: Why does Riot keep doing stuff like this? They make changes to a champion's kit, and then when people don't like the changes, they go 'yeah, sorry, but we're experimenting with this champion. If it turns out that this change doesn't work out, we'll ~~dumpster them for 7 months and might check on them later~~ totally go back on it.'
I think it's very reasonable to call us out on the fact that we have done a poor job on following up on our designs that fail, but it's not a good excuse to stop exploring new grounds since that will just lead to staleness. I know it's pretty unreasonable to tell you to trust us based on some of our track record, but I have every intent to follow up if Love Tap makes Miss Fortune into a worse champion.
: I'll look into this.
I slightly extended the hitbox to better match the visuals.
: Some really good points. Love Tap should probably affect structures based on the current design. I'll look into what makes sense here.
Love Tap will now affect turrets (will deal half damage though as it does to minions).
: **1.** Yes, it certainly happens and is apparent at level 6, And yes it counts total AD, but due to MF's severe base AD and growth nerfs (which I really feel are overkill), it doesn't even come close to mattering. It still leads to a net under performing ult at level 6. The max potential damage of her ult at later ranks is a straight buff, but that total damage is now spread across a longer duration and over more waves, meaning the enemy has far more time to get out leading to it feeling "weaker". Basically, doing 200 damage in 3 seconds "feels" stronger than doing 600 over 7 seconds, and in most situations is more reliable too. I understand and agree with the idea and decision to extend its time in order to put more emphasis on it, but maybe cut a wave or 2 and 0.5 seconds off of it in order to put more damage per wave? It would make it feel more effective overall. **2. ** I agree 100% with keeping MF's weaknesses in tact. She should be properly punished for bad positioning and being low in terms of mobility and CC is part of her core design. This is part of why LoveTap bothers me though, as it encourages bad positioning by making her have to attack another target, usually being in a bad place, actively punishing her for either doing so, or by punishing her for not doing so as she can't damage anything beyond the first auto attack. It sends mixed messages to the player and about how MF is supposed to operate. **_ "As far as her dueling potential goes, yes MF will be a worse duelist in a brute force scenario, but she should absolutely dominate in other ones."_** If I may be so bold, may I be told of situations where she dominates outside of using her ultimate? There is laning phase, but LoveTap isn't responsible for that. MF has always been a strong laner and through my tests on the PBE, I have yet to find a situation outside of laning phase where I felt I was a beast that didn't involve pressing the R. It's always felt like I was playing around a mechanic trying to "make it work" rather than utilizing it to any real effectiveness. Giving examples of situations where she should excel out would better help in properly assessing the changes. **_"The base AD changes are certainly harsh, but..."_** Mister Statikk, sir... {{champion:21}} now has less AD at level 18 than {{champion:31}} does at Level 1.... That is a problem....period... T-T It makes it unreasonably harder for her to take objectives such as Dragon, and Towers, especially the latter since through some vey awkward means , you can proc LoveTap off of Scuttler to hit Baron or Drag, while Towers are straight up unaffected by LoveTap. **3.** I'm glad this has been made clear. My only issue hear is that my original fear seems to be ringing true hear; This change seems to be for the sake of change rather than strengthening MF's identity and play style akin to all the other Marksman changes. This both confuses and worries me as it sends the message that Riot doesn't believe she had an identity in the first place, which simply isn't true. I don't know what the listed changes will be like until i put them into practice once the PBE is updated, but personally I really don't feel like these will fix the core issues. For starters, it doesn't address the designs over reliance on LoveTap. If anything it seems to make her even more reliant on it. It really feels like it is being shoved down the throat at this point, which only goes to sow how I feel it contrasts and juxtaposes itself too much with her kit and identity, so much so that it has to compromise and override parts of it.
I think the possibility of adding a base damage to better tune the level 6 damage might make sense, but is unfortunately out of scope for the outgoing patch. If the rank 1 R is feeling too weak, we can definitely address it in the next patch.
: Please tell me u got more out of that than the simple tower problem.
I did, but there are a limited set of effective actions that can be taken with the patch lockdown being imminent and the lack of more objective data to analyze. There's a fundamental disagreement around Love Tap that cannot really be addressed directly. We want her to engage in this new pattern which is why the numbers are tuned the way they are (including her base stats). I know you guys are concerned with the effectiveness and over-reliance on Love Tap, but that is the design direction we are committed to, and we would like to observe how the results pan out. If it turns out that Love Tap is overly "gimmicky" and unreliable, then we can make adjustments to reduce its power budget and put that back into things like base stats, but shutting Love Tap down before it even gets a chance to breathe leaves us no room to explore the possibility of this design space.
