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Jean Gabriel Madera
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Jean Gabriel Madera
@JeanMadera23
•Man in the arena. #liveandlearn IG: jeanmadera23
Santo Domingo, DR. Katılım Temmuz 2010
314 Takip Edilen365 Takipçiler

@RiotPhroxzon Another Garen buff. Jesus you guys never learn
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Patch 26.5 Preview!
Ranked EUW Test
- We ended up getting delayed and the new plan is to deploy around 6pm PST tomorrow (roughly 2-3AM EUW)
- There will be about 5-10m of Ranked downtime, so we're doing this in off peak and monitoring that things are working correctly
First Stand on 26.5
- We made a significant number of changes on 26.4 and so 26.5 is a more conservative set of changes to ensure a good Pro meta for First Stand
- Ori, Azir, Neeko, Lethality Varus are some of the strongest outliers in Pro Play currently, and so we're tapping them down
Items
- Hubris is looking just generally underpowered
- It doesn't really have an audience and also doesn't exhibit the same properties that other snowball items like Mejais have (higher winrates because being purchased when snowballing)
- Bandlepipes is looking pretty strong, especially on second item. Locket is one of its primary competitors so we're giving it a buff on second item by flatting some of the shield value
Patch Followups
- Lillia is looking a bit worse for wear after her buffs in a previous patch were over magnitude, so we're giving her a bump back up (it may end up getting delayed to a future patch if we need more time to land on a higher quality changelist, but haven't decided)
- We're looking to see what Mel looks like at a higher power level after making some of the frustration lowering changes in 26.3

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@RiotPhroxzon Give turrets their regular hitbox. Crystals hitbox feel clunky and champs get weird pathing bc of it when minions are close to the turret
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Patch Preview 26.02!
Gameplay Thoughts
- Game Time & Snowballing: For the most part, our metrics around snowballing have come in and they're not looking any higher than last season (and for average play are lower). This is pretty much the same across every region.
Game time is also looking slightly longer in each region, and even moreso given that the game starts earlier.
But at the same time, players have reported that games feel a lot faster. We have a few hypotheses:
Certainly, downtime with more frequent minion spawns and homeguards makes it feel like there's constant action happening.
Hitting towers and getting those chunks of damage from crystalline overgrowth both feels more rewarding (and more confronting on the receiving end), so it feels like progress is being made faster, even if it's not actually that much faster.
Barons are being taken earlier, since they're spawning again at 20 minutes, even though Baron takes are a bit weaker than they were before (gives +150G instead of +300G), so games don't typically end after the first Baron push. Players have often associated the first Baron take with the game being over, but that is a bit less of the case this Season.
For now, we're not going to make any changes to Snowballing and Game Length, but will continue to monitor how things play out.
Balancing the needs of the Summoner's Rift audience is pretty tough. There is a section of the audience who really enjoys the slow, methodical form of "Classical Chess/League" and at the same time, there are some sections of the audience who love "Blitz Chess/League".
While we don't intend to go all the way down to Bullet chess speeds, we also need to be very responsive to the needs of our audience, especially global players and younger players who are often looking for a game with less downtime and faster pacing. At the same time, we don't want to move so quickly that we're alienating our long time core players who might be looking for a slower, more strategic game. We'll continue to fine-tune this over the course of the season.
Vision: The amount of vision has also been a hot topic. We've heard a lot of your discussions on Faelights and the overall state of vision. We've opted not to do anything to do them for 16.2, but are in active discussion for 16.3, especially in terms of how they affect early jungle ganks. Otherwise, we're not planning anything major until Pro Play starts.
Role Agency & Strategy: We're going to hold a little bit on taking a definitive stance on which roles are most and least powerful, we don't feel any are so out of line that we need to act now. It's been fun to observe how some players are putting roles at the top of their tier list and different players are putting the same role at the bottom (cough ADC cough).
There are a lot of things for players to optimize here, but so far, we've been pretty happy with how the game, especially in the mid-game feels a bit more strategic; should I greed tempo to get an Overgrowth proc here, should I push next wave to try and get that turret chunk for gold.
Bugs & Features
- [Fixed] Draven Q: Bug that was causing reduced damage has been micropatched onto Live
- [?] Dropped Inputs: We've been actively triaging some reports of dropped inputs on 16.1 when sequencing abilities. Things like Q -> Hydra -> W on Fiora working differently in 15.24 compared to 16.1.
If you have any more examples of these, please pass them over, so we can track them down.
- [16.3] Support Quest + Control Ward Bindings: We've been testing 2 changes to address some of the bad feels around control wards. The first is to put the control ward in the role quest slot at the start of the game (this has some weirdness with how the UX of the slot is conveyed and can be confusing to players).
We're also testing an option where control wards can be double bound to both the role slot and the item slot where you hold it in your inventory.
We've also been investigating whether we should be reverting V be defaulted back to caution ping and to re-bind the role quest slot to a different button.
- Cassio: Please remember to buy boots on Cassio, she has feet now
Ranked
- [16.2] Champ Mastery: We're actively resolving an issue where Champ Mastery grades are higher than normal in certain situations (S's in situations where it's not warranted)
- [16.2] Aegis of Valor: We've resolved an issue where in <1% of games Aegis of Valor was not proccing in situations where it should (eg. when autofilled)
- [16.2/3] Start of Season LP: For players in OCE & China who played games during the period where Ranked placements were compromised, we will be granting players bonus LP for games played during that period
- [16.2] KR and JP Ranked Climbers: For players in Korea and Japan who started their climbs during the compromised period, we're also looking to remedy their situations sometime during Patch 16.2.
- We're seeing reduced dodge rates across all MMR's
- We've also been seeing some successful lobby terminations for disruptive behavior and are continuing on our journey to roll this out in more regions
- But overall the Ranked changes have rolled out pretty smoothly and we're happy with how things have gone there

