Matt | Moonlit

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Matt | Moonlit

Matt | Moonlit

@Moonlitlol

I will be the best western Diana mid player DMs open for questions https://t.co/ep1CHX4iqH https://t.co/7JZGx85tV7 https://t.co/K6iUrfIN3y

Katılım Kasım 2019
237 Takip Edilen63 Takipçiler
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
Hello everyone, I hit masters today maining Diana
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Aledos
Aledos@Aledosxd·
Was a fun week ;D No dorans shield Conq/grasp roa
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
Full 14.15 Preview! ADC's - As mentioned yesterday, nerfs are coming in to ADC's laning and first item spike through early fleet nerfs - We're also reducing the power level of some ADC items that were released a bit too strong in the season 2 changes, some taps down to Kraken, Shiv as a result that give ADC champions a bit weaker of a 1 item trough - We think Kraken being so strong is what's driving a lot of the solo lane marksmen meta right now - For Varus, we're trying to put more power into his Q max builds over his W max builds - Ezreal we overshot a bit in recent patches and he's mostly unaffected by any of the item nerfs in the patch and will be disproportaiontely buffed as a result, so we're tapping him down pre-emptively AP Items - We're bringing other AP items up to the standard of other portions of the AP ecosystem. - Items like Stormsurge were overnerfed for Ranged and Void is still needing a little help - Cosmic and Rocketbelt have also struggled a bit to be performant for their core users Shyvana - Shyvana is the main champion being nerfed for regular play this patch as she's overperforming Leona - Leona is also once of the strongest supports right now by a pretty wide margin, so we're bringing her down a bit Skarner - We overnerfed Skarner in a previous patch and so we're restoring some of that power - We're also taking away some of the lane specific power in E kidnapping units behind him on cast that doesn't allow champions (especially melee) to play safely in the wave - We hope to strike the balance between lane and jungle Skarner ------------------------------------------- Returning skill skew to some champions - Over the years we've made a bunch of adjustments to champions to make them more performant in normal play and reduce some of the optimizations that make them stronger in high levels of play - This has led to a gradual movement towards safe scaling champions in lanes (especially mid) and we're looking to recoup some of that - For assassins, we're trying to target them at having moments of strength at 3 (get all abilities), 6 (ult), 9 (first max) depending on the champion and whether their kit is conducive towards it and playing up those moments of power Irelia - Giving her a bit more power in an all-in situation, especially since she is usually close to full HP due to her healing Akali - We think it's pretty reasonable that in most cases, Akali is trying to survive until 6 and play against the opponent's mana bar until she has kill threat - We're also buffing the Ultimate here so that the buffs are skewed more towards mid lane and killing squishy champions rather than top, as she tends to have low interaction patterns up there Yone - Giving Yone a pretty meaningful Q max buff - He's still meant to have a pretty weak early game but once he gets Beserkers and Q at higher ranks, he's going to represent a lot more threat than previously - Yone's ult can get to pretty low CD's later in the game and so we're bringing it down to compensate for these buffs Yasuo - Yasuo's changes are targeted at increasing the efficacy of his Rank 1 E (in particular) to increase his threat in lane - This is potentially a lot of damage when used well with his E stacks, so we'll be monitoring closely - For the wind brothers, we're also skewing a little stronger because Fleet and Kraken are being nerfed and they often use them, and we don't want to Riot special them Zed - Zed is receiving a compensation nerf to his late game ultimate CD because it can get pretty low and not represent a meaningful window - However, he's receiving a pretty strong Q rank up buff that is meant to spike around the level 6-9 area Sylas - In high levels of play, Sylas tends to max Q as it's a bit more of a safe lane pattern, while in regular play, he tends to max W as he doesn't get punished as hard - We're making Q max up more and also increasing the uptime on Q casts (and as a result wave pressure and trading potential) - He is also builidng pretty squishy which is quite a telegraphed and one dimensional play pattern, so we're adding more mixed durability damage profile back to him
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Spideraxe
Spideraxe@Spideraxe30·
Diana changes: - Attack speed ratio increased from 0.625 to 0.694 - Attack speed growth reduced from 2.5% to 2% - P attack speed now scales at every level instead of every 3 - P empowered attack speed duration increased from 3 seconds to 5
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Kamus
Kamus@KamusLoL·
We got passive fix, but at what cost.
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Moose
Moose@NeverSeenAMoose·
:)
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Matt Leung-Harrison@RiotPhroxzon

