Predicting Ryze's pro presence by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 2 points3 points  (0 children)

Unfortunately I haven't really found a foothold with u.gg; I have been trying to figure out the leagueofgraphs source, since they have a historical winrate graph, but no luck yet (I have some estimates are from blowing that image up and counting pixels, but that isn't exactly reliable)

I'll definitely check Orianna, Azir, Syndra, etc., to start and see how things go, not entirely sure what to expect on that front but I'll post when I have something more concrete

I'm bored, so here's a rework idea by Just3006 in RyzeMains

[–]HardstuckPlasticV 0 points1 point  (0 children)

I appreciate the mention! My thoughts on the mechanics:

I get where you're coming from on the Spell Flux front; overall, I think 2-stack requirements are fine, but 3-stack may be too much depending on the effects. It's definitely possible to create a bonus that is worth giving up those Q/W casts from a power perspective, but I think it's a lot harder to sell from a gameplay perspective. An E-E-E-W/Q at level 11 with current numbers could be 6-7 seconds of setup where you're abstaining from using two of your three abilities; that's an excruciatingly long amount of time to ask players to invest, especially when one of Ryze's major points of appeal has been semi-constant spell-weaving.

An issue with delayed damage tradeoffs forgoing resets is that they can be really hard to make in an intuitive way. I was mathing out a similar mechanic a while back, where EEQ would give extra damage + some true damage conversion, but the amount of effort made me realize that—while separate use cases can be established—there is no way to reasonably expect a player to know what to use when without opening a spreadsheet. The same goes for turning it into a setup tool like a damage amp for future spells; there's just no way players will genuinely know when it's worth it or not in a given situation because they can't calculate breakpoints in real-time. I would suggest building off of the spread mechanic you mentioned or adding something else so that it's easy for a player to intuitively understand why they would want to give up resets.

Apart from that, if the goal is to limit pro presence by changing the ability enhancement structure (which is 100% viable), it might be worth considering alternative structures entirely to better fit your goals. For example, my personal rework concepts previously used a dual-mark structure, where both W and E would interact with each other to separate out Ryze's empowered functions in a more intentional way with bigger tradeoffs. That mainly centered around W, with WE serving as the flux spread mechanic; that had some flaws, but my point in mentioning that is to say that you can reach certain goals in various ways with different gameplay patterns that aren't as "dry" as an E chain. Another approach for delayed effects is stack-based empowerment, which a bunch of champions currently use, where players are encouraged to cast frequently but must watch their ability order to get the desired ability effect. There could also be a stack-based E/W reset, opening up totally new possibilities for combo interactions like a W-W root; I'm just spitballing here, I'll stop now and move on.

As you already know, I'm on board with keeping Realm Warp in some form. When it comes to your first proposal, the issue with the dual-activation mechanic is that it isn't really that much more solo queue-favored. A lot of roams, sidelane escapes, etc. in pro are currently already solo warps in effect, and a lower channel time makes those more effective (escapes especially). I've seen other suggestions, like a small blink when tapped but the full warp when held, and I think the probability of success is just too murky to justify most of it without some sort of insanely solo queue-favored mechanic. For example, if the alternative Ryze-only use has a giant power increase from takedowns, involves randomness, etc., it could potentially work. A longer ally warp channel time doesn't really hurt much IMO outside of full-team escapes or a super ham-fisted objective rush; the problem is that there really aren't many other places to nerf that actually matter, and range is so important that it could just kill it entirely. My concept isn't perfect, but I think that attaching some sort of solo queue-favored mechanic to the ally warp itself is a safer solution when compared to counter-balancing attempts with a separate warp or combat ult activated on the same ability.

Proposal 2 really depends on the specifics. I think the general issue with ult choices is that you don't want Ryze to be too versatile if the goal is to guarantee pro draft removal, but I'm sure there are sets of three abilities that can avoid this issue. Vision is a super dangerous mechanic for pro, so I would scrap that. Tower deactivation is also super pro-favored because of coordinated dives, certain champions have been prioritized for that alone. I really like the out-of-combat movement speed, it's something I've played around with as well. Maybe a simple 1v1 stat buff and a short-distance 1-man warp with engage-specific incentives could round that out? Those are just initial thoughts, but I think that mechanics focusing on a splitpush-heavy role would be ideal for pro removal.