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@Spideraxe30 Sheen Essence reaver goes hard on Ezreal and GP
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@RiotPhroxzon Chogath buff... yeah you guys smoke real drugs
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Patch 25.23 Full Preview!
Zaahen
- Chatted a bit yesterday about Zaahen starting out development as a support!
- We hadn't made a support for a while and we already had a headstart on wanting Zaahen to be a Darkin with eye/all-seeing motifs
- The first iconic ult Squad5 tried was swinging his Glaive to Deathmark everybody (think Deathmark meets Xin Ult)
- One of the issues with this was that Zaahen had a support economy, so he'd do this and just die. It wasn't a fatal flaw, but it wasn't quite cool enough to build a kit around
- Another idea tried was to embody the idea of sacrifice; Zaahen would gain stats each time he got a takedown or died (because supports die a lot)
- Teammates weren't super enthusiastic about this though, even if it ended up being powerful and useful
- At this point, we decided that Top lane might be a better fit, especially because some of the Xin Zhao parallels weren't quite working out from the support role
Zaahen in Top Lane
- We were taking a bunch of inspiration from Erlang Shen and Guan Yu throughout development
- Erlang Shen has a third eye, which is often known for being all-seeing and associated with enlightment/higher levels of consciousness in Hinduism or Buddhism and some other Eastern religions
- So some of the ideas were related to these motifs
- Squad5 tried some ideas like Ult makes him untargetable to non-targeted abilities (think Gwen W), but this only lasted a test (was very experimental 😅)
- Also tried versions where he learned about his opponents while fighting them
- Another version that was interesting was dodging attacks every X seconds (but that became kinda hard to use and was already similar to old Pantheon's passive)
- Kind of late in development however, we had a pretty functional kit that was working well and was satisfying, but it still felt it was missing something, and August suggested adding the revive back as max stacks on the passive
- That just immediately clicked in Playtest and so we kept it
- We hope you'll all enjoy Zaahen
Rek'Sai
- Rek'sai was erroneously listed as a buff yesterday, sorry about that
- For those watching Worlds, or playing high ELO solo Q, Rek'sai has been pretty pretty powerful in Top Lane, but we're OK with her Jungle strength currently
- In particular, she is sustaining too much, so we're taking those aspects down
ADC Meta
- ADC meta has been stale for a while, so we're looking for a bit of a shake up here
- Most of the changes here are pretty self-explanatory
Skarner
- Skarner has been pretty heavily overnerfed, so we're restoring a bunch of power to him this patch

