
Riot Endstep Discord Q&A 22 - Energized Items, Rocketbelt, Anti-Heal
Timestamps and Summaries
Disclaimer that Summaries are my own words and to not take them at face value of exact words Endstep said. They are my interpretation of what he said and I tried my best.
[0:04](https://youtu.be/--Dd-36M-t4?si=gL1eB-Zb6bArgTeg&t=4 Energized Tank Item
Energized can be thought of like a cooldown with extra steps, those steps being moving and attacking.
Can be applied to "Why isn't this item JUST a cooldown?
Allows them to combine energized effects and let them play off each other. Such as old Cyclosword giving increased energized stacks for dashes.
Also allows the cooldown to scale with attack speed.
Says that Energized exists as a system that fills a similar purpose to charges from Path of Exile (I can't help here, don't play POE)
Says they have tried historically to build an Energized vertical build, and it has failed every time (Energized vs OnHit vs Crit as build paths)
Every time they try and build this, it leads to toxic gameplay along with not really being that different from Crit.
- When you have 3-4 items that all add an amount of damage that is viable on it's own, you end up with some crazy damages on a single auto attack.
Endstep is a bit skeptical of meaningfully expanding the Energized ecosystem
- Says that Phlox was a big part of why the original Cyclosword was made because he saw that Assassins wanted a similar gameplay pattern
Wrapping around to energized tank item
Thinks it was interesting
Says most tanks don't actually move or attack a lot IN fights
Says that he thinks tank items should work all the time, even when CCed, which is why Unending Despair/Jak'Sho work that way.
Says it would need to be explicitly supporting a tank that REALLY wants to be moving around like Maokai or K'Sante.
Says they COULD make an Energized tank item, but to not expect one because they have other avenues to explore that are more broadly appealing to tanks.
- If they DID find a world where it fits in, they wouldn't hesitate to add it. But they aren't going out of their way to find those places.
16:12 Tank interaction with Platings and Turrets (Could tnaks have better access to killing plates or turrets?)
Explains that the main comment was saying it's baseline hard for tanks to interact with turrets, could they have more access?
Answer is Yes, with an asterisk.
Says that it is correct for tanks to not be great at taking towers as a tradeoff for not building damage.
Says it is reasonable for tanks to have the hardest time taking towers
Says it may not be the right tuning currently that the degree of tanks interacting with towers is correct
Says there could be ways for enabling tanks to interact with towers better.
- Brings up an explored "ego" starting item that rewarded you for damaging towers
Says baseline he isn't saying they should add an HP ratio to damaging towers.
Says they MAY need to back off a little on AP ratio on tower damage (currently 50%, was 40% in the past)
Says an item like Hullbreaker could be nice for tanks. An item that is attractive to tanks with a rider passive that is nice for hitting towers
- Gives an example of putting a 5x tower damage to Deadman's Plate passive.
Says the bigger thing is that they want to spread the access to this out.
Notes that NOTHING K'Sante does works on towers, while Sion can even build damage.
Says Shen Q was given the ability to interact with towers at a reduced value.
Says he dislikes that Shield Bash and Demolish are on the same row in runes because of champions like Shen.
Says the overall level of power that tanks have baseline against towers is probably correct, says that SOME tanks could opt into SOME systems to deal more damage to turrets could also make it's way into the game and be positive.
25:04 Why don't we see more placeable Items or Totems? Is there room in the item or trinket space for an item like this?
Starts by explaining that items have a visual budget
Gives an example of items with Redemption levels of effects, and if 3 or more made it into a fight, the fight would become unintelligible.
Says it happens in Aram Mayhem, but it is much more acceptable there because it is supposed to be chaotic.
Says any item they add that persists in the world is extremely noisy.
Brings up an item he had explored in the past that made an untargetable ward that gave vision to just the caster but everyone could see.
- Says another designer told him he needed to be REALLY sure about the gameplay if they were going to add it
Says that everything in the game that persists has a visual cost to it, and they tend to be conservative with them.
Says that items are treated as a force multiplier for champions and brings up Endless Hunger being that. It doesn't do anything new, just multiplies what you already have.
Says placeable items have a disconnect from the power it's giving.
Says he wouldn't be surprised if they eventually add something placeable because zone control is a compelling space.
- Gives an example of a control mage getting an item that creates a zone they are stronger in.
Says in the item space, it might have room. In the Trinket space, probably not, as it already probably exceeds the visual clutter it should have.
35:00 Why are a few champs not allowed to self-cast ally-targeted abilities, such as Rakan E, Galio R, Shen R.
Combination of some of these being off fantasy (Galio/Shen R)
Says it makes sense that these global/semi global abilities that are off theme, make sense to NOT be self castable.
Says they tend to make these champions stronger early and then ask them to use their ultimates to impact the map and spread that power.
Says Rakan E is a lot more interesting
They wanted him to feel good about playing around his allies, and that playing around his allies was necessary.