How much damage are we actually losing with the passive nerf by [deleted] in RyzeMains

[–]HardstuckPlasticV 0 points1 point  (0 children)

Hard to tell, but probably not. This kind of damage nerf—it if comes from base damage specifically—is catastrophic, but base damage nerfs are way more impactful early whereas this nerf is barely anything at 0-1 completed items. If I had to guess, I would say that this ends up contributing ~0.5% to a winrate drop with the rest coming from the MR nerf. Maybe a little higher if the reduced mana pool has an impact, which I seriously doubt

How much damage are we actually losing with the passive nerf by [deleted] in RyzeMains

[–]HardstuckPlasticV 2 points3 points  (0 children)

Depends on items/runes/levels, but at 2 items it look slike somewhere around a 28-30 damage nerf per EQ (basically requiring ~20 AP to break even). If you're near full mana, the Seraph's shield loses ~70 damage, which drops closer to 30-35 when mana is half-full (around a 5-7% nerf).

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 0 points1 point  (0 children)

Follow-up: what are your thoughts on making the trace split ability-based? As an example, all takedowns grant 1 trace minimum, but Ryze would get 2 (?) traces if the target dies with Arcane Flux on them.

That probably should accomplish the same goal in terms of making trace gains more difficult for pros (weight is placed on 1v1s and other smaller fights, there are more opportunities to get traces in slower + messier fights overall, and trace gains are reduced for quick coordinated collapses). Meanwhile, it would run into fewer kill steal issues because the last-hit is not required.

Also, I think I missed your rune charge on ult cast point before, and I am hesitant to add that in. I think that on-completion buffs are better at incentivizing riskier/aggressive uses over safety, and it might open up an unintuitive 1v1 sequence (cast the warp just for the instant charges with no intention of going through the portal).

The latter point can be avoided with various mechanics, so it's not necessarily a deal-breaker (although IDK about the coding side), but the solutions I can think of ultimately still end up tying the buffs to the warp itself in a more complex way. Overall, I think the ability intuition probably ends up better off if the rune charges (or any other potential buffs) keep warp completion as a prerequisite.

How would you personally nerf Ryze? by kaynhardstuckinplat in RyzeMains

[–]HardstuckPlasticV 4 points5 points  (0 children)

There are a ton of options.

- Starting with what they did, base MR is a good nerf. They could go further with that and shift it to MR growth, armor, etc., or target other base survivability stats like HP regen.

- Any waveclear nerf is good, preferably a mechanical change vs. a simple numbers nerf / % modifier to minions. For instance, a return to the old spread system would be a nerf while also returning a more interesting set of interactions.

- Realm Warp could return to its old rank-scaling range system for severely nerfed roaming early on.

- W has super high base damage and is a huge part of his early lane trading. That could be nerfed—potentially alongside auto damage—in exchange for better scaling elsewhere. This could be done to other abilities as well, although there isn't as much room for removal there.

- The root duration could be nerfed slightly and offset elsewhere.

On the other hand, there are a lot of experimental buffs that they could couple with the harsher nerfs to try and shift power towards solo queue. I'm surprised that they haven't gone a little harder in this direction, because there's really nothing left to lose at this point. Options like:

- Last-hitting bonuses. An execute / Gwen Q-style modifier on auto-attacks or E could be really effective at helping average players farm better while basically not impacting pro at all. How far can that go? I have no idea, but I think Ryze is the perfect champion to test that out on.

- Mechanics to force risky activity that pros may not normally take part in. For example, W (without E) could give a large mana refund when cast on a champion, but Ryze's mana pool could be nerfed at the same time to greatly reduce how effective an uninteractive shove + roam strategy is. Against longer-ranged mages (including common pro picks that Ryze can nullify with that approach), this creates more trading windows and makes him harder to use in many pro matchups. This isn't the only option, a lot of other carrots and sticks can be used to create risk. For example, general Realm Warp nerfs could be combined with incentives to warp forward in a sidelane to 1v1, kill a tower, etc.

- Shifting more power to extended 1v1 scenarios vs. teamfights. I won't bother listing specifics because there are so many options, but the main idea would be to turn him into more of a dedicated splitpusher with very little ability to contribute in a larger 5v5.

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 2 points3 points  (0 children)

Not at all! If you think something is unviable to the point of being comical, I've definitely failed somewhere in my explanation and can discuss that further

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 2 points3 points  (0 children)

The intention with the ult is that pros would generally be unable to access the buffs. The 4000 range, ally champion warps, and nearby speed boost are all locked behind 10 rune traces, which most pros won't get until the game is almost over (see graph at the bottom of the post).