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@RiotPhroxzon Jayce jungle? Fizz? You guys lost your mind for real
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Patch 25.23 Preview!
Apologies for the late preview, was on a plane!
Hope you all enjoyed Worlds and the games, getting Silver Scrapes in the finals was such a treat. I'll write up some of my thoughts later this week.
Zaahen
- Zaahen will also go Live this patch! Hope you're all excited!!
- We wanted to have many throwbacks and homages to Xin Zhao throughout his kit, while also giving him that Darkin flair (eg. vamping, lifesteal and revive?!)
- Interestingly, Zaahen started out as a support! But after some testing, we pivoted him to Top lane as it would allow him to better execute on his power fantasy
- We think the revive this time will be better balanceable as the "on demand" nature of previous revives was typically what made them problematic to balance and he does have to either fight for a long time or land a lot of multi-hits to trigger it, which if he's doing that, we think is probably deserved
- The team really cooked, we're so excited for him
- I'll add a few more thoughts and behind the scenes insights tomorrow
Alternate Junglers
- This patch, we're looking at a lot of novelty oriented changes around adding new champs into the jungle (and some old ones)
- Many regions suffer from high jungle autofill rates and being able to play your mains when you're autofilled we think is overall net positive
- Some of these changes are more experimental (we're trying Fizz in the jungle for example), but will be monitoring closely to see how they shake out
Mel
- Thanks to Faker for raising visibility on Mel, we're making some relatively power neutral adjustments that move power out of some of her high frustration and lower counterplay builds (eg. E max) into other places with higher counterplay and interactivity (eg. Passive)
- The E max build in particular is pretty fire and forget and is looking quite a bit stronger than Q max in many situations
- This is relatively unintuitive to players and lower gameplay, so we're making adjustments to it
Mundo
- Recently, the team found a quite impactful bug where Mundo was getting max damage at 30% missing health instead of 70% missing health
- While it didn't result in a change in his winrates overall (he was still balanced around this), it did change his overall power budget, so the damage is being adjusted back up to compensate
- Despite his recent rise to fame in several series' 🙃, we still think he's overall pretty balanced, but just has pretty sharp success/failure cases which seems OK for now (might re-consider later)
Vlad
- As one of the beneficiaries of the sustain nerfs in previous patches, Vlad has benefited quite a bit, so we're tapping him down a bit and making him more vulnerable in top lane especially

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@RiotPhroxzon You guys keep shoe horning champs to the jungle to make it more popular and end up enabling griefers to play the Brands, zeds, qiyanas, etc, just to make us hate those champs unbearable. If I main zed, that doesn't mean I'll play him jg. It is not the same gameplay. Jesus
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@RiotPhroxzon Making people play their "mains" in the jungle does not translates to a good or satisfying experience. Because some people just DONT LIKE jungle, it's not a champion issue. (1/2)
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@LSXYZ9 Not at all. There have been more than 7 games better than this
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This game is legit the best game ever in Worlds history for LoL imo. Absolutely crazy back and forth with both teams plying to their comps in a way that I think is also the best representation in pro play history. Just beautiful. Art. League of Love #Worlds2025
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@LeagueOfLeaks @BigBadBear_ Love rain shepherd skins. Wonder what champs are included now
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New Rain Shepherd skins are coming in Act 2 of the Trials of Twilight season ‼️
It will include a new skin for Gwen.
(via @BigBadBear_)


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@LeagueOfLeaks I don't see them in the store. Is this live yet?
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Patch 25.18 Full Patch Preview!
Worlds is coming up on 15.20 (wow can’t believe it’s come around already!)
Items
- Bami’s and Sunfire have been pretty weak for quite a while. So we’re buffing the Sunfire line by putting a decent buff into Bami’s.
- In particular, many of these champs don’t optimally buy Sunfire first, which kind of defeats the purpose of Bami’s as a component.
- Mercurial has also been pretty weak, so we’re giving it a net buff
Yunara
- We’re really happy with where Yunara has landed overall.
- Now that her Mastery curve is starting to catchup, she’s pretty overpowered though (mostly for Elite/Pro) and there are 2 key areas that seem immediately off that we want to correct now
- The first is how strong she is at early levels with high E movespeed, Lethal Tempo, Q reset and range, especially given her scaling profile
- The second is her E uptime, especially later in the game, given that we kept a few mastery moments in like ERE, E being off CD when R wears out, etc.
- Long term, we want to move her off E second max as Pros and Elite players unsurprisingly use this spell ~30-40% more than regular players and it’s very powerful in ways that aren’t immediately obvious
- Base W is also paying costs for it, being a spell that feels limp for the majority of the game (it’s actually pretty fun when this spell does damage)
Illaoi
- After the changes to Illaoi a while ago, her tentacles can sometimes unsatisfyingly fail to slam on a spawned E vessel. These changes aim to resolve that case, but as a result require a bit of a compensation nerf
Briar
- Now that Briar has hit her mastery curve saturation point, she’s a bit too fair in higher levels of play
- We’re making some changes to her ult that lower its counterplay a bit, but compensating by lowering her damage when it hits (making her a bit less feast or famine)
Mid Meta
- The mid meta has been a lot about tempo AP champs (Annie, Aurora, Galio, etc.) who also build pretty tankily while also having a lot of damage. This results in them strategically not having a ton of tradeoffs, so we’re making a few adjustments to these champs that skew them a bit out of Pro
- For Annie, this is moving her more on to Q max, which is already her most popular solo Q build and nerfs the W max that most Pro Annies end up having before their Q is maxed
- For Aurora, nerfing some of the Liandries oriented builds that allow her to do a ton of damage while also being very durable and getting a lot of passive procs off. This build is pretty hard to play against when comboed with a lot of her trickery tools
- We think the burst build is pretty balanced, so it will be a bit of a nerf in the early game, but ~even a bit up later on in the game
- Azir is also just too strong of an outlier, especially after his 15.14 buffs
- Cassio could use a bit of a buff relative to where she is today to be a decent pick late in fearless against Sylas, Galio, Ryze, etc. type champs
Qiyana & Sylas
- Overall, we’re pretty happy with injecting some of the novelty back into the jungle with these champion picks
- However, they’re too strong, especially in Elite, so we’re taking some of the power out here
- They don’t need to be stronger than their primary roles
Ashe
- Despite Kraken, PD buffs, Ashe hasn’t picked up too much viability
- She does seem sleeper strong though, so not going too hard here

