: I've been able to use it fine just by feel, but I can't tell if the cues work the way I think they work. The period you have to reactivate Q and attack feels so much shorter than the interval period.
Likely intentional since the 2nd auto has so much power and is on such a short cooldown
: I also agree; I'd also like a bit of extra range on her second Q; it feels like it'd make more sense, visually. On that topic, I'm still confused how the visual/audio cues on her Q work; I think an explanation or some more visual clarity would go a long way. At the moment, it feels like the dull glow should indicate the waiting period and the brighter visual effect indicates the window to activate your second Q and deal more damage. How I think it works is that the glow actually shows the window, where the flash indicates you're almost out of time, which feels pretty awkward.
It's pretty simple once you realize how it works, it just has a learning curve. The visual and audio queue's are good, it's just that we haven't had a skill quite like that before.
Rioter Comments
: MYMU - Malzahar Discussion
I hope that you are taking note of the the small detains on his hijab and harem pants. They are missing a lot of the small blue details and such, and it'd be cool to see those added!
: Exactly what i thought ... who the hell would buy abyssal on xerath ... It's just ... meh
Someone who doesn't want to get bursted.... People buy qss in solo q on champions that wouldn't even use the mercurial anyway. You simply need to buy these kinds of items sometimes, sure there could be better options, but it is on you to adapt and itemize accordingly, bite the fucking bullet. Do you wanna feed leblanc or have a little more survivability?
: > I was under the impression that rod of ages was in a good place and really served its purpose tear however was pushed out of several of the old "double scaler" users' builds because of how fast the game had become. Is this intended to get at least some of them to start re-adding tear to their core builds? Rod has actually pushed out most first-item purchases on mages in general. It's also lead to mages having difficulty grabbing CDR as Rod into Morellonomicon is just awkward. So the net effect of having Rod be a powerful first item that also had 800 Mana has been Mages kind of just go Rod + Abyssal every game and avoid CDR because they can't hit 40 anyway. Tear's changes are intended to get Tear to solve your mana problems right away. From the get go - your spells are basically 25% cheaper. You still need to stack it up - but it's contributed hugely to your early game mana with that alone. However, this also means that if you suddenly need to pick up a Tear later in the game - it'll immediately make an impact to your needs right away. Part of the intent of the changes is to get all the mana items to have light synergies with each other. this is why each of the components has some sort of scaling nature to it - whether it's based on your max mana pool, your mana expenditure or just straight up damage : level scaling on Revolver. Rather than the current setup of being actually really anti-synergistic with each other - and a push for the items to be good even when not rushed super early - Rod of Ages and Archangel's staff look great on paper together - but the actual timing, price points made it kind of prohibitive in terms of payoff. With every Mana item having similar Mana - Archangel's pairing with any item becomes easier - regardless of the order in which you're grabbing the items. > I guess I'll have to just take your word for it not being impactful enough to warrant a compensation. It definitely could be impactful enough to warrant compensation. These numbers are pretty unfinished and we still have a month to go before 6.9 ships. If you get a chance to play it and feel that pinch - then any thoughts that could lead to better numbers tuning on the items in general would be helpful.
Ok so as per your request for feedback, (without getting to an evenly matched late game) I believe the damage is perhaps negligible ( the early weakness of double scaling items is likely going to be jarring for people who stopped building both long ago) but the synergy between tear and rod is impossible to ignore and the hp you are granted for using mana MIGHT be enough to offset the slight loss of damage. The 2 together are a very powerful combo. EDIT: Should keep an eye on kassadin. Could be strong.
: I doubt that Athenes will be bought on midlaners anymore. How do you feel about MR choices for midlaners? I think that champions like{{champion:99}} , {{champion:101}} and {{champion:134}} will really miss athenes MR with no other viable MR option. How are they supposed to fight against champions like {{champion:7}} or even {{champion:112}}? Is Abyssals still considered a item you can rush as a first item? It would make things even harder for those kind of champions.
He said that there would need to be a new item(singular) for the long range artillery mages.
: >The problem here is when they lose nothing for having infinite uptime. This means we generally just take it out of their kit's power level or poke cooldowns because having Ziggs definitively infinite waveclear the wave without tradeoffs is... distressing, to say the least. But Zed having infinite wave clear and pushing power with energy is somehow fine?
having to walk up to the wave and use his gapcloser/escape and all his energy to waveclear is infinite? It's not even safe most of the a lot of the time.
