
Slayer
2.2K posts

Slayer
@SlayerInts
Copium ADC Player on LoL. Valorant controller main. #C9WIN ADC for @TiltEsportsLoL

























Patch 25.10 Preview! Player Behavior - Very happy to report that we launched the new system with a very conservative target for false positives and we've come in significantly better than even that very stringent bar - Our focus is to slowly release highly accurate detections and our rollouts will be oriented around ensuring as close to 0 false positives as possible. It's a marathon, not a sprint - Given this, we're thinking about how to amp up significantly in the coming patches and the most effective ways to do so Overall - Overall, Patch 25.09 has landed really well - Objective changes, bounty changes, Atakhan simplification, death screen, role swapping, have all landed pretty well, etc. - We're not seeing anything odd about bounties currently, but would love to see anything that y'all have and we can followup - We had a few bugs that were resolved very quickly by the team - Recalling being sellable resulted in a few fun videos 😁(conditional shop sellability and persistence through reconnects, etc. is more complicated than it seems) AP Items - This patch brings a lot of changes to the AP System - Our goals are to make each of the archetype builds more balanced against each other and more satisfying (eg. haste builds, burst builds, burn builds, etc.) - We're also trying to make items more viable on users and balance more holistically with this in mind (eg. Rocketbelt on assassins) - While Liandrys being strong was the catalyst for all of this, just nerfing it would leave AP items in a generally underpowered and unsatisfying state (Liandrys was the main thing propping the class up) - Nerfing Liandrys and buffing competitors will also make some of the meta driving items weaker by association as they're frequently built together (eg. ROA) - We're also trying to give different AP classes clear power curves and times to be powerful relative to each other - For example, on 1 item, Assassin and fighter oriented items are geared to be cheaper spikes that have worse multiplicative scaling properties (less AP, worse slot efficiency for example) - Control/Artillery Mage items by contrast are a bit more expensive, but as a result, the 2 item spike is quite strong due to the multiplicative nature and high AP values - ADC's are strong at 3 items as a result, etc. this will give the game more texture with role agency being distributed in a more sustainable manner and clearly understandable hierarchies for when champs are strong/weak













