League of Legends has already fixed the issue of excessive damage from champions. Still, The developer realized that the major tweaks made in recent patches were not entirely effective for improvement.. This mechanic has been one of the most critical in recent years, and even gaming pros agree with the widely held view that Riot Games doesn’t know how to measure how many lives characters can save.
As part of the stamina update, healing has been reduced slightly to keep champions in check. Still, Consecutive drops on bleeding objects allowed them to get a little too powerful.
Balanced maintenance is a real headache for Riot Games
Matt Leung HarrisonThe leading designer, who specializes in balancing games, made statements on social media. “Intend to offset the bleeding effect by approximately 40%”. According to the developer, the goal is to ensure that items for this purpose are not a forced purchase. “Except in critical situations with extra precautions”. This way, adjustments will be made to items that provide this effect, and each champion will be reviewed one by one, and many adjustments will be made both in the upcoming 12.12 patch and after. 12.13. The ultimate goal is to keep the changes made in patch 12.11, of course to fix the healing issue once and for all.
Matt explained to me“Very high bleed rate can be difficult for champions and requires the development of treatments for very high competitiveness.”
But that’s not all: it’s not fun to create overflow elements. Riot wants players to choose more effective items that buff their own champions rather than enemy control. “Bleeding damages items that are more valuable to your champion”Added. “Therefore, although it is highly regarded as a strategic choice, it is only an intellectually satisfying choice.”
The first set of Riot processing changes will be implemented in LoL 12.12, and Dr. This will affect Mundo, Soraka, Viego, and Yuum. Developers will evaluate other nerfs “Case by case”.
Source : Millenium