: I just played a game as Corki vs Miss Fortune. He fitted a perfect teamcomp with all ad. Build was Sheen, Phage, TriForce, Sorc Boots, IE and then the game was over. 5000 phys. dam. 1500 mag. dam. The special delivery was easy to use in my case. First package came in lane, the other support just left for a ward and miss fortune was dead. Second one I was just roaming and looking for a kill to use it. Third was at baron, seperated the whole enemy team to easy secure it. I think the knockback is a bit too big but the rest was ok.
When you say the knockback is too big, you mean that it is too powerful because of its high knockback?
: **1.** Yes, it certainly happens and is apparent at level 6, And yes it counts total AD, but due to MF's severe base AD and growth nerfs (which I really feel are overkill), it doesn't even come close to mattering. It still leads to a net under performing ult at level 6. The max potential damage of her ult at later ranks is a straight buff, but that total damage is now spread across a longer duration and over more waves, meaning the enemy has far more time to get out leading to it feeling "weaker". Basically, doing 200 damage in 3 seconds "feels" stronger than doing 600 over 7 seconds, and in most situations is more reliable too. I understand and agree with the idea and decision to extend its time in order to put more emphasis on it, but maybe cut a wave or 2 and 0.5 seconds off of it in order to put more damage per wave? It would make it feel more effective overall. **2. ** I agree 100% with keeping MF's weaknesses in tact. She should be properly punished for bad positioning and being low in terms of mobility and CC is part of her core design. This is part of why LoveTap bothers me though, as it encourages bad positioning by making her have to attack another target, usually being in a bad place, actively punishing her for either doing so, or by punishing her for not doing so as she can't damage anything beyond the first auto attack. It sends mixed messages to the player and about how MF is supposed to operate. **_ "As far as her dueling potential goes, yes MF will be a worse duelist in a brute force scenario, but she should absolutely dominate in other ones."_** If I may be so bold, may I be told of situations where she dominates outside of using her ultimate? There is laning phase, but LoveTap isn't responsible for that. MF has always been a strong laner and through my tests on the PBE, I have yet to find a situation outside of laning phase where I felt I was a beast that didn't involve pressing the R. It's always felt like I was playing around a mechanic trying to "make it work" rather than utilizing it to any real effectiveness. Giving examples of situations where she should excel out would better help in properly assessing the changes. **_"The base AD changes are certainly harsh, but..."_** Mister Statikk, sir... {{champion:21}} now has less AD at level 18 than {{champion:31}} does at Level 1.... That is a problem....period... T-T It makes it unreasonably harder for her to take objectives such as Dragon, and Towers, especially the latter since through some vey awkward means , you can proc LoveTap off of Scuttler to hit Baron or Drag, while Towers are straight up unaffected by LoveTap. **3.** I'm glad this has been made clear. My only issue hear is that my original fear seems to be ringing true hear; This change seems to be for the sake of change rather than strengthening MF's identity and play style akin to all the other Marksman changes. This both confuses and worries me as it sends the message that Riot doesn't believe she had an identity in the first place, which simply isn't true. I don't know what the listed changes will be like until i put them into practice once the PBE is updated, but personally I really don't feel like these will fix the core issues. For starters, it doesn't address the designs over reliance on LoveTap. If anything it seems to make her even more reliant on it. It really feels like it is being shoved down the throat at this point, which only goes to sow how I feel it contrasts and juxtaposes itself too much with her kit and identity, so much so that it has to compromise and override parts of it.
Some really good points. Love Tap should probably affect structures based on the current design. I'll look into what makes sense here.
: Back after another game in the PBE, this time playing against MF. Something disturbing happened at the end of the game where the enemy MF ulted and I didn't take any damage even though the ult animation was clearly hitting me at the end of the cone. So is the hitbox not matching the animations or what? Would like Riot to fix this problem. If not by increasing the hitbox, then by changing the animation to fix the current hitbox.
