0:00 – Intro
0:37 – 11.23 Micropatches
4:07 – Intro 2
5:15 – Caitlyn
10:00 – Camille
17:34 – Ivern
19:28 – Kayle
20:58 – Kled
32:51 – Twitch
33:17 – Samira
38:40 – Urgot
41:04 – Items
1:04:55 – Conqueror
1:10:34 – Glacial Augment
1:21:57 – Lethal Tempo
1:23:43 – Predator
1:26:47 – Dragons
1:33:11 – tl;dr
Patch notes – https://www.leagueoflegends.com/en-us/news/game-updates/patch-11-24-notes/
Source
Phreak you brought up the point about choice for runes, but for a large majority of bruisers conq has been the only rune for seasons now. While lethal tempo may have changed that for now, once its finally in line it may revert back to only conq for the large majority again. Do you think another keystone will be added for bruisers eventually or was lethal tempo made with that idea in mind? Also I came back to edit this on the chance you do read and reply to this. Do you have an opinion on the overwhelming amount pen in the game right now(% and flat)? I played Darius forever and picked up Morde when he got reworked but ended up dropping them in the middle of season 10 due to pen, which there is even more of this season. Mages end up with 50 flat pen and 45% pen while adc's will have a collctor and lord doms usually, and while assassins are supposed to be countered by lots of armor the zed with 60 flat pen and 40% pen will still one shot any tank if he is allowed to get his full combo off. At thie point I just play Camille and Yone top as they don't actually need to be tanky, they just kill the other player first. I can't imagine how actual tank players feel with this amount of pen in the game. Anyway thanks if you do read this.
Yea, top ranked players are usually less likely to experiment and therefore are among the latest to pick up new trends. In pro it's even worse.
i think youre not understanding the healing part of seraphs embrace correctly, the healing of 25-50 ist the MAXIMUM healing possible, most of the time the healing is tied to 35% of the mana cost.
So lets imagine we play ryze, we have 2 items(mana mythic and seraphs), lvl 13, maxed q and e which is the standard.
Your q costs 32 mana which converts into 11 healing, your w at rank 1 costs 40 mana which converts into 13 healing, and your e costs 100 mana which converts into 35 healing.
So if you cast each spell once you heal for a total of 11+13+35=59. Ofc ryze has low cooldowns and uses his spells alot more frequently,
lets say you q -> e 5 times and w 2 times in one fight, thats 11×5+13×5+35×2=190. You heal for 190. On a Champion that, atleast from my perspective, stylistically fits perfectly to this item, you heal about 200 per fight, maybe 300 if its a long one.
It just sounds very underwhelming to me, and in my about ~10ish ryze games i have played on this patch i could never feel the impact this healing had.
What i could feel however how Ryze feels WAY worse then he used to be on 2 items.
In Season 11 on 2 items you would have about 300ap, now you have about 180.
You lose 120 ap.
For what? A little bit of healing, a bit of hp and a decent chunk of ability haste.
120 ap.
A 3 items s12 ryze has less ap than a 2 items s11 ryze. (no items gives you 120 ap)
What made ryze a good champion was that he could get considerably higher ap stats than almost any other champion thanks to his incredible synergy with old seraphs.
What i really want to say is, please buff ryze he is alot worse now compared to last season it feels really bad to play this champion now thanks for reading everyone hope you have a great day :).
I'll admit that I stopped about halfway through your glacial augment rant and how people just don't get it because I'm tired of hearing 'YOU'RE PLAYING THE GAME WRONG!' even if the statement is accurate, but I'll still play a little bit of devil's advocate here as I feel the issue with Glacial is a bit on Riot's side misleading/confusing the players with a key factor of the keystone.
The stats it scales with.
It's a keystone that procs off of hard CC with effects that sound good for wardens/tanks, especially supports, but the stats it scales off of are bonus AD, AP and heal/shield power. Giving it a bit of a conflict of who it's for there. While one could make a valid argument that the scaling is for risk vs. reward, as those with less reliable/harder to land hard CC build the stats it scales off of (Enchanters, mage supports like Lux, and Senna, who have skillshot hard CC that may have delays before fully proccing), it feels bad to take a keystone that is that much harder to use while you could focus on more reliable keystones like Aery or guardian for enchanters. Meanwhile those with far more reliable hard CC, such as the point and click abilities of Alistar or spammable roots/stuns like Leona feel bad taking the keystone as it does not scale with the stats they want to build to do their job. Making it confusing if this keystone is for tanks, enchanters, mages, all of the above or none at all.