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@RiotPhroxzon you're butchering the game wih those adcs jungling
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Patch 15.17 Preview!
Next few Patches
- We're gearing up for the first major release of anti-boosting/smurfing stuff (and a few other behavior related things) in 15.18, so patches are going to be pretty light these next 2 patches.
- In the meantime though, continuing our strategy of getting some alt-build variety, we have some changes to AP Irelia, Lane Kayn, AP Kog, Vayne Jungle, Nilah Jungle. Would love to hear what other things you'd like to see.
- We'll also be preparing for our Worlds patch coming up pretty soon (can't believe it's come up so quickly after MSI)!
Red side DoT changes
- Thanks so much to the players who found these changes in the first place
- They've stabilized really well and both Singed and Rumble are now falling into line with the rest of the champions, showing similar blue/red discrepancies
- However, they're now both OP, so hitting in with a nerf
Item Changes
- We're also throwing in a few changes to a few underperforming items with very few users across the board
- Horizon Focus has also not really picked up a major audience outside of Vel'Koz types
- Profane is failing to pick up any real number of users on first item, except for Quinn sometimes. It's clearly weaker than other alternatives, so we're buffing it with a skew towards first item performance
Gwen
- Gwen; she's the most present Top laner and for good reason
- After our laning buffs, she's pretty hard to put behind, while having strong scaling and hard countering certain archetypes
- Changes this patch are aimed at giving her some weaknesses
Yunara
- Yunara is quickly climbing to be the most powerful ADC on the patch
- There are a few power impacting bugfix nerfs going in this patch, mainly to her bounces.
- We'll monitor how powerful those are and otherwise reassess next patch

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Full Patch Preview 25.14!
Firstly today, losers queue is not true, we're not intentionally making you lose more games while you're losing (it doesn't even remotely make sense why we would even spend compute time and increase queue times to do that).
We're not matching you on your honor score, your number of pings, your runes, whether you're on a loss streak or any of that. We only match you on your mmr, try to achieve as best on-role parity as possible (we can still do a bit better here)
Yunara
- Yunara is releasing this patch 🎉🎉
- After a string of spell focused/non-AA oriented ADC's (Smolder, Akshan, Samira), we wanted to go back to basics with a simple, but deep champion
- We also wanted to add to our list of more simple releases in recent years (Mel, Smolder, Briar, Naafiri, Milio) as we'd released a few higher agency ones in the past few (Ambessa, Aurora, Hwei)
- Simple champions that are fun are some of the most challenging things to design, but really proud of the team for navigating a really back and forth dev
- We tried many different attack patterns here, but eventually landing on the R being a transform moment was the playtest we felt like we were delivering that power fantasy while evoking the traditional auto attacking ADC feel
- It's a bit of a shame that this direction did not utilize her beads as much as some of the other directions, because they're so cool!
- Design, Art and Narrative moving forward all at once can result in this sometimes and some of the directions that utilized the beads more just didn't feel quite right for her "attack forward" feel
- Really excited to see what y'all think!
Items
- Attack speed items barring Yuntal have not been in a great spot for a while; AD items benefit from buffing your spell damage, but champions get so much Attack Speed from sources like Lethal Tempo, Greaves, etc. that Attack Speed purchases feel worse by comparison
- This is one of the reasons that led us to remove Lethal Tempo in the first place, but since it was so beloved, we added it back and will need to find another way around this issue
- As mentioned previously, a modest ROA buff that both improves the Seraphs combo (larger shield + AP) and skews more heavily towards its core user pool that want mana more (Kass, Ryze, Anivia, etc.)
- We like where Catalyst is currently in allowing champs like Viktor, Ori, etc. to situationally flex into it to survive tough matchups though
- While this may stem some interaction, traditional mid mages for most players still feel like they lack agency in solo Q particularly and we want to keep this ~potent as a good option for them so they feel a bit less team/jungler reliant
Dr Mundo
- Mundo is sporting pretty highly on our frustration surveys, though at the same time we don't think he's overpowered
- He's one of those champions that can feel so oppressive when he gets ahead, but it's easy to not see all the games where his weak early game was abused and he was useless
- It's possible that this means we need to do a power reshape or keep him power suppressed, but for now, we're opting to just keep him as is
- BORK buffs are also expected to make itemization options against him more real
Champs
- Mostly straightforward buffs and nerfs to champs this patch
- Riven has been receiving a lot of attention recently, especially after the Teemo clip
- Love the discussion that clip generated, but we'd been talking about nerfing Riven for a while before that, she's sporting high numbers, especially given her mastery curve
- It's been very interesting to see that people are so excited about killing Teemos under turrets though!

