Changing Lee Sin’s identity was never our intention! If it - TopicsExpress



          

Changing Lee Sin’s identity was never our intention! If it seemed like that, then your feedback is good in checking us. From our own understanding (and your feedback), we see Lee Sin as a risky, high-skill champion who makes really cool plays in the early game and gets rewarded for that playstyle (especially in the early game where small-scale skirmishes take place). The problem was that he had very low risk because of his raw strength in stats and abilities that even if he made a misplay, he could always recover. We are absolutely fine with early game Lee being strong and late game Lee being weaker than most, but we wanted to create real risk for Lee in the early game and, if he succeeds, give him a path forward to play in the late game. This is more true (but not absolutely driven by) competitive play, which is more focused on early power champions. Speaking of competitive, early game Lee Sin (for teams that can play him) is so strong that he often crowds out any alternative choice (because there’s very little he can’t do for the demands of competitive junglers). Late game Lee Sin is the opposite - the most frustrating part was that he lost a lot of relevancy late game no matter how well he did early game (this is important!). Late game Lee has no prolonged threat to give him a presence except his initiation (which can be very unreliable), so he has to pull off an extremely mechanically difficult play to be considered “successful,” and then he’s almost completed his job. If Lee can’t pull off that kind of play, he gets punished for “misplaying.” Even if Lee makes a lot of successful ganks and goes into the late game with a lot of kills, he often loses because he has no strong way to take advantage of it (unless he’s really, really far ahead). We wanted to give Lee Sin some options while staying true to his perceived power curve of being strong early and weaker late. A summary here would be that we like champions who are strong early or are strong late, but at least part of those strengths should come from player skill and not all the champion being picked. I know Lee Sin feels very balanced because all of his abilities are skill shots, but he keeps a lot of his power even when he fails, which isnt true of a lot of champions. • Nobody appreciates the attack speed buffs on Flurry.I made a mistake in communicating this the first time, so I’ll say this: this isn’t a buff to how Lee Sin is played right now, but it’s a buff to how he can be played when he has a real late game presence. I wish I could show you how much smoother Lee Sin feels to play with these changes because it lets him get his energy back from Flurry so he can use more spells. Hes also a lot stickier in following opponents because he can get a few attacks out in between his abilities (and much faster). In late game team fights Lee Sin is very weak so he could only use his spells for damage. The attack speed buff to Flurry means he can finally deal sustained damage at all points in the game so he’s not trapped in only finding the ideal initiation window (insec play). • Ward Hopping was too punishing.Once again, we like the play pattern and think its cool, but it was giving Lee tons of frustrating mobility without real offensive / defensive tradeoffs. Were very firm on that belief! But from your feedback, it was clear that energy cost increases on Safeguard would make Lee no longer able to perform his best combo, so weve reverted it. We still need to make some kind of tradeoff here, so hell be giving up the safety of the self-shield if he jumps to minions / wards. We also think its important to reduce a little bit of Lees frustrating mobility moments so were also sticking with the increased base cooldown that gets reduced when you cast it on an allied champion. This also rewards / incentivizes Lee to cooperate with his team instead of being a self-sufficient monk. • The change to Dragons Range was too different from what Lee currently has.Agree. With so many changes in this retune it could be easy to see this change as just a damage nerf. In the early to mid game, Dragons Rage is mostly used as a high damage execute and in the late game, Dragons Rage is mostly used as a positioning / insec play to isolate a target. We made this change to add more consistency in the choice while also reducing some of Dragons Rages really high early game power. So you would choose to either isolate a target from his/her team, or you would choose to kick someone into the enemy team for massive damage. This would be a choice you could always take throughout the game rather than one youre forced you take because your power fell off. Still, its a lot of change so were going to keep it like it is on live (but well still need to reduce the damage on it because it deals really high base damage, especially when Lee is ahead). I still think its important that there be a tradeoff between isolating a target or dealing maximum damage, but well think of that in the future. Now that Ive written so much... you can have the changes! I really hope you take the time to read through the above so you can understand the changes below. I also noticed some misunderstanding behind total attack damage versus bonus attack damage. While it does seem like some values are much lower than their current live values, the scaling with total attack damage means Lee Sin will scale better into late game but will snowball less when he gets a bunch of AD items in the early game. Flurry Attack Speed bonus increased to 40/60/80/100% (at levels 1/6/11/16) from 40% at all levels Sonic Wave Damage changed to 15/35/55/75/95 (+0.5/0.6/0.7/0.8/0.9 Total AD) from 50/80/110/140/170 (+0.9 Bonus AD) example1 example2 Resonating Strike Damage changed to 15/35/55/75/95 (+0.5/0.6/0.7/0.8/0.9 Total AD) from 50/80/110/140/170 (+0.9 Bonus AD) Now deals up to 50% bonus damage (150% total damage) based on the target’s missing Health instead of 8% of the target’s missing Health Safeguard No longer grant shield on himself if dashes towards non-champion unit Cooldown increased to 14 from 9 seconds Cooldown is now reduced by 50% if cast on an allied champion (excluding self) Tempest Damage changed to 20/40/60/80/100 (+0.6 total AD) from 60/95/130/165/200 (+1.0 Bonus AD) Now deals physical damage instead of magic Cripple Slow decay now updates more quickly (every 0.25 seconds instead of every 1 second) Slow decay now correctly takes into account disable reducing effects such as Tenacity (if the slow duration is being reduced, the slow will now decay more quickly) Dragon’s Rage Damage changed to 150/300/450 (+2.0 Bonus AD) from 200/400/600 (+2.0 Bonus AD)
Posted on: Wed, 19 Mar 2014 15:39:34 +0000

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