You pushed hard earlier in the video on how it may be more beneficial to design keystones on feel and player pick rate over power, and while I can only speak about myself here, it does not appeal to me and feels bad because it's either something difficult to use reliably due to tricky skillshots (get good noob, I know, I know) or I'd have a keystone that depends on stats I'm not building at all because I'm going tank support that builds health/armour/MR and not AP/AD/healshield power.
Plus picking a keystone locks you in to that tree and the rune choices there, and while that's a more minor factor, sometimes I have passed on a good keystone because I wanted the other runes on other trees, and having secondary tree runes only goes so far there as well. Not knocking on inspiration runes as some of them are pretty solid, it's just an extra factor to consider.
Ive noticed the Sunfire Burst because Ive been clowning around with Lethal Tempo Mundo because the Sunburst Procs on every auto. Dumb Fun for Sure!
“It looks like every single new item is overtuned.” Preseason in a nutshell. Except chemtech soul is fundamentally broken (as in soul + rift terrain) and objective bounties don’t really feel like they’re making a difference in the outcomes of my games but rather just accelerating the outcome (usually comps that lose early tend to scale better).
I think the ideas behind these preseason changes were nice but I don’t know who tested them and thought they’d be healthy additions in their current state.
I don't know if phreak checks the comments, DMs on twitter for him is closed, I didn't feel like posting on reddit and YT comments seems tame not one of the kind of content creator people with 6 or 7 digit subs to be getting thousands of comments, but if even he agrees (conqueror point of video) that the other runes are weak and needed to be up to par with LT (even tho yone/yas and plenty of other melee champs is abusing it) when before it was the other way around with 3 in yellow tree are nigh unusable except extremely niche situations while conq dominated for nearly the entire season, why not just buff things around the perceived "OP" rune instead of nerf the OP rune and leave the tree with 4 weak keystone runes.
Same deal with crown and Cosmic drive being "OP" when really it's just a new season and everyone is trying out the new items while building cosmic drive mostly out of comfort and even brought up in the vid, crown is overbought/hyped, tho tbh crown is probably getting as much use cause of the yone/yasuo's running around with LT or all the assassins building axiom arc whether in mid or jg (nocturne) so might as well get the miniscule amount of defense crown and zhonya can give, spend nearly 6k gold to barely have over 120 AP (dring runes etc. making it more very slightly) but builds are still mostly mythic plus void staff and shadowflame from the sheer amount of items slowly getting cdr and health (slowly making summoner's rift URF mode) at the cost of AP being removed leading to games where you could get 4 completed ap items and barely reach 400 ap if that. You get more ap having gathering storm in 30 to 40 min games than completed items except shadowflame now as one example.
Frostfire "broken" but sunfire is just bad to build, too expensive and while chemtank is pretty much singed or skarner item as a couple examples kinda item, why not just buff those 2 items over nerfing FF and keeping the other 2 in a sad state cause otherwise we're still gonna have a meta next season when 12.0 comes out with a year of steraks goredrinker top laners still over traditional tanks with leona being the best tank in the game solely off W and aftershock from the support role with next to 0 gold income while tanks suffer for another year.
tl;dr buff other things instead of nerf the only good thing while keeping other things around it bad, philosophy for riot been like this for over a decade. Or even do both with very light touches not "huge mega" nerfs as mentioned to cosmic drive and Frostfire while nudging the other things below said OP things up a notch.
How many characters could make use of PTA in season 11 outside of vayne and maybe kayle, or fleetfoot work (jhin for the niche case) as every other adc or auto based character went conq or hail of blades.
Gailios Taunt could just give -67% Bonus Movespeed tbh lol.
As a tank glacial augment convert from aftershock myself – I can play devil's advocate and argue reasons for why aftershock still might be a more popular choice for high solo queue supports even with how well glacial performs.
The damage reduction is pretty insane for your team mates, but obviously you're trading that for your own survivability. Strictly speaking, you should be dying in more situations because of glacial vs aftershock. You talked a lot about feel of gameplay in regards to Vi's E and I think a similar thing may be happening for support tanks. One of the fantasy feel good moments of the champions that engage as a tank support is going in, dealing CC, and surviving sometimes with a sliver of health after soaking as much damage as possible.