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 taken up by Night Harvester is proving to be a very strong first item on a lot of champions - We're taking stock of the AP systems and are noting that 1st item choice structure for AP Assassin types is pretty good between Lich/Rocketbelt/Ludens, but some of these items are stronger and weaker than others. - This is prompting us to want to put Stormsurge into more of the 2nd item space and bring Lich down and Rocketbelt up in the 1st item space to put everything more in line Proc Damage - We've seen a lot of the discourse around proc damage on Stormsurge being unsatisfying. - One of the lessons from the previous system is that more players disliked items being a delivery system for proc damage, than those who liked it. On the design side, we also found it hard to support, especially when creating new items that had to compete with these outputs - We're making a call that we won't intentionally try to push item proc damage values over ~200 (Stormsurge for melee being 140 + 20% AP is ~the max value we want to tune around) - Over time, this means we want items to carry a bit less of the power budget compared to champions to let champions and their kits shine a bit more - Proc damage and especially proc damage scaling with ratios is one of the leading causes for indiscriminate damage creep that is hard to reign in and without having guidelines like this, it is easy for these values to creep up over time - This is an aspirational and forward facing value (things like Lich Bane, Profane Hydra, etc. currently violate this principle, but have been grandfathered in) because disentangling the power of Lich Bane procs from these champions and putting it elsewhere is quite difficult - We understand this may not be a popular decision, but one that we feel is going to set us up better for the long term Items - 1st items for farming tanks have been pretty weak (Sunfire/Heartsteel), so we're looking to make them more appropriately powerful across their intended areas of power (scaling proc for heartsteel, burn for sunfire) - In keeping with the narrative of previous patches, trying to flatten out the support quest items (dreammaker, sleigh) so they're weaker at 1 item spike, but scale to be decent in the mid-late game. - This is mainly to reduce the incidence of things like 1 item support being able to solo scrap with bot laners (and in the case of some supports, just straight up kill them) Champions - There's a lot of changes here, so I'll just talk about some of the notable ones that we didn't chat about yesterday Rek'Sai - We're still continuing to try and support bruiser Rek'Sai builds - E and R damage aren't quite hitting the mark, especially after E's change off being true damage Evelynn - Evelynn is a champion with a pretty unique play profile in League - In high ELO, she's played a lot by mains - Her mastery curve is quite steep and starts pretty low - While her new players are dragging her winrate down from this steep curve, this is offset by a lot of her players being mains and pulling her winrate up - Typically, she sits over 50% for this reason, however when she's pushing 52% she can feel low counterplay, so we're tapping her down a bit - Multiple different changes for Evelynn were considered, but slowing her clearing speed and needing to land more Q's to hit R threshold was where we landed Twisted Fate - TF has been a topic of discussion recently - We like that he's been shaking up the meta a bit - We're not going to land balance right away, especially for a multi-role, multi-build champion but when we add these things back into the game, we'll try our best to have them balanced as fast as possible - AD is clearly stronger in higher levels of play and E is a lot of the reason for that (higher uptime in high ELO, better spacing, etc.) - So we're isolating the nerf to the AD build this patch, especially when he's got a lot of uptime on his targets (typically top lane) Vayne - We like Q max on Vayne, feeling that it makes her lane a lot more interactive, especially in bot lane, which is otherwise "try to farm and get punished" simulator - We want to strike the balance between enabling her to be proactive in bottom (especially in her good matchups), while not running over top lane, so we're nerfing Passive and Q that allows her to space a bit too well, especially in early levels Seraphine - This changelist is a big one, would suggest checking out Phreak's rundown to get the details on why each change is made - The gist of it is that non-support roles are performing too well, players are clearly voting for her support to be her primary supported playstyle Smolder - Players are still trying to experiment with a lot of different builds on Smolder - We're also trying to figure out how much of the tankier style patterns are able to be healthily supported long term (typically ADC's are meant to die when jumped on), but players are having fun with them regardless - In the short term, we're making these builds pay more of a damage tradeoff compared to pure squishy builds - We're also trying to make his R mechanics actually carry weight, right now they pay the complexity cost of being there, but being mostly ignorable - Finally, we're still trying to figure out the purpose of E on his kit. Currently, it's a trap to cast in offensive cases, but we're trying to support that without making the pattern unhealthy gameplay wise. We're making that pattern a bit better