: > I was under the impression that rod of ages was in a good place and really served its purpose tear however was pushed out of several of the old "double scaler" users' builds because of how fast the game had become. Is this intended to get at least some of them to start re-adding tear to their core builds? Rod has actually pushed out most first-item purchases on mages in general. It's also lead to mages having difficulty grabbing CDR as Rod into Morellonomicon is just awkward. So the net effect of having Rod be a powerful first item that also had 800 Mana has been Mages kind of just go Rod + Abyssal every game and avoid CDR because they can't hit 40 anyway. Tear's changes are intended to get Tear to solve your mana problems right away. From the get go - your spells are basically 25% cheaper. You still need to stack it up - but it's contributed hugely to your early game mana with that alone. However, this also means that if you suddenly need to pick up a Tear later in the game - it'll immediately make an impact to your needs right away. Part of the intent of the changes is to get all the mana items to have light synergies with each other. this is why each of the components has some sort of scaling nature to it - whether it's based on your max mana pool, your mana expenditure or just straight up damage : level scaling on Revolver. Rather than the current setup of being actually really anti-synergistic with each other - and a push for the items to be good even when not rushed super early - Rod of Ages and Archangel's staff look great on paper together - but the actual timing, price points made it kind of prohibitive in terms of payoff. With every Mana item having similar Mana - Archangel's pairing with any item becomes easier - regardless of the order in which you're grabbing the items. > I guess I'll have to just take your word for it not being impactful enough to warrant a compensation. It definitely could be impactful enough to warrant compensation. These numbers are pretty unfinished and we still have a month to go before 6.9 ships. If you get a chance to play it and feel that pinch - then any thoughts that could lead to better numbers tuning on the items in general would be helpful.
I had kind of forgotten all about how people who didn't used to build rod are now taking it, I guess I was just fine with it. Cdr gouging is definitely something that I saw happening and was occasionally annoyed by. With your explanations on the idea behind the itemization intentions I'm really getting a better grasp on the way it sounds like it will feel, granted I'll obviously still need to see. I don't think we will see a surge in "we're 3 towers down" tears even with the ability to be immediately impactful, even tho I do agree it really seems like it would be given the passive. Just a little side note while it's in my mind, as others have said the hextech rocket belt really seems like an uninteresting item that just adds extra outplay potential which means people that can afford to fit it into their build could become fairly popular which just makes for things to get irritating. (I'm sure you're eager to see the mayhem unfold in testing) Thanks for being so specific and not holding back on explanations and such. Rip my solo q grinding time, need to test my mids :| hmm
: > Because I see no ability power compensations for people who buy rod and zhonyas as core, (particularly karthus and kassadin) which can occasionally pickup tears rarely and even if they were forced into the double scaling itemization that buildpath would still yield even further less dmg than before since rod lost base mana as well as ap so the following archangels would be worth less than it would be. There is no AP compensation for these characters - this is true. They will only make up for the fact by having 1000 extra gold to spend on something else to spike with. While this does lower their maximum 6 item potential - their power curves and general power profile should be relatively unaffected by this given that they'll lose ~400 Mana and 30 AP - which is roughly equivalent to the base purchase power of 1000 gold. In the case of Zhonya's - that buildpath is also fairly streamlined - Codex is never a bad early purchase.
I guess I'll have to just take your word for it not being impactful enough to warrant a compensation. Things are going to be weird for like a week while mid mains reacquaint themselves, I was under the impression that rod of ages was in a good place and really served its purpose tear however was pushed out of several of the old "double scaler" users' builds because of how fast the game had become. Is this intended to get at least some of them to start re-adding tear to their core builds?
: [Planned - 6.9] Mana x MP/5 x AP x MR Item Pass [Updated - 4/11/2016]
This is just a first pass, right? Because I see no ability power compensations for people who buy rod and zhonyas as core, (particularly karthus and kassadin) which can occasionally pickup tears rarely and even if they were forced into the double scaling itemization that buildpath would still yield even further less dmg than before since rod lost base mana as well as ap so the following archangels would be worth less than it would be. Really Hoping this is just a first pass type deal with compensation in the works for a later date.
: Yes, it's basically impossible, and it's actually an intended weakness of the character.
What was the attack speed amount where most of the testers were just like "alright well this attack speed is making me not want to move anymore"? Or in less of a rude-sounding tone what did they think was the attack speed they were willing to take it to meaning runes, masteries, and items.
: So the end goal is this? https://www.youtube.com/watch?v=vylwE8uITqc
this video actually inspires a new ad style that I hadn't thought possible before, (lets say kog is at like 3.4 as or so) u do a 3-round burst move and repeat repositioning like you would normally just giving yourself opportunities to be a sentry gun that chips the nearest enemies and can (plus kog r). this is pretty interesting
: Kog'Maw PBE Feedback Thread
Have any of you tried attack moving at 5 attacks per second when you were testing it on pre-pbe server?

ScarabKing

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