They gave him a very fast free target dash that they don't give other supports.
Says it wouldn't exactly be fair to let Rakan self cast his shield on top of his passive shield.
Says there are probably a lot of reasons these spells can't be self cast
Says it's probably a good thing for there to be restrictions on spells sometimes.
It makes you need to figure out what to do with what tools you have.
Gives an example of Yasuo E
Gives an example of the original Akali rework W as what it looks like when they give tools without restrictions.
42:34 Why even have anti-healing and anti-shielding in the game at all? It doesn't feel good on either end.
Says he doesn't think these are the same case.
Anti-Healing:
Thinks it is important for the health of their systems.
Says there is no direct counterplay to healing in the game because it JUST adds health
Says they do want to offer ways for champions to combat attrition
Says that because there are a ton of champions with powerful heals, and items with powerful healing, makes it so that counterplay to healing becomes necessary
Explains that healing becomes more powerful the more healing you have because you can't heal when you are dead.
Asks you to imagine an item that says "heal for x per second in combat." When you add another item that heals you, it makes that first item more linearly effective.
Says they want healing to be a thing champions can apply to others, along with there being items you can buy to heal yourself.
- Says that effects like Fiora Ultimate being strong and powerful and being able to stack with other healing means there should be a release valve to tone it down.
Says that Yes, there are extreme cases where you can go infinite healing, but those should be the exception, not the normal experience.
Says it is necessary for combat to be able to resolve.
Anti-Shielding:
Says the reason Serpents Fang exists, is because when they were making Mythic items, they needed more lehtality items.
Says it isn't until Mythics that they actually wanted to flesh out item ecosystems.
Says they were looking for more ways to add assassin items that isn't just "Add damage to kill them faster"
- Says Bastionbreaker/Umbral glaive are examples of this with Umbral being a great example of an item that does it's job really well and successfully. Admits that Bastionbreaker isn't doing it that well, but it might just be weak.
Says Serpents Fang has had unintended splash damage to how they balance shields.
Gives an example of Sterak's Gage of a shield they added that is supposed to give a functional invulnerability when it pops.
Says the way Serpents Fang interacts with these shields isn't that great.
Says that stacking/cycling shields is fine because they all have durations and some even decay.
- Admits there are probably some shields that have too high of an uptime such as Ivern E.
Says he doesn't think Anti-Shielding is a necessary mechanic in the same way Anti-Healing is
Says a lot of his concerns about Serpents Fang go away at lower anti-shield ratios.
Says he is also very skeptical of shield-breaking in kits outside of stuff like Blitz-R
59:19 Do you think a reshape of Rocketbelt would be appropriate?
Disclaimer before answering: Endstep does not work on live pod. Also brings up that Rocketbelt has picked up in pro especially on mages.
Says they think they probably should reshape Rocketbelt because they kept buffing it because nobody bought it.
Goal of Rocketbelt was that it was a good item for riskier assassins to have extra reach in exchange for killing power.
- Gives the example of Evelynn losing damage in comparison to Lich Bane, but has more engage range on her W.
Says that because Rocketbelt has so much health and haste for so cheap, it is currently in a state where it is STILL bad on these assassins, but because the stats are so juiced, some mages can opt into it second item for the dash on a relatively low cooldown.
Says they kinda just buffed the stats because it used to work, so if they just buffed the stats, assassins might buy it again.
Says AP doesn't have an attack speed or crit equivalent so it makes it hard to differentiate items between the classes. On AD items, they can just add attack speed or crit to push an item towards marksman.
Says that for them to actually try and get AP assassins to try and buy it first item, they would need to make the active really good when finished but not scale well, making it worse for dodging later in the game.
- Says most of the mages are using it just as a defensive tool that they aren't paying the appropriate cost for because of the juiced stats.
Says it doesn't offend him when a 20/0 Varus one shots a tank with AP, but when they do it at 0/0 it becomes a problem.
Says he doesn't think mages are giving up enough for Rocketbelt being used defensively right now.
1:05:10 Can we standardize DOT effects? (Tick rate, champions applying spell effects, etc)
Short answer is that they WON'T because it would not be good for the game.
Says it is good that champions like Brand or Lilia have high synergy to items that say "Apply a spell effect"
Conversely, you have champions like Twitch where they DON'T want it applying spell effects, even in the case of AP Twitch.
- They don't want him to just auto you once for full value of Liandries/Rylias.
Says he does think they could do a better job of explaining how things apply effects.
- Says they could even just add a little icon on spells that says "I apply spell effects"
In regards to tickrate, he thinks it's good that certain high impact DOT's such as Ignite or Darius passive tick slower in comparison to core gameplay loop DOT's like Brand/Malz.
Says sometimes they want to manipulate it for small reasons
Gives the example of DFT ticking 2x per second instead of 4 because the numbers need to be really low early game.
Says it would take a long time for the effect to show more than 1 damage per tick, which feels bad for players.
Says they COULD do this, but they won't.