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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@Iwannabeurboo @Spideraxe30 Don't get me wrong, this chane in a vacuum is nice. I just sincerely dislike the other changes that will be part of the patch
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Spideraxe
Spideraxe@Spideraxe30·
Diana buff: - E reset cooldown reduced from 0.5 seconds to 0.25
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@NeverSeenAMoose That is the funniest thing I've seen all day. Don't tell these guys about stats websites
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@Stevenator546 This guy is cooking (I agree). I think on top of that, putting players in the mentality that the team play matters more puts them further away from where their priorities should be
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Stevenator
Stevenator@Stevenator546·
imo, organized concepts will only make a difference if both teams are absolutely equal, and you can change that equality and very easily get the advantage by just focusing on being stronger individually.
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Stevenator
Stevenator@Stevenator546·
I think "Team coaching" in League of Legends is largely misunderstood. If I have a team of players anywhere under GM, I would much rather allocate my time into being an individual coach for all 5 of them, focusing on individual improvement, than trying to cultivate teamplay.
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@RiotPhroxzon It isn't some "niche" thing that gets used occasionally. It is definitely something I use almost (if not every) game. If it is truly only known by OTPs, I don't understand removing an interaction on a champion who doesn't see too much high elo presence.
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@RiotPhroxzon The argument I see is that many people don't know about this mechanic or don't understand it, even though it is near the top of the search if you look up "Diana mechanics" or "Diana Combos".
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
I'm an over-the-top Diana OTP, and I am very frustrated to hear about the removal of Triple E from GalaxySmash on Reddit. @RiotPhroxzon do you have any thoughts or comments? I feel this is a core feature of his kit at this point, unintended or otherwise.
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@NeverSeenAMoose You feel more elegant than powerful with the skin tbh. Makes me want to listen to mozart over rip the face off my lane opponent
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Moose
Moose@NeverSeenAMoose·
@Moonlitlol lose my number, thx (jk love you but WHAT)
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Moose
Moose@NeverSeenAMoose·
Objectively accurate Diana skin tier list (left to right matters except in D tier)
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@NeverSeenAMoose @RiotPhroxzon I feel the passive bug got worse this season for whatever reason. Shoutout to when your passive goes off on your 4th and 6th autos for no reason instead of your 3rd and 6th autos
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Moose
Moose@NeverSeenAMoose·
@RiotPhroxzon Alright let's start the Diana passive bug discussion... This has been going on for WAY too long. Sometimes your passive cleave damage doesn't go off on your 3rd auto-attack which then results in having your passive auto on the 2nd attack (instead of 3rd) of your next rotation
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
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 - Discourage non-support item start for supports - Slightly nerf first support item completion time (we like that they're a bit stronger than S13, but the 1 item spike is a bit strong) Tethers: Several champions this patch are getting their tethers updated to instantly snap when exceeding max range (Aatrox, Fiddle, Illaoi, Karma, Kled, LB, Noc, Morgana, Renata, Zac) Squishy Damage: 14.3 proc damage helped a little bit with the durability of squishy champions, but we want to go further. - We're targeting back to ~durability update levels and have a bit more to go on Burst/Control mages & traditional ADC's. We're not super far off though (probably about 100hp per champion) - This likely isn't going to come for a few patches, but something we're still targeting Red Side: We're experimenting with some adjustments to the red-side camera offset that puts the champion a little further up when pressing spacebar so you can see more of the screen below. Will be interested to see how this feels! Items: Terminus is getting a reduction to stack count (similar max values), Rav Hydra increase to the lifesteal on active, Lost Chapter items are still a little weak, so getting a bit more haste, a small cleaver buff to stack count. Ranked - At this point, we believe we've resolved all the bugs we know of with first time ranked seeding (normals, not ARAM). If you're still seeing people being placed in Gold while being a legitimate new player as of today, please let us know. - We're still trying to improve the accuracy of our placements here and the work is ongoing - In the coming weeks, we're going to be reducing LP gains below Emerald from +-28 to +-25. - This should help players who continually promote and demote out of tier boundaries not run into negative LP gains as often ARAM - We're targeting some changes to some champion outliers (Illaoi, Xin, Briar, Rek'Sai, Sivir, Gragas, Aatrox) - Item balance is looking pretty good overall. Notably there are some items like Hubris that are very popular, but aren't really performing particularly well (good on Senna, Jhin, etc. but not moreso than any other item on its best champion) - Sundered Sky is looking more reasonable after the nerf. It's still strong but isn't stronger than many of the other "strong items" rn. - It's perceived strength is also being exacerbated by the champions in the nerf list; it's the most popular item on the fighters, but not performing better than some of the alternatives (Titanic, Eclipse, Profane, etc.) - We'll re-evaluate after these champs are brought down a little Will talk about champions tomorrow
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
@RiotPhlox Unsure how on your radar this is, Diana's passive is bugged in some frustrating ways. Sometimes the number counter on your buff bar doesn't align with the visual or the passive being ready itself. Makes csing sometimes weird and messes up trades occasionally
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Phlox
Phlox@RiotPhlox·
Hey gamers, I'd love to hear of any small QoL changes or bugfixes that would meaningfully improve your experience with a champ you play. For QoL think little changes that would be much more important for how your champion feels than their numbers or whatever
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
The thumbnail for the newest video is an absolute banger
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Matt | Moonlit
Matt | Moonlit@Moonlitlol·
HONEY WAKE UP - NEW MOONLIT REFLECTIONS (NOW WITH THUMBNAILS AND TIME STAMPS = QUALITY) I talk about goal setting and why your goals probably suck youtube.com/watch?v=8yw_Hn…
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