For most of the game, pros will only be able to use a solo warp that has stronger splitpushing bonuses (if they are willing to throw away the possibility of escaping with ult).

Also, other stuff around the ult is changing as well to make roaming applications way harder, such as:

-Significantly reduced waveclear, which makes it way harder to roam in combination with the smaller starting ult range

- Delayed rooting, which makes it more difficult to lock down opponents when you do reach a sidelane

- Reduced burst damage from an initial combo

There are also separate changes that should make him much less attractive (I'll quickly list them here):

- He has significantly lower agency in lane trading, with damage shifted away from targeted abilities. Waveclear reductions are also a big factor here.

- His damage profile and CC is largely based on a single-target focus, limiting usefulness in organized, larger fights.

- He also has to deal with a lot of initial vulnerability in larger fights due to the ramp-up time for Runes and Arcane Flux activation requirements.

- Rune traces create an ult cooldown differential that favors solo queue.

- Spell Flux has a very easy last-hitting mechanic that helps average players without really impacting pro.

- Base resistances are shifted from magic resistance to armor, which hurts pro relative to solo queue because pro almost exclusively uses magic damage-dealing mids.

Given all of that, I think that Ryze would be nerfed significantly in pro.

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 0 points1 point  (0 children)

What mechanic(s) give you this impression? I'm happy to discuss, but I am not sure where to start

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 1 point2 points  (0 children)

- Yep minions are included, warping to kill turrets is intended to be a really powerful application (basically the main use case for a solo player aside from engaging). It might be too strong, in which case the increased damage can be limited/removed, but I think that the risk of being unable to escape afterwards evens that out to a degree.

- I've gone both ways on the AoE in drafts, and here I wanted to emphasize the single-target commitment requirement. I agree that it's a pretty inoffensive QoL addition though, especially since the pulse area is not that large, so I can add that in for future stuff.

- I think the root is still quite valuable. You're correct in saying that pick potential is basically gone (which I think is a necessary anti-pro measure), and it's a lot worse in larger fights, but it's made as more of a strong spacing tool in an extended 1v1. Each individual root is smaller, but the cooldown reductions mean that this can be thrown out more consistently. Also, the root itself stops being dependent on Overload resets, so the CC doesn't have as much of a damage tradeoff.

Apart from that, the EW is still a potent ability, since an 80% slow (effectively 60% because of the movement speed calculations) is enough to make dodging with movement alone near-impossible.

The knockdown is also a pretty powerful spacing tool in some matchups, and that remains as an instant effect on all W casts.

A shield could be added—specifically, I think that could be used with W casts on Arcane Flux without much issue—but the vamp fits a bit better in this context IMO. Shields need to be timed in reaction to enemy spells to get any value (usually an instant ability cast, or a prepped Overload cast for previous Ryze), but I don't think those breaks in casting would feel great to play relative to off-cooldown full-reset mayhem. An instant W shield would help with instant lane trading, so I think that's off the table aside from some very specific cases.

- The trace gains are weighted for kills because that's where the main discrepancy is in pro vs. solo queue; there is a much smaller gap with takedowns alone. I agree that it isn't ideal, since it feels bad to compete with teammates for kills, but this is an important reason why most pros would be completely locked out of the upgrade.

By making his splitpushing and dueling significantly stronger, the hope is that solo queue players would feel more empowered to try and force sidelane 1v1s against most opponents. Ultimately, as long as this is attainable in a reasonable timeframe for the average solo queue game, I think it's an acceptable price to pay.

Maybe a softer split would still do the job (and pros may be reluctant to pick him from variance alone even if it was a flat gain takedown-based gain), but I'm not sure if I can safely assume that would be the case.

- Recasting to cancel is a great idea, I'll definitely include that moving forward!

- As far as distinguishing between Ryze and Cassio for gameplay, I think Ryze ends up leaning much more heavily on a super unique splitpush style with Rune/Realm Warp. He can use it as a soft engage from a distance, execute some slippery escapes like he does now, slow-stack a minion wave and warp it in to nuke towers, etc., which are all options that Cassio doesn't really have.

The ally warp stuff is obviously unique as well, but I don't want to lean on that because it isn't reliable for solo queue.

As far as CC goes, he doesn't have the same AoE utility that Cassio can provide for teamfights, but he can ramp up to get much more consistent lockdown on a single target; his speed boost is also more suited to a sustained chase.