: I think the Special Delivery-related global sounds are confusing. I understand that it is a very impactful timer and being unprepared for it can be extremely problematic, but they're extremely annoying to hear frequently and have a HUGE lack of clarity because it's very likely that you will never even see how it was used. There's just some random sirens going off every few minutes for no apparent reason. I would much rather the strength be adjusted in order to make it reasonable without the warning, or have the warning be shifted in some way that's at least either less obtrusive or more clear, if not both.
Do you feel like Special Delivery's current strength is unreasonable? If so, in what way?
: Miss Fortune PBE Feedback Thread
Hey guys, Thanks for continuing to post - I've been trying my best to keep up with all the info. I'm seeing a few patterns in the feedback and I would like to address them and talk to you guys about the next steps forward. **1. Bullet Time is almost certainly buffed at every point in the game (especially late game with items)** Seen some posts saying the Bullet Time changes aren't a substantial buff, but mathematically that is pretty untrue. The 1 place where some weirdness might occur is at level 6 because of the lack of a separate base damage (which is somewhat deceptive because R now scales with Total AD - there is an actual base damage essentially). **2. Weaknesses in MF's Kit** Want to make it clear that we have no intent to remove intended weaknesses from MF's kit. She is intended to be immobile once jumped on and is supposed to make hard decisions on when she has time and space to sit still and channel R. As far as her dueling potential goes, yes MF will be a worse duelist in a brute force scenario, but she should absolutely dominate in other ones. The base AD changes are certainly harsh, but it feels like the power of Love Tap and its interaction with the W active are being vastly underestimated. Overall, we are not observing MF to be underperforming both internally and on PBE. **3. Love Tap is not rewarding enough to use** This one is being heard loud and clear. This doesn't mean we're removing Love Tap, would like to explore making it more worth utilizing instead. There's a possibility that we are simply pushing too much power budget here that forces her into too niche of a use case, but Love Tap is providing a new and unique way of interacting with the game - confident we can make it worthwhile. The following changes should be in the next build: **Love Tap** * Now benefits from Life Steal **Strut** * Love Taps now extend the duration by 1 second (2 vs. champions) instead of 0.75 seconds (1.5 vs champions)
: Miss Fortune PBE Feedback Thread
Hey guys, there's been a lot of awesome feedback in the thread. So much that I don't have the capability of responding to you guys individually in this case So instead, I want to ask some generalized questions that will help guide us forward (try to keep answers brief and concise): **1. What is your assessment of her general power level on PBE? Does she feel overall strong or weak? 2. What is your assessment of her power level in lane? 3. Is last hitting minions difficult? 4. What is your assessment of her power level in late game? 5. What is your assessment of Bullet Time's power level at level 6? At Level 16? 6. Does Love Tap feel effective and rewarding when it can be utilized (note that the adjustments made to Love Tap on Friday have not hit PBE)?**
: Hi. Is there a reason why you changed the character animation when she ults? Her old animation, with the flaying arms, was a lot better, in my opinion. Now she looks like a blind girl desperately trying to aim. What I'm trying to say is that I believe that the old animation for her R was better because the flaying arms matched her crazy laugh. Thank you
I think there is something very charming about the old R animation, but the decision on our team was that it wasn't up to quality and didn't fit the feel of a skilled gun-wielder. It was in a lot of ways too wild, especially as we sped it up due to the fact that she fires more waves at the later ranks.
: Also, list how long special delivery will last after you pick up in the tooltip plz. I did not know it would expire when i first used it, then I realized theres an icon for the timer but no specific time listed in the tooltip
Updated the tooltip to mention the 60 second timer. What item build do you consider to be core to Mage Corki? Once again hopefully the nerfs in the next build will tone Corki down. Will continue to monitor. Thanks for the feedback.
: Hi, played "new" Corki for the first time on PBE right before. Don't want to comment gameplay yet,but there was one thing that was a bit annoying to me: The new symbols for q, e and the package upgraded w are a bit too white (or bright; cant tell excatly want i mean) for me. R as fine for me. To me the coloring doesnt fit and it even distracted me while playing. especially the q symbol made me look there like there is a blink on the bottom of the screen. Maybe its just me me, but i would prefer a bit darker (more colorful) symbols.
I'll forward this to our icon artists, not sure we can change anything at this point per se, but this is still extremely useful feedback.
: So far playing against corki feels very... well if he even gets a little ahead you are screwed. Itemizing against him is difficult for some champs due to items the can work on them. I had a jungle diana game where the only MR item I could build was Wits end because abyssal is disabled. So he hurt regardless because I couldnt itemize for his damage. And with damage this high... well i feel he needs a nerf. On Q and ult. Maybe I'm just salty, but I feel like he does way to much damage.
