the careers of the…
14.6!
ADC
- We've been hearing a lot of discussion around the state of ADC
- The strong state of supports prevents us from buffing them heavily and returning to a "bot meta"
- Crit items are getting some buffs to make them more competitive vs on-hit and lethality.
- We're still…
Here's the Patch Preview for 12.9! (MSI is on 12.8)
We're doing a large update to increase champion durability in Patch 12.10, so look out for the Quick Gameplay Thoughts on Friday!
Highlights are the Olaf and Taliyah changes that we're excited to finally get into your hands.
14.4 Preview!
Overall
Supports: We're pretty happy directionally with where supports have landed after everything's settled.
Support item is having 1st+2nd stack charges start earlier and charge rate is reduced slightly to:
- Buffs melee wave dynamics for 1st and 2nd wave
-…
14.3!
Snowball, game length, objective power are still feeling pretty good! Tomorrow will be detailed patch preview and the day after, I'm going to chat a little more about ranked (just to not have too much stuff in one go)
Burst Damage
- The stat shard changes in 14.2 aimed…
Full Preview!
Since y'day, we added Azir, pulled Ziggs. The change we want to test is not appropriate for the World's patch.
There are too many meta effects that are buffing Azir since the last bout of Pro Play. (Shiv nerf, Trist nerf, AP nerfs to Kaisa that make it harder to…
14.5!
We're pulling runaans and Galio from the patch due to some unforseen issues
Items
- Passes this patch to bring some items up to viability (sunfire, heartsteel, dream maker, celestial)
- we're still undecided on navori
- we're also throwing in some minor changes to Lich…
Additional context for a few more complicated changes;
Azir is moving power out of early lane and into E/R, Riven changes make her better at splitpushing, pulled some of the sustain changes for next patch & nerfs to snowballing of XP and an adjustment to Supp melee vs range
Patch is short and sweet this week. The team is heads down on making sure that Preseason is at the quality level to go out the door. Really excited
Only addressing significant outliers that aren't overly affected by the changes.
The Malz/Rumble changes are last hit assistance
Full 13.18! Chatting about some of the changes:
Trynd: +50 range (from last patch) was a big buff, but we think moves him in the right direction by putting as much skill expression in his spacing game as possible, rather than in being range restricted and stat checking you when…
13.22 Preview!
Mage Attack Speed: For a while now, mages have been taking Attack Speed rune shard. While this is great that players love pushing/harassing, it is more indicative of mages' slow attack frames that have become pretty outdated over time and are an unnecessary…
13.20 Preview!
13.20 has 3 projects we've been working on for some time:
K'Sante: Trying to keep his fun/identity intact (including moving W to more of a warden output in tank form), while reducing his Pro skew
Jungle Changes: Some nerfs to jungle strength across a variety of…
Last patch:
* Naafiri landed well
* Jarvan benefited from Shojin & Gore (we knew he would, but not how much)
* Blue Kayn moved, but Red was neutral from Gore
* Trynd moved a lot, even with pre-emptive nerfs, we're pulling back a bit
So, follow up nerfs on J4, Red Kayn, Trynd
Changelists are still subject to change. All of the champion adjustment lists are pretty lengthy, but some of the notable changes are listed here.
We're holding off on doing significant item or burst champion changes until after the durability update patch (12.10)
12.16! We're cutting Vlad and still making some adjustments before locking the patch, but to give an early preview!
Thanks to the designers for helping fill out the sheet while I'm in perma meetings!🙃
14.4 Full Preview!
Systems
- For Terminus and Cleaver, we're reducing the stack counts required to hit max value, now that they're uniqued against other pen items
- Fountain regen has been tuned pretty conservatively over the years and we see an opportunity to reduce downtime in…
14.7!
Systems
- Following up on the previous patch changes, further nerfs to support items
- Shiv nerfs are a follow up to the Crit item buffs from last patch; champs like Jinx/Zeri are too strong, but other champions are ~the right power level
Last Patch Followup
- Some…
Honing in on changelists for Patch 12.14.
We're pulling the Teleport changes and are focusing on stability for the rest of the season. Expect smaller patches as we head towards the end of the year (outside of World's patch).
Healing and Pro Play lists are in earlier posts.
We're targeting 2 micropatches for 13.24b!
Today (ETA ~4 hours): Arena numbers balance
Tomorrow (ETA ~24 hours): Arena mechanics changes, Summoner's Rift changes
Arena Strategy:
- We want Arena to have a mix of tactical and strategic depth and decision making
- There should…
For 13.15, we're buffing struggling champions, tapping down some of the stronger champs like Aatrox, Kaisa and nerfing smite against Pet/Summon champions (and making appropriate durability adjustments to them)
Naafiri is still a bit strong, so we're taking her down a tad
Notable: We're happy with where Yi has ended up across skill brackets, but he's too strong across the board.
Taliyah, targeted at E uptime
Most buffs are targeted at repeatability over burst. Other changes are small swings as we attempt to stabilize for playoffs and worlds.
Things are looking pretty good (esp Engineering/bug wise)!