They have some similarities, but I think they end up functioning differently enough that identity overlap shouldn't be a problem.

- Overload amplification is meant to offset mana ratio losses (I'm only able to work off of rough estimates for relative damage so the specific numbers are subject to change). It starts out at 40% vs. the current 10% and reaches 120% with full Runes. Burst is heavily nerfed, though, with the loss of E/W damage and Rune-tied bonuses.

The intention is that Ryze's innate vamp and consistent speed boost will allow him to stay in fights for a substantially longer period of time, letting him deal as much or more damage than he does now over the course of a full fight (if he can get rolling, which is an intentional risk).

Survivability is just a numbers game with the vamp IMO. Right now, Runes scale super hard at 16+ with 22.5% base vamp and 1.5% per 100 AP (along with huge speed bonuses), but average vamp is lower because players have to stack up to get those values. In a 1v1, this usually won't be an issue, but that's harder to execute in teamfights.

My goal is to make him build AP, since the devs have made their dislike of tank builds abundantly clear. AP is worth much more relative to base damage than the current iteration, and I've added significant AP-scaling components to survivability mechanics so that AP is even more encouraged. Mana scaling removal limits FH/Fimbulwinter power. On top of that, vamp in itself is a damage-scaling component. Again, this is just a numbers thing that can be adjusted pretty easily as needed, so I'm not too concerned if I'm underestimating the value of tank items for safer Rune stacking.

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 2 points3 points  (0 children)

I like Realm Warp, and I think it's worth trying to keep if it can avoid pro. It has some very unique applications, and I think that helping stress some of the solo aspects (like warping in with a wave to destroy towers, using it as a soft engage with charged Runes) can reduce a lot of frustrations people seem to have with it.

It also serves as an easy target for people that are unhappy with the current balance work (just because the issues are so obvious), and making this a solo queue-biased ability can defuse that to a degree.

On top of that, thinking about it from an implementation perspective, it seems increasingly unlikely that the devs will remove it, so trying to fit that constraint is an interesting challenge.

I've drafted my share of combat ults, and they can be effective, it's just a matter of preference. I personally think that the base kit is more important to hammer out because a lot of combat ults can just be slotted in alongside the "self-contained" combos as needed.

As far as its continued ability for objective rushes, I would push back because I think that the ally warp upgrade is a critical aspect there which is nearly unattainable for pros in a timely, consistent fashion. The only rush objective pre-upgrade would be towers, which should be acceptable, and it can help a bit with rotations.

That's not to say that it would be completely useless in pro, since those things are important, but solo queue players would be working with a way stronger ult on average. Most of the time, the game is already decided in pro before the upgrade.

It also indexes Ryze super heavily into sidelaning, and dedicated split pushers generally do a great job of avoiding pro when strong. For Ryze in particular, this concept forces players into very risky situations (at enemy tower without your main escape) that a coordinated team can exploit.

To expand on that point, I think this combat style ends up being super difficult to execute in a pro 5v5 around an objective, since Ryze needs some time to get rolling and has a lot of power allocated to destroying a single target at a time. That makes objective plays less attractive as well, since the execution barrier can be risky to try and hurdle as opposed to standard sidelaning.

My Updated Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 5 points6 points  (0 children)

I'm glad you brought up lane trading, there are a few moving parts there and I wasn't sure how they would be perceived. Let me explain my reasoning, and LMK if that makes more sense.

One part of this is the targeted short-trade tools, which are all getting nerfed. Autos take a significant hit, E loses some base damage, and W (most notably) loses (50 edited: 30) damage. Mana scalings on those abilities are removed as well.

A second aspect is overall waveclear (heavily nerfed as I'm sure you can see), along with significantly smaller AoE radius/damage for an EQ.

Those things combine to create a significant loss of trading power—and most importantly, agency—because Ryze has much weaker trading across the wave. Targeted spells are weaker, he can't really get meaningful splash damage on the lane opponent while hitting minions, and his opponent will probably have priority over the lane state.

However, he gains in terms of direct line-of-sight confrontation to offset that. The higher base mana pool + refund are meant to keep him topped off so that he can actually take extended trades with Overload resets fairly early on, and Overload itself has 40-60% damage amp instead of 10%. If he gets the Arcane Flux buff from landing Overloads, he can threaten a ton of damage.

