Matt | Moonlit
337 posts

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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@NeverSeenAMoose @RiotPhroxzon You aren't already doing that? haha
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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
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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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Honestly, decent changes to help jungle without breaking mid lane, wp Riot
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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@XaltOfficial @GoldWRLDYT @Spideraxe30 @KamusLoL I honestly think her assassin style is balanced enough with the E bugs fixed. Felt like more of a meta issue than a Diana issue. Just gotta dodge the karma matchup
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@Moonlitlol @GoldWRLDYT @Spideraxe30 @KamusLoL Sadge no assassin buffs its gonna push her into more split push / jungle playstyle😭
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@GoldWRLDYT @Spideraxe30 @XaltOfficial @KamusLoL This is very interesting, excited to see where it goes. Gonna be trying Nash because it is my favorite item, we'll see if it sticks
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@NeverSeenAMoose It's alright moose, they are removing triple e instead haha
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@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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@Moonlitlol @Spideraxe30 I am a Diana player and I actually think this change is quite nice :D I hate how slow the E reset feels D:
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@NeverSeenAMoose That is the funniest thing I've seen all day. Don't tell these guys about stats websites
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Naaaaaah ain’t no way there’s that many replies complaining that Diana is already a broken chanp💀💀💀
Spideraxe@Spideraxe30
Diana buff: - E reset cooldown reduced from 0.5 seconds to 0.25
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@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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@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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@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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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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@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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@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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@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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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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@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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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…

YouTube
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