: Plant Spawn System Iteration 10/25
Hi, this is my first feedback of the preseason. Im D1 main jungler in the live server(Custom sKing SKA at euw), i want to comment that i always buy the ward jungle item(the green one) to give an extra vision in high elo but now that we dont have jungle smite buffs its kind of an indirect nerf for that item. At mid-late game there arent any rewards at smiting the jungle camps anymore. Meanwhile in the live-server ppl who go with the red or blue smite have to decide if they save the smite for champs or go for the jungle buffs meanwhile the green one was focused 100% on utility since it doesnt work on champs, smiting the camps for the buffs(especially the vision ones). This is very important, fix this.
: Question. Since release have you guys made the doom bots harder and stronger since then? I beat Level 100 early on in the release which was still difficult and took a few tries and meta slaving, but now it just feels impossble to beat level 100, even with the same team composition and meta slaving again.
I think they buffed Teemo HP from 50k to 100k. Indeed, now it feels imposible to beat, all doom bots have like 20k hp at late. Now this is what i call a really good challenge. But, i still would like the idea of adding more curses at the same time instead of just increase Doom bots Hp at higher levels.
: Doom Bots of Doom going live soon on PBE for the RGM queue
Please, fix it so it can be harder. How about more difficult = more curses at the same time? Being level 100 all curses enabled since the beggining of the game. This gamemode should be imposible at higher levels and yes, thats fun keeping in mind we are against bots.
: > [{quoted}](name=Artics,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=00450000000000000000,timestamp=2016-08-29T18:41:49.086+0000) > > I tried it when came up and has a very good clear pre-6 did you even bothered to last hit all the shit to get graves or just speed run and ignored making graves/ghouls at all? also what masteries&runes you used?
> [{quoted}](name=Lukinerx,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=004500000000000000000000,timestamp=2016-08-29T18:57:10.665+0000) > > did you even bothered to last hit all the shit to get graves or just speed run and ignored making graves/ghouls at all? also what masteries&runes you used? Just confirmed again, Yorick jungle is a thing now with the new AI. Is so easy to do the 3 graves, u can do that 2 times every 3 camps(4 in a total clear, it doesnt even mattter where u start) but the only thing Ghouls do is tanking, the Q is the key of his succes = low CD, low mana cost, lot of damage, auto reset and heal. And post-6 u feel so strong with the limitless ultimate/ghouls, like if u were 2 champs, gives so much pressure and the clearing is even faster. As a jungler main im very satisfied with his jung version, its very fun. But as i said, as top sucks, even more than Kled.
: he won't be viable in jungle you waste waaaaaaaaaaaaay to much time (and in that time you get beaten by jungle monsters) to get ghouls because you have to wait for Q cooldown to last hit everything. Good luck doing that and then getting invaded by enemy jungler that got already 1-2 camps ahead of you just like Nasus jungle is bad because he have to last hit with Q to get stacks Jungle Yorick would be ok/viable IF graves spawned from monster even if you don't kill them with Q I already suggested such idea under RiotSolcrushed post. * small monsters (aka sidekicks) would leave 1 grave * big monsters (blue/red buff, big Krug, big Raptor, big Wolf, Gromp) 2 graves * scuttle crab 3 graves * dragon/baron/rift herald 4 graves for example with this you could start at Gromp. Gromp -> blue buff sidekick -> 3 graves -> summon ghouls that could help you beat blue buff. blue buff -> second blue buff sidekick -> another 3 graves -> summon new ghouls and go to wolf camp OR pull wolf camp a bit close to blue buff camp -> kill 1 small wolf and summon 4 ghouls instead and after clearing wolf camp you can either go for scuttle, gank or to red buff jungle (yours or enemy jungler)
> [{quoted}](name=Lukinerx,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=0045000000000000,timestamp=2016-08-29T18:33:31.674+0000) > > he won't be viable in jungle > > you waste waaaaaaaaaaaaay to much time to get ghouls because you have to wait for Q cooldown to last hit everything. Good luck doing that and then getting invaded by enemy jungler that got already 1-2 camps ahead of you I tried it when came up and has a very good clear pre-6 but he had a problem that after the today update will be gone. I am D2 main jung, #37 Skarner in the world, i think i know a few things about jung and is a waaaay better choice than top right now for him.