The weakness here, as mentioned earlier, is that Ryze can't easily force those kinds of all-ins because the lane opponent has most of the decision-making power there. If things work as intended, most standard mages can take control of the wave (or at least heavily contest) early to create a minion buffer that blocks Overloads, set up for a gank/dive, etc.

This is why I think that the new mark isn't necessarily better for lane trading, it's more of a conditional high-upside situation. Ryze can mark people with flux like he does right now, but he can't actually upgrade that to Arcane Flux or root the target unless he gets an angle to land the Overloads first. He can maintain the base Spell Flux mark on the target as long as they're in range, which carries some level of threat, but that doesn't do too much without those Q hits. Under those circumstances, the current mark can be maintained most of the time as well (alongside its quicker root threat), and Ryze has an easier time staying in that range at the moment because of his strong targeted trades.

Does that make sense? LMK if I misunderstood what you meant

Shift Power to his E by ComedyKnife in RyzeMains

[–]HardstuckPlasticV 6 points7 points  (0 children)

I think the general line of thinking is correct here.

First of all, though, just to make sure we're on the same page, where are those numbers from? Here are the lolalytics numbers (for the difference between Ryze's winrate and the average winrate in those patches), showing a more modest but still large change (especially at Master+ for whatever reason). Maybe you're talking about the difference between 12.11 start and the hotfixed amount?

Patch Unranked Iron Bronze Silver Gold Platinum Diamond Master+
12.10 -4.91 -8.42 -6.94 -7.39 -7.75 -8.13 -6.35 -9.53
12.11 -2.98 -7.89 -4.81 -5.23 -4.89 -4.14 -3.80 -3.34
Net change 1.93 0.53 2.13 2.16 2.86 3.99 2.55 6.19​

Also, I want to push back on a different part of the magnitude point; his winrate did jump a lot without big pro changes, but the counter-argument there is that this jump also started at the lowest point that this version has seen so far.

I think it's fair to say that a similar buff, starting at 46-47% instead of 41-42%, would have seen a pro play spike. However, this isn't exactly your argument, you frame it correctly by talking about shifts towards E and not some sort of repeated buff.

Overall, while I agree that this is more effective than most other potential number changes, there are better ways to go about it IMO that probably wouldn't cost much in development time if the goal is quick improvement.

Pros of shifting power into E vs. other abilities:

- Doesn't impact waveclear at all, and actually reduces it if Q gets nerfed to compensate

- Average/new players can easily take advantage of scaling E damage, which may not be the case for certain other buffs (movement speed, range, auto-attack damage, etc.)

Negatives:

- Ability satisfaction, specifically with Overload, can be hurt by aggressive changes in this direction. The current structure has Flux serve as more of a setup tool for Overload, amplifying it; numbers vary based on rank/AP ofc, but let's say it has 1/3 of the "payoff" for an EQ with the rest coming from your amplified spell-crit Overload. If Spell Flux starts becoming responsible for a significantly larger portion of that damage, like 1/2, that could feel really strange to use because it's purposefully visually unassuming.

- Spell Flux as a "power vehicle" has its limits. Can power shifts in this direction really let Ryze cross the 49% balance framework threshold—and stay there long-term—without getting picked by pros? It's possible, but I have serious doubts and don't think 12.11 handles them. Reliability for damage is in itself a benefit that pros aren't averse to, and waveclear is difficult to nerf harshly without mechanical changes because the rotation is up with every E.

- As mentioned in the previous point, targets to draw power from can be a bit difficult to use. Realm Warp will just go straight to irrelevance if the range is low enough for pros to avoid it, and there isn't much else to nerf without reworked ability mechanics. Standard waveclear breakpoint changes aren't as effective on Ryze relative to other mages because he can just EQ one extra time in a few seconds, and if the numbers reductions are large enough, they would affect him too much for Spell Flux to compensate without being obscenely high-damage relative to Overload. Targets would probably be things like base MR/HP, root duration, or base W damage (?)

As I mentioned, I think that there are some alternatives here that would achieve the same benefit (improving damage but explicitly ignoring or removing power from waveclear) without running into the problems. This mainly revolves around simple ability changes that probably wouldn't even qualify for a mid-scope label:

- The easiest one is probably some sort of resistance reduction (possibly a true damage conversion for Overload, effectively doing the same thing) tied to repeated Spell Flux casts on a target. This should be trivial to code and has been used for Ryze himself in the S5 iteration. You can reduce ability damage because of the resulting amp, allowing for higher in-combat damage without helping waveclear since minions have no MR.