Tank Mythics aren't intended to always be rushed. eg. Radiant Virtue, Jak'Sho (which are good 2nd)
Shaco's monster mod is restored, buffing besieged Tanks or champs with specific JG optimizations (Kindred, Ivern).
Full 12.20! Buffs to a few languishing champions and nerfs to Sett mid, Aatrox and Maokai. Aiming for power neutral for Sett top.
Making FH more of a damage deviation for fighters, Demonic slightly worse (but still good) as a 1 item splash for tanks (Zac, Amumu,e tc.)
Additional context:
Kaisa AD/lv to hit Q evolve on more first items
Ryze E speed aims to fix some cases where E->meleeQ doesn't spread
Gragas P CD aims to hit some early sustain to broaden even/losing matchups
More Milio damage tradeoffs in exchange for survivability+range
Full 13.8 changes.
We landed on pretty known changes to nudge a few champions in and out of meta. We weren't looking to take large swings and get surprise 100% champs
Nerfs are targeted at SoloQ (barring Rakan & Malph). Pulled Zoe for larger work, no ETA on timeline though
13.24 Full Preview!
Azir: Partial revert of the W damage, as the changes were directionally positive, just off in magnitude.
Braum: A while ago, we nerfed Braum's knockup duration that reduced his pickrate in Pro and made him more playable in normal by a significant amount. It…
13.23 Preview!
Turret Gold: We’re making some changes to inner and inhibitor tower gold to give a higher share of the gold as local gold. Given snowballing is at one of the lowest levels right now, we think this will help put it in a more correct spot, while favoring roles like…
I wanted to make this post about Assassins, not to defend any specific points, but to give some more transparency for how we currently think about assassins if people want to read it.
Similar to fighters, there aren't a lot of things we can give assassins that all players are…
We micropatched out a buff to Yuumi to add some power back in a way that is not super focused into E after putting it in a better long term spot. We recognize there's a risk to the return of Artillery Yuumi, but there aren't a lot of great areas to buff.
Final 12.19! Adding some fun off-meta builds like Jungle Robots. Syndra midscope coming in! Eclipse is an important load bearing item for AD's+Fighters to play an early spike, higher risk playstyle and Assassins to play more durable. The nerfs aid that, while aiming power down
This patch is mostly focused on stabilization as it will be a 3 week patch and let the meta play out
AP Shiv is overtuned on a few cases (LB, etc.), but ~balanced on other others vs other options (Zoe, Teemo, etc.)
We're nerfing AP minion ratio and long distance jump charge
General
- Saw a bunch of interesting discussion around balance philosophy yesterday. Will try to make a post later this week around some of the thoughts there (staleness, mastery, etc.)
AP Items
- Lich Bane, while being pretty anemic last season and having a lot of its lunch…
Healing outlier nerfs, pro bloodiness changes, GP nerf to top end barrels and our regular balance changes (with focus on Pro meta) are coming to 12.14.
It'll be the last set of major changes sans World's balance and we'll be otherwise stabilizing + moving everyone to Preseason
Patch 14.9!
Fighter Item Changes
- Sterak's Gage, Eclipse and Sundered Sky are dominating their slots
- After this set of changes, we'd expect items that compete like Black Cleaver, Deaths Dance (which is getting buffed) to be more viable options on both heavy and light…
Pulled back Pantheon, Thresh & Pyke in order to not creep too much damage and being careful not to over-swing after 13.2 GW and Enchanter changes.
Jungle changes aim to nerf ganking (treats benefit ganking, making dives a bit riskier) & trading gold for XP (junglers pref XP).
Generally going for safe changes this patch so we can target accurately. There's a decent amount of unknown, with 12.16, 17, 18 having no Pro Play exposure, but we're relatively confident we'll be in a good spot post these changes. Udyr changes are buffs to DPS and nerfs to Tank
Initial changelists for patch changes!
Replaced Kindred's last patch nerfs with different ones, as they didn't have the effects that we wanted. Xerath changes aim to to have him be more performant in Mid & modernization to Zyra plants.
Also, took out the jungle compensation
Notable:
Leaning into W max for Azir and putting more power budget into his sustained damage outputs over poke.
Veigar changes to bias him more towards Mid and not Bot (lvl scaling).
Nerf to Thresh CC chain. Adjustments to Kha isolation vs W evolve.
Reverting DD to midway
Full 12.23 Changes!
We're avoiding Riot specialing Ravenous users and letting tank changes play out after addressing the immediate balance outliers that moved 2% or more.
We're keeping a close item on new tank items, %HP counters and jungle balance (see yday's tweet for jg)
14.6 full preview!
Went over systems yesterday. Talking about champions today!
Smolder:
- We don't think Smolder has any underlying issues that make him long term problematic (in terms of kit design), he's just a bit strong and that's not allowing his weaknesses (weaker early…
Full 13.22 preview
Mage Attack Speed: We're looking at varying approaches for different champions based on whether they already have a good attack frame, how much we want them to be attacking, etc.