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@RiotPhroxzon How is Yasuo getting nerf bc BORK is buffed and NOT IRELIA????
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@RiotPhroxzon Wow nerfing yasuo pre-emptively is so wrong
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Patch 25.14 Preview!
MSI has put out really good games so far with Ka-lose-ta and When-TF-am-I-gonna-get-a-win looking pretty bad though. Meta is looking pretty good overall, main gaps have been some more AP junglers and a few more assassins, though a lot of the HP mid lane has made this a bit difficult and we didn't want to have too many more Corki, Trist mid, etc.
We've been a bit buff heavy in recent patches, so pulling it back a bit here with more nerfs.
Systems
- We initially made mask stacking (haunting guise + haunting guise possible as a fun joke build (or rather, passed on fixing it), but with Bloodletters becoming a real item, it's ended up being a lot more powerful than intended
- It's resulting in a lot of champions being able to index into a lot more HP than is normal
- We're removing the interaction as a result in line with other epics, even though it's fun :cry
- We're also looking at some buffs to underperforming sustained damage items like BORK, Kraken, PD
- We're pre-emptively nerfing Yasuo as he's a bit stronger than Yone for regular players and we're buffing BORK
- We've nerfed ROA a decent amount for non-core users at the cost of its previous core users. We're splitting the difference back, but in a way that benefits its old core users (typically mana oriented battle mages
- We're being careful with a Guardian adjustment that makes it slightly better for enchanters, but no better for tanks
Support and Jungle
- We've heard a lot of feedback about the strength of both the jungle and support roles, in particular the gap between melee and ranged supports have grown a lot (with a few exceptions like Neeko support)
- We didn't want to change the meta a lot during MSI, but now, over the coming patches, we want to gradually take power out of the melee supports and some of the junglers (we don't want to add extra power to the weaker champions in the role and make the roles any stronger)
- This isn't all the changes that we want to make for the roles, but just a general strategy that we'll employ over the course of a few patches
- We're also nerfing Yuumi as she's pushing frustration, especially in China (she's the most banned supp in Emerald+) and she doesn't need to be that powerful to achieve her goals (an onramp for new players)
Kled
- Now that MSI is done, shipping our Kled changes that have been in the works for a while (check out Endstep's video for more detail)
- The main goals for the changes are to have him feel better about fighter builds and also hit down some of the earflicks like instantly getting health back from remounting that just feel bad for minimal opponent satisfaction or counterplay
- Throughout the course of dev, we investigated increasing remounting frequency, in an effort to give him more effective health, but ended up moving away from it

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I was sad not to be invited for my 10th MSI anniversary but in this gig you can't cast em all, especially when there's such great folks like this.
I'm going to be cheering our teams on at home watching @ZeetwoZ2 and @ChroniclerCasts kill it for the #LCK <3
LoL Esports@lolesports
Announcing the #MSI2025 Broadcast Talent! @AzaelOfficial @CaptainFlowers @ChroniclerCasts @DanielDrakos @leagueofemily @ZeetwoZ2 @esports_kobe @LaureBuliiV @MedicCasts @razlol @sjokz @Vedius
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