: > The rest of his kit, even with Maiden only being ok when dueling (just run to tower bruh), has far too little power for how situational it is. It requires even more set-up than Illaoi in order to function, but Illaoi straight up one shots minion waves/you/you and jungler/you and your team/your team and your family when things are in her favor. There's no real reason to pick Yorick at the moment other than for the funsies, when Illaoi, Mordekaiser and Malzahar does what he wants to do, but better. you should really bold that part... it's sad how Yorick is suppose to be the minion master/necromancer and he even have taunt for Azir regarding "corpse" duel ... but in the end Illaoi, Zyra and Malz are better as spawning multiple units and creating havoc and Morde/Shaco/Annie are better with their single strong summons/pets -_- his is quite mediocre splitpusher since there are better ones that can even be played in different places than just top lane not to mention they have better team fight potential than new Yorick he can't be played as tank since his only reliable CC can be avoided easily with mobility spells, fast attacking ADC/melee carries and champions with auto attack resets. it would be fixed with 1-2 second grounding effect but I guess RIOT thinks that 2-4 his sustain falls of mid/late game since his heal don't scale with anything beside his current level. even small AD or HP scaling on his heal would help in in end game specially when trying to get close to enemy ADC that can crit you for millions or vs melee carries tbh new Yorick feels like he have no real role in LoL not to mention that RIOT limited new Yorick JUST to TOP LANE ... he may end as some herp derp bronze V/normal champion but he will be totally ignored in higher elo/serious games not to mention competitive games
> [{quoted}](name=Lukinerx,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=00450000,timestamp=2016-08-29T17:48:36.998+0000) > > There's no real reason to pick Yorick at the moment other than for the funsies, when Illaoi, Mordekaiser and Malzahar does what he wants to do, but better. > > you should really bold that part... > > it's sad how Yorick is suppose to be the minion master/necromancer and he even have taunt for Azir regarding "corpse" duel ... but in the end Illaoi, Zyra and Malz are better as spawning multiple units and creating havoc and Morde/Shaco/Annie are better with their single strong summons/pets -_- > > his is quite mediocre splitpusher since there are better ones that can even be played in different places than just top lane not to mention they have better team fight potential than new Yorick > > he can't be played as tank since his only reliable CC can be avoided easily with mobility spells, fast attacking ADC/melee carries and champions with auto attack resets. it would be fixed with 1-2 second grounding effect but I guess RIOT thinks that 2-4 > > his sustain falls of mid/late game since his heal don't scale with anything beside his current level. even small AD or HP scaling on his heal would help in in end game specially when trying to get close to enemy ADC that can crit you for millions or vs melee carries > > > tbh new Yorick feels like he have no real role in LoL not to mention that RIOT limited new Yorick JUST to TOP LANE ... he may end as some herp derp bronze V/normal champion but he will be totally ignored in higher elo/serious games not to mention competitive games Actually with today change he will only be viable at jung. At top sucks hard, they need to buff him a lot this week.