Simply put it if you're now dying as a support because you don't have the extra durability of aftershock, the onus is now on your team mate to make use of their ability to take advantage of the reduced damage they get, which reduces your own player agency.
I think something that hasn't even been explored leads back to you saying they should let glacial augment be ran more before they nerfed it to better extrapolate and for players to experiment. That is that the rune changes a major dynamic of target selection priority in a team fight.
When an aftershock support engages on your team, often times the decision has to be made whether to deal with this front line target that's accessible but temporarily tankier or go for their less accessible backline while the rune is in effect.
Another scenario that occurs often enough I've seen is that you've seemingly made a pick on their aftershock support, but they've procced the rune and that buys them enough time to the point of their team actually arriving in time to play clean up due to expended resources.
With glacial augment, it now leads to many more situations where focusing the support could be the more optimal play. In essence, if paints a target on your own back as the glacial augment user. This might be inconsequential in a team or pro setting but that removed agency might feel bad in a solo setting even if it's an overall net win.
True! Cosmic drive should be like 40 ap + 40-60ap from spelldance. So casters would have much more benefits then pokers or something.
Not only are these very helpful and interesting, but you're humor is great Phreak. Thanks for sharing and continuing to educate the League community.
What about ryze with the new seraph's embrance he lost about half of the ap he could get why riot care only for the Champs that sell skins. Fix your game!!!!
Crown of the shattered queen feels like a middle finger to ad assassins. As a khazix or shaco or kayn if safeguard is up my combo will do 0 damage. If i have to spend a spell to pop it I am the one getting bursted from their combo or they run to narnia with their team the moment they see me. especially if I have to pop from invis to start the combo. I was kha vs an AP bot twitch with this shit. Could rarely open on him. He came out of invis with R, 3-4 AAs then E => quadra
As a yuumi main i found the rune choice argument mildly funny, she has one rune choice and the only other rune she might want to use is unsealed spellbook but since most summoners are 100% useless on her and they wont ever allow yuumi to apply a summoner like ghost/barrier upon her rider instead of herself it can't be picked either.
Phreak, when you said "Lethal Tempo Trundle" I actually made an evil villain laugh. Day one of the patch I was like "Hey this seems really good on Sett and Trundle in the toplane," so I did that. And had 90% bonus attack speed at level one. It was so fun, but I'm so glad it's getting nerfed. Nobody can scrap with that.
exceptional as always. I would be lost without these. By the way this is the only youtube channel that you literally can't put on 2x speed or anything because he already talks so fucking fast without! How do you do that lol he srsly looks like he is in cocaine
The vision plant argument is so bad tho, pro play teams will just group wait for the effect to run off and thats it all "thats urs" is now completly gone, again, with no option of contest
About the "Kled spawns with full health" change, there was actually a design oversight in which Kled himself spawned with full health, but then mounted Skaarl as if he did in regular combat. This would lead to you walking out of fountain with 75% health early if you weren't careful. He will now spawn in with full health, but in-combat mounting is unchanged.
Any reason the gold value of mana is not calculated into the gold efficiency of the crown mythic? The item is actually incredibly gold efficient.
Love these patch rundowns, my only constructive criticism is that you talk too fast.
Dear god the prospect of working with this kind of data for riot sounds extremely appealing.
30% dmg reduction in tanks is a joke, they actually deleted the existing scaling tanks had with that item (+.5%max health). Althought, I'm not a big fan on dmg in tanks they also don't tank enough, as Phreak said with the example of never seeing the Aegis burn, but tanks remain with no scaling(horrible non-linear resistances which get shredded easily), no sustain,lower hp values than bruisers, medium ability haste (normally 30-50).
In my experience(D3-D2 in EUW), tanks are the worst class in the game, idk if im just bad with tanks but I feel like a lifesteal battery for the enemy bruiser even if I have GW, they outsustain me and kill me easily.
Watching this and eating my 🍎 for breakfast. This guy has some good rundowns riot should consider picking him up or something.
winrate does not matter in an elo system. elo inflated players with broken champs play against way better players in an elo they dont belong in. Those champs having 50% winrate does not mean they are balanced
Which website should i check out to look up winrates and stuff?
objective bounties are stupid asf. this is just another mechanic that makes the game more confusing especially for new players. this game needs to be simplified.
About glacial augment. Don't you think that is less picked at higher level because game are closed faster so it doesn't give as much of value as aftershock?
