MYMU Annie, Fiddle, Veigar Discussion

Hi PBErs, Please post any {{champion:1}} {{champion:9}} {{champion:45}} relevant discussions here! I'll be frequently monitor the thread and try to respond when applicable. **And as a reminder, please post bugs in the [Bug Mega Thread](!** {{champion:1}} **Full current changelist:** Goal here is to help with both her execution on fantasy (the bear isn't just for show) as well as game health (we don't want to hide information vital to counter play). **Pyromania (P)** * Now displays stack count using a secondary resource bar (similar to Jhin) **Incinerate (W)** * This is mostly just a design paradigm shift * No longer cheats - ie: if you flash out of it before the cast finishes, it won't hit you anymore * Range 560 >>> 600 **Molten Shield (E)** * We want Molten Shield to have a bit more of an impact by itself as a spell cast * Armor and MR replaced by Damage Resist (16 / 22 / 28 / 34 / 40%) * Duration 5s >>> 3s * No longer speeds up Tibbers (moved to R Passive) **Summon Tibbers (R)** * Pushing power from the initial AoE Burst towards Tibber's persistent power on the battle field. Hopefully we've done significant improvements to his usability as well. This is probably the most valuable point of feedback here - let me know if there's anything you think Tibbers should be doing/isn't currently doing correctly in response to your commands as a player! * AoE Damage 175 / 300 / 425 (+80% AP) >>> 150 / 275 / 400 (+65% AP) * Tibbers Burning Aura Lowered 20 / 30 / 40 (+20% AP) >>> 10 / 15 / 20 (+10% AP) * Tibbers gains +275% attack speed and +100% move speed decaying over 3 seconds: on summon, when Annie dies, and when she uses Pyromania on an Enemy Champion. * AA Damage 80 / 105 / 130 >>> 50 / 75 / 100 (+15% AP) * Ignores unit collision while Enraged * Attack speed decays as Tibbers attacks, and move speed decays over time * AI Improvements (attack commands, attack-move commands, etc) * Re-acquire target after CC * Better target prioritization * Longer leash range to Annie * Can target at Annie when no other enemies to order him to follow her * Tibbers attacks Annie’s killer if hes within a reasonable distance (1200u). Otherwise he prioritizes low hp champs, then any enemy within 1200u of Annie's body. * Tibbers gains back 50% Missing Health when Annie dies * When out of combat for at least 5 seconds, Tibbers regens 6.0% Max HP per second and gains movespeed when moving towards Annie * AA range 125 >>> 150 * Has Larger Healthbar (does a shocking amount towards making him feel more epic!) {{champion:9}} **Full current changelist:** Looking to create some cool gameplay within his passive space, which previously was (essentially) just hidden power. **Dread (P)** * New passive: Fiddle gains Dread after not moving for 1.5s. Immobilizing CC resets this timer. Dread lasts for 1.5s after he starts moving, and grants him 25 / 30 / 35 / 40% movespeed.(Levels 1/6/11/16). **Terrify (Q)** * Range 575 >>> 525 **Drain (W)** * Looking for some improvments towards "I don't have a cc so he is just going to back to back drain me forever" * Cooldown now starts at end of channel. Cooldown 10 / 9 / 8 / 7 / 6s at start of cast >>> 4 / 3.75 / 3.5 / 3.25 / 3s at end of channel **Dark Wind (E)** * Strikes up to 5x >>> 7x * Now prioritizes Drain Targets > New Targets > Any Target **Crowstorm (R)** * Casts at max range if cast out of range * Pings "On My Way" to allies {{champion:45}} **Full current changelist:** Like Fiddle, also looking for a more interactive passive, and clarification/game health adjustments on the ultimate. No, we don't think you should feel terrible for building AP on an AP champion when you are playing against a Veigar... Nor do we think Veigar should be happy with just flash Ulting you from full health. **Phenomenal Evil Power (P)** * New passive: Hitting Enemy Champions with a spell grants Veigar +1 stacks of Extreme Evil. Takedowns grant +3 stacks. Each stack grants +1 AP. **Baleful Strike (Q)** * Passive AP gain on Takedown removed * Instead, grants +1 Extreme Evil on kill, increased to +2 vs Large Monsters/Large Minions. (Now only grants +1 on Champion kill - though bear in mind it also counts for +4 from the passive, so an actual total of +5) * Mana Cost lowered by 20 **Dark Matter (W)** * Mana Cost lowered by 10 * Shadow on cast emphasized to show AoE Radius (it's shockingly large) **Event Horizon (E)** * Mana Cost lowered by 10 **Primordial Burst (R)** * Enemy AP Ratio removed * Damage rescaled from 250 / 375 / 500 (+100% AP) >>> 175 / 250 / 325 (+75% AP) to 350 / 500 / 650 (+150% AP), increasing based on target's Missing Health Percentage. This scaling caps out against targets below 33% Health. * Mana Cost lowered by 25 Best, Beluga Whale
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