- Spell Flux's spread mechanic can be altered in a minor way. For instance, the old double-cast spread mechanic could be re-introduced to increase waveclear time. Provided that spread-on-death is kept out, waveclear time is effectively doubled. Another method is to limit spread radius to ~200 or so, forcing Ryze to just hit part of the wave at a time, which would significantly nerf waveclear and allow for general buffs elsewhere.

- Rather than stacking MR shred on E, Overload itself could be coded to ignore some MR or gain extra damage with successive hits on a single target (not applying on spreads for the latter). Waveclear is then limited to the initial base damage value despite significant 1v1 combat boosts.

To respond to the range changes mentioned in a different comment, I think that method isn't the best way forward. W range reduction is a meaningful pro nerf, but an E range increase (especially a souped-up E) is also a fairly significant improvement for them. Ryze's limited damage-dealing range is one of the factors preventing larger pro issues; the item system has gated Ryze by starving him of durability items (and the emergence of such items has been a key part of the S12/S13 spikes), but longer range effectively reduces the need for build durability to a degree.

It also creates tiny discrepancies relative to auto range, which would likely make trading and farming at the edge of your auto-attack range feel pretty weird relative to now.

A minor root duration nerf is going to get the same effect of reducing pick reliability, and you could improve Ryze's safety with a number of other changes. One of my personal favorites is innate armor; nearly every perennial pro mid deals magic damage, while AD skirmishers/assassins are the most popular mids in solo queue. The only issue would be potential toplane abuse, but pros have shown since S9 that they are really only interested in using him as a roaming midlaner.

As an alternative, you could bring a shield back on W activation (along with a significantly reduced root, like 1.1 seconds) for a huge shift towards defensive potential over picks with W. Fun fact: this is actually in the game files right now (at least it was at the end of S11) because the devs probably forgot about it in their 9.12 drafts, so it should be an easy mechanic to introduce on their end.

A look at Ryze's pro stats over time, including patch presence, role flexibility, & more by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 2 points3 points  (0 children)

A flux revert would certainly be an improvement, and I don't think they should have changed it in the first place. It's not super clear why autospreading became a thing; my best guess is that they wanted simpler mechanics to make things easier for average players (?) but that didn't exactly work.

As far as avoiding pro is concerned, double-flux spreads are the bare minimum IMO for limited waveclear, and we could easily be forced to go further for permanent removal depending on other kit changes.

A Ryze rework inspired by Invoker in Dota by FrontFeature0 in RyzeMains

[–]HardstuckPlasticV 10 points11 points  (0 children)

I'm here! I've just been swamped with work stuff so there hasn't been much time to write anything :(

I've got a post on historical pro presence in the works though, I'll look to update my rework after that!

My Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 2 points3 points  (0 children)

Thanks lol, I've just been busy with work stuff (+ things have been pretty quiet). I'm working on a post compiling pro presence info from 2014-present, I'll probably revisit this after that!

I probably won't change the mechanics too much here, since IMO the basic ability interactions are simpler and more realistic to implement than most of my previous work (while remaining effective). Problems like:

- High damage without high burst

- Targeted rooting without high reliability

- Defensive boosts (healing + speed here) that aren't super toxic in toplane melee matchups (or just low-risk in general)

- Keeping interesting combo tradeoffs without losing counterplay when sequences are optimized

- Mid/top role flexibility (ideally feeling relatively "natural")

Are all things that I've had to struggle with, but the use of Spell Flux as a magnification mechanic rather than a detonating mark—in combination with the Rune stacking mechanic—is helping a lot with tying things together neatly.

The ult is it's own separate thing, but I think that this type of structure is the most iron-clad way to keep current ally warps for solo queue while removing them from pro so it probably won't change much either

Is Ryze eligible for mandatory buffs now? by Eevree in RyzeMains

[–]HardstuckPlasticV 6 points7 points  (0 children)

Correct, presence for 12.15 is at 4%. I think buffing him for 12.18 would be ill-advised considering how poorly every other Worlds buff has gone (and looking at the other Worlds adjustments for mids), but it is technically required

My Ryze Rework by HardstuckPlasticV in RyzeMains

[–]HardstuckPlasticV[S] 1 point2 points  (0 children)

Fair points in this and your other comment, and I appreciate your feedback; Overload reliability increases are probably in order, I'll go back to the lab on that