We know this may put some champions a bit over balance wise, but we want to…
Some additional context on the Surrender changes in 13.7:
I can give a bit more insight on this data, since I pulled it (I also moonlight as a data analyst in addition to my day job :D)
96.7% of ranked games with a failed 4-1/4-0 early FF vote are lost
14.7 Full Preview!
Buffs
Galio
- Mainly buffing AP ratios here to skew to mid and power in the passive to back up the longer fight time from last patch
Karma
- Divorcing the power of R shield from E to encourage more supportive casts
- Also increasing more of her utility…
Changes to Lethality items (except Umbral), Rocketbelt, Lethal Tempo have been removed from 12.11.
We're going to take some time to evaluate magnitude and direction of these changes post 12.11. Some notes on why we wanted to change assassin items and some other musings: (1/5)
Full patch preview.
We're going to be focusing on stability for the rest of the season (barring some crisis) to allow for players focusing on their ranked climbs and heading into Playoffs.
Continue to let us know about things that seem off and you expect to be changed.
Experimented last week with no long preview. Early feedback on changes in a condensed location was still helpful for us, so we back
Resists on Yuumi R are removed. We want to give windows for host to be bursted, but keep Yuumi fantasy of getting all waves off to keep host alive
We're moving some champions off pure killing power builds and onto more durable [Aatrox, Hec, Vi, Xin]. We're also doing targeted adjustments to some champs who lost durability (eg. from Shieldbow moving from 1st to 3rd).
We'd like to ship medium+ sized system changes (like Durability Update) more than once a year and will be monitoring how players feel about this rate of change. Similar to the Durability Update, we wanted to solve several player painpoints and to add some exciting content.
To clarify a few things:
- Gains in Emerald+ will be centered around +-20 this season
- Gains below Emerald will be centered around +-28 or so (we'll see if this ends up being unsustainable)
- Getting short spurts of +19/-21 and +21/-19 in Emerald+ are pretty normal (typically…
We're focusing on accessibility with features like JG path, ability/rune rec, showing leash ranges (at edges), etc. this season.
Veteran players have suffered through learning obtuse mechanics the hard way, but doesn't mean that we should gatekeep newer players to also do so.
@doaenel
@RiotPhreak
Thanks for the thoughts. We've thought about a lot of this, and tested most of the things you've mentioned and a bunch of other things (especially with the jg work that Phlox did last year for Preseason).
Things like investigating fallback patterns, counterjg protections (while…
Cropped out the bottom of the patch preview y'day, which missed fighter item changes😅.
We're continuing to move Xerath/Lux into mid. Fighter item changes add durability to these champions to allow them to soak damage a bit more, rather than one shot people more.
Full Preview:
Jungle Followup: Jungle followup isn't listed here, but we plan on returning the AD ratio to the pet and adjusting some of the healing values. Our short term plans are to get the within role balance back so the different classes (and the champions within them) are…
PSA:
We start of season resetted to where your MMR should put you. Because of the thing I mentioned last week, where we were not demoting people often enough (especially from tier boundaries like E4, P4, etc.), there were many cases where a player was Emerald with Gold MMR or…
12.12b (Thursday) and 12.13. We're targeting non-burst buffs for burst oriented champs (which will increase burst some amount on account of snowballing a bit more). Gwen changes lower W, E uptime and hit R burst. Sivir changes aim to give her more moments of personal power.
I'm super excited to announce that I'll be assuming the Defence Against the Dark Arts role (Summoner's Rift Team Design Lead)!
This includes design direction for Game Balance & Preseason, and other projects that concern the in-game experience for SR. (not ranked/matchmaking)
12.11 hotfix!
12.11 was a huge patch, a few outliers, but we're feeling pretty good about how it landed overall.
There's a few champs that we wanted to hotfix that had large changelists that were good directionally but hard to predict and moved more than desired.
Zeri, Yuumi are receiving significant nerfs in 13.12. We're not happy with their state in Pro and intend a meta shift away from enchanters (+Milio nerfs)
Both champs benefited from 13.10, 11
Zeri is too strong & tanky on Tri Force spike + Yuumi has strong synergy with Helias
@CobaltJack
I looked into your account, your MMR was around gold, so you got reset to around Silver. You probably had one of the more painful resets (anyone ending Emerald with "bad mmr" is going to take a disproportionately large hit unfortunately).
It looks like you had a great streak up…
Full 13.15 Preview
We're still getting fine tuning on the summon champion changes, but the intent is to reduce the effectiveness of smite on them and decrease their durability respectively. Meaning that instead of only junglers being able to deal with the pets, most champs will
We're aware that players are disappointed to not see a fix for roaming enchanter tops for the patch. :( It's something we've been prioritizing trying to solve. IF we're able to gain confidence in a solution, then our priority will be to try to get it out, but no plans as of yet.
I’ve seen some conversation around David “Phreak” Turley’s promotion to balance lead and want to express my confidence in his ability to succeed in this role. I strongly believe in David’s ability to lead balance work going forward and many others within Riot feel the same way.…
A refresher of what's coming in 14.2.
- Burst decreases (through stat shard adjustments, stormsurge, bloodsong nerfs). For 14.3 we're still going to bring burst down after auditing which classes are bursting more, how happy we are with the relative power in the systems and…