: Yorick Update Feedback Thread
> [{quoted}](name=RiotSolcrushed,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=,timestamp=2016-08-23T20:29:55.209+0000) > > 8/29 > Added a background indicator for Q2 that shows Q cooldown > Walkers and Maiden will now only 'push' a lane after they enter combat in that lane > Bugfixes, such as Teemo shrooms now properly deal half damage to minions > > > > > > --------------------------------------------------------------------------------------------------------------------------------------------------- > > 8/26 > Added a buff counter to track how many units have died near Yorick > Q cd lowered to 7~5 from 8~6 > E haste fixed at 20% from 10~20% > Maiden will now only advance in a lane if Yorick or lane minions are in front of her > Maiden will actively seek to assist Yorick in a large radius if he is in combat with an enemy champion > Fixed a number of bugs (including pantheon ignoring Yorick ghouls with shield up) > > Keep the feedback coming! Especially the AI ones > > > ------------------------------------------------------------------------------------------------------------------------- > > 8/24 > Fixed a bug that caused the Maiden AI to respond slowly or not at all to Yorick's attacks > Maiden now responds to Yorick attacks on non-champions/monsters > WIP: Maiden logic that prevents her from suiciding into a turret without other minions or Yorick > > ----------------------------------------------------------------------------------------------------------------------------------------------------- > > Hello all, as the Yorick update hits PBE I would like to gather feedback as always. > > While all feedback are valuable and we highly encourage you to leave them, personally I am looking for improvements in the following areas and feedback on them will be extra helpful. > > 1) AI > Walkers (the small ghouls) are intended to be dumb and predictable. But if they are behaving in ways that are SO stupid, please let me know! (Think of minion level AI) > Maiden (the wraith) is intended to be much smarter, and it is here where your suggestions can be put to very good use. As you run into issues with the Maiden's AI drop it here with the kind of behavior you want in the situation. (Note: We are never going to give it pro level AI, so she's not going to orbwalk from the enemy jax on her :p) > > 2) Clarity > Visibility of minions, Health bar visibility, General Clutter. These are important points that we've wrestled during the character's development. We would love your feedback in these areas! > > 3) Bugs > Obviously the character is rather complicated behind-the-scenes. Keep up with the bug reports! > > 4) Balance Related > How strong does he feel in a split push vs teamfight? > How strong does he feel 1v1 against certain champions? > Do you find the Maiden split (sending her alone) useful at all? Easy/hard to defend against? > [{quoted}](name=RiotSolcrushed,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=,timestamp=2016-08-23T20:29:55.209+0000) > > 8/29 > Added a background indicator for Q2 that shows Q cooldown > Walkers and Maiden will now only 'push' a lane after they enter combat in that lane > Bugfixes, such as Teemo shrooms now properly deal half damage to minions > > > > > > --------------------------------------------------------------------------------------------------------------------------------------------------- > > 8/26 > Added a buff counter to track how many units have died near Yorick > Q cd lowered to 7~5 from 8~6 > E haste fixed at 20% from 10~20% > Maiden will now only advance in a lane if Yorick or lane minions are in front of her > Maiden will actively seek to assist Yorick in a large radius if he is in combat with an enemy champion > Fixed a number of bugs (including pantheon ignoring Yorick ghouls with shield up) > > Keep the feedback coming! Especially the AI ones > > > ------------------------------------------------------------------------------------------------------------------------- > > 8/24 > Fixed a bug that caused the Maiden AI to respond slowly or not at all to Yorick's attacks > Maiden now responds to Yorick attacks on non-champions/monsters > WIP: Maiden logic that prevents her from suiciding into a turret without other minions or Yorick > > ----------------------------------------------------------------------------------------------------------------------------------------------------- > > Hello all, as the Yorick update hits PBE I would like to gather feedback as always. > > While all feedback are valuable and we highly encourage you to leave them, personally I am looking for improvements in the following areas and feedback on them will be extra helpful. > > 1) AI > Walkers (the small ghouls) are intended to be dumb and predictable. But if they are behaving in ways that are SO stupid, please let me know! (Think of minion level AI) > Maiden (the wraith) is intended to be much smarter, and it is here where your suggestions can be put to very good use. As you run into issues with the Maiden's AI drop it here with the kind of behavior you want in the situation. (Note: We are never going to give it pro level AI, so she's not going to orbwalk from the enemy jax on her :p) > > 2) Clarity > Visibility of minions, Health bar visibility, General Clutter. These are important points that we've wrestled during the character's development. We would love your feedback in these areas! > > 3) Bugs > Obviously the character is rather complicated behind-the-scenes. Keep up with the bug reports! > > 4) Balance Related > How strong does he feel in a split push vs teamfight? > How strong does he feel 1v1 against certain champions? > Do you find the Maiden split (sending her alone) useful at all? Easy/hard to defend against? Hi, im new to this so i may ask, the "Walkers and Maiden will now only 'push' a lane after they enter combat in that lane" change will be added the Monday 29, right? This is the perfect change that his ult need in my opinion. That or make Maiden controllable but with handicaps(like a time limit). Overall im very satisfied with his rework.

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