Context on Lucian Mid is that he's currently considered very weak in basically all skill brackets. (Anywhere between high 30s to low 40s in various skill brackets, with Gluttonous Greaves having selection bias for games where he's already dominating)
For people who enjoy playing him there, role quests have been a relative nerf to him and the Vigilance passive for bot is doing a lot to make him viable there.
There's an open thread to discuss either nerfing vigilance passive further to reduce his reliance on specific supports or removing it altogether but that still needs to be investigated.
Removing Vigilance passive wholesale is possible to run into Lucian top as well, which wouldn't be ideal due to more frustrations with ranged tops (though when he had that era he was usually running BPRK or Galeforce). Some amount of ranged tops is healthy for the game overall, but too much there probably tips it over.
Patch 26.19 Preview!
This is the first of our 2 Worlds patches, with Worlds happening on 26.20!
Support HP Regen
- After Support roaming was nerfed in 26.16, pre grub spawn Support roaming is all the way back down again, especially in Pro Play which is what we were after
- That said, Enchanters and Ranged supports are now dominating the meta again
- So we're making some targeted adjustments to melee supports so that they are able to engage and withstand some poke, rather than get poked out and not be able to engage again
- Overall, this isn't going to be a giant swing, but hopefully enough of a nudge up for Melee Supports that players think about dynamics of the lane a bit differently
Top Role Quest
- For quite a while now, in some regions, especially at higher skilled play, Top has been a decent amount weaker than Bot (who are the natural counterparts)
- That said, Top in regular play is both very popular and very powerful, and we're not looking to change the dynamic very much (and also why we're not nerfing bot lane overall)
- So we're giving a targeted adjustment to the more skill skewed aspect of Top lane, through the Teleport and upgraded Teleports from the Role Quest, which are typically used more effective in skilled play (where Top needs the help)
- That should allow Top to exert its influence on the map more reliably, especially in split push scenarios
Ranged Top Laners
- We hear a lot of the complaints about Ranged Top laners and agree that when these champs get too powerful it leads to pretty degraded "low gameplay states". That said we do think it's reasonable for Ranged Top laners to be a thing you can play there viably, it just needs to be at the appropriate power level with the appropriate power curves
- We don't feel comfortable taking a large swing here, especially before Worlds, but just wanted to let y'all know that we're working on some small changes to make it a bit more tolerable for melee champions
- This will hopefully allow us to also buff some of the ranged champions that are normally played bot who were nerfed due to their top lane performance (eg. Vayne), but we won't be able to do this until this set of systems changes is released
Simple Champions & Nasus
- In the post the other day about simple champions, I mentioned that we think it's good to have simple champions be strong at all levels of play. Not all of them, but some
- This can often be frustrating, especially when in moment to moment combat, their play patterns are very straightforward and feel lower counterplay if they can meet their success condition
- Our philosophy is that if a simple champion is overpowered and causing frustration, then that might be a cause for nerf
- However, if a champion is frustrating and simple, but not overpowered, if it doesn't have an unintended design flaw, we're likely to leave it as it is (eg. Viktor)
- Viktor is strong in lane, but he's also easy to gank and weak in early skirmishes; we think this is a reasonable strength and weakness profile and also over the last few years we've taken (imo) too much power out of early game trading from many champions, which has caused laning phase to lose texture broadly across the game
- Nasus however, has been strong according to this principle, even when accounting for his mastery curve and he has more sharp success conditions now with Q 4 stacks; in lanes where he can stack freely he becomes more of a threat, while in lanes where he's contested, he's easier to keep down
- This often means when you run into Nasus in a good matchup, he's often scaled without much holistic counterplay for the team (only his lane opponent)
- So while we think this shape of Nasus is broadly correct, it does warrant sitting at a slightly lower resting power level due to these considerations