Since Glacial is better in teamfight scenario, where it "buffs" your entire team, while aftershock is a "buff" for you.
Phreak, Mr ‘don’t listen to anyone’s hot takes…anyway here’s my hot take’
Never change you glorious man.
Sunfire passive looks like a little pulsing orange circle under your character's feet. It's pretty subtle
W OF KLED is not buffed, neitjer page shows that
That insight into Vi's attack speed and reset is very telling of how developers are sometimes wrong despite doing everything right.
I'm so glad that Phreak is wise to the proper way to use Urgot W. Every time I see one just sit with W toggled it bothers me a lot!
Where does Phreak get his statistics for win rates? There are so many third party sites and their numbers are usually different.
Nice
the immolate change hasnt helped at all
"I literally dont have counterplay" is how I feel every time I face a leblanc who got fed in midlane when she appears onto me pops me and goes a full screen back to safety.
Yasuo is absolutely not more fun than he is powerful, he's an auto win vs mages. That's why he's picked.
Phreak makes a 5 minute argument for new Glacial Augment
"… Okay, I hear you … but Aftershock though."
I want balance goals to be purely objective and certainly not with intentional imbalance to gain favor with players. That's anti-competitive. It should be balanced for the highest level of play because that's the closest to what's true (with some consideration to smooth out massive winrate differences between skill levels).
If someone uses a chess piece badly, so be it. You don't change the rules to fix player errors. However, the balance team still needs to have the humility to evaluate whether players are correct in not picking something as often as expected. I absolutely hate the concept of local imbalances for flavor or to give an advantage to deviations from the standard. That's fine for preseason but inherently unfair. It should never be a goal to willingly corrupt game balance and mistakes will happen anyway.
The kled W buff was a jebait and got removed. That’s fucked up man…
Though phreak doesn't like how for example frost fire starts it's damage scaling from level 1, even though you're not really going to have it at level 1, firstly, you can in practice too to test, and actually find out how much it will be at your desired level, but it's also the same for lethality. Even if an item says you get 10 lethality, if you're not level 18, you don't actually have 10 but rather 60% to 99% of 10 (between levels 1 to 17)
man, i remember when Phreak was the Champion Spotlight Host, the lead NA Caster, then Community Spotlight Host… Phreak's now working in the background for some reason. This guy was literally called "The Face of League" for a long time during his time in the front and even good chunk of time after.
Did Phreak get sidelined by riot for new, shinier faces? Did he do something internally and we don't know? or did he just decide to lower his workload as time went on and as he aged? no one can say, for only He and Riot know this answer.
1:03:00 | Speaking of not wanting the game to lie to players, the interaction between Kled and Sterak's Gage goes off before he reaches the threshold because it doesn't take into account his dismount.
What? This is kled ner. In what world it would be a buff? Maybe when he walked without skarl whole game?
Yeah but in reality it's just nerf cuzco it's hard to wave clear with just goredronker and it's unnecessary to have both hydra and it. And this means if he gets less resists off items it's basically impossible to remount for him. Unless again if he goes old build wich is nerfd. So riot want for kled to build goredrinker cuz he is not a tank and a stone plate cuz he wants any help for remount?
I have one concern to the math for the nerfs to Camille's W; The outline that was given is that these results are when factoring for a raw hp value of roughly 3,800 health, but I wanted to know whether that target hp value of 3,800 is being for all points of comparison. I am concerned because if you're using that as a static or dynamic value, the 1% reduction changes dramatically.
Because, at level 6, the changes shown to the damage on W is 20 damage. What makes this concerning is for 1% max hp to be equal to 20 damage, the target needs 2,000 hp. Even using the ratio nerfs of 0.8% less per 100 Bonus AD means for a champion whose primary mythic items only have 35 AD, this doesn't even equate to another 1%. a target still needs 1,000 hp to produce a 20 damage difference if it did though.
51:40 oh no! There goes my Mage Hecarim build
55:40 it feels like they had two different design ideas with Crown. One is a shield that when popped gives you a big defensive and it's balanced by having your AP lowered but the second design philosophy was like you get this item that rewards your positioning by not taking damage and losing your Poise, forgetting about the defensive aspect of it. I think both are cool design ideas but they can't necessarily be married it it be fair
I think another nuance that made this update a significant nerf to kled was Sunfire Aegis. The damage scales of Bonus health, and between that and Hydra, the loss of damage from skaarl change is really massive.