Hopefully some of the nerfs in the next build will help alleviate this somewhat. Though once again, it is intended for Corki to be more of an early / mid game focused champion who falls off in power later in the game.
: I really like corkis update and the mobility he gets with special delivery is awesome, however it feels rather limiting and engaging to have the package spawn at a static 4 minute interval... and also I feel bad using special delivery because it gimps his overall fun speed and flame exhausts (lol) BUT still I would rather just hold on to special delivery since Ill have to wait for another to spawn, and if I dont pick it up right away then it wont go on cooldown. I wish corki had some bombing missions or something to give him a package instead of timed intervals, like blowing up a tower gives a special delivery, or completing some mission gives him a special bomb... but either way corki is a lot of fun, but only when he has his package every 4 minutes.
This is an interesting idea, but tying Packages as rewards for objectives would be extremely snowball-y (not inherently a bad thing), and Corki is already (as intended) a pretty snowball-y Marksman. Open to the idea as a possible direction in the future if this current model doesn't pan out, but we like the current cadence of The Package.
: I like the package, that's fun and unique. My main concern is the magic damage that Corki does. By end game my auto attacks were doing 400 physical damage, ontop of about 500 magic damage. In addition to the IE I had built. That is insane damage. I feel like with all of these adc changes, you're overextending with their damage outputs. The ideas are fine, fun, and bring something new to the game. You just need to know where to limit those changes. In all the adcs I tested out so far, their damage output exceeded far beyond anything I've ever experienced.
Corki is probably overtuned right now, we are dialing him back a bit in the next build. We did the following changes: The Package cooldown increased to 5 minutes from 4 The Package Movement Speed reduced to 40% from 50% Special Delivery dash speed reduced to 1500 from 1800 Missile Barrage Damage reduced to 100/130/160 from 100/140/180 I think specifically if Corki's basic attacks are threatening, that's a good thing as it forces him into a riskier range. We fall into a lot of trouble if Corki is dealing the majority of his damage from an extremely safe poke range - so I'm hesitant to say we should reduce his basic attack damage.
: These Corki changes are a lot of fun but i dont think its the right way. Most of the time you use your Valkyrie to escape and not to initiate a fight. An idea is that you put down the cooldown of the Valkyrie.
Valkyrie's cooldown is not consumed by Special Delivery - this means you can Valkyrie immediately after Special Delivery. Also, there are a lot of angles that Corki can use Special Delivery that won't just put him straight into immediate danger - I think creative and effective use of this ability will evolve over time.
: These Corki changes are a lot of fun and add a great level of risk to Corki's play. Using the package is very satisfying and feels impactful, which is great. In particular, it is fun to soar overhead while laying down a threatening zone for my enemies to avoid. Moreoever, it is a unique form of initiation that marksmen so rarely bring to a team and it is great to be able to bring that as a mobile ADC. I am sure you have talked about this internally so I would love to get your thoughts on the following topic: I am a little concerned that the package is trying to do two things that counteract each other: laying down damage and a slow while also knocking players away. It seems unnatural too me to knock enemies away from my damage and slow. Imagine if allies got knocked away from the healing of a Janna ultimate, it feels kinda like that. A few ideas: 1. Have the package suck in instead of knock out. Maybe they can be gravity well bombs that lay down fire after pulling enemies in. 2. Since there are 2 packages on the fountain one can be a knock back package with a larger zone meant for zoning and splitting up teamfights and the other can be a damaging package that focuses on laying the zone down to do maximum damage and slow effect. 3. Have the ability mark opponents with a burn mark that deals the damage and slow to them over X seconds. This mark can be refreshed while the enemies stand on the zone and can also be put on any enemies that are knocked away initially. 4. Remove some of the damage to double down on the zoning aspects of the package by adding a dash stop similar to Veigar's cage. Any dashes attempting to go over the middle of the zone get cut short ending at the middle of the zone while blinks can still go over. Those are my 2 cents. Great work!
Special Delivery's design is somewhat counter-intuitive, but this is intentional. Corki is not supposed to be a Rumble replacement even though the mechanics on the surface look similar. The intent of Special Delivery is for Corki to be able to split up enemies and cause chaotic positioning. Even though Special Delivery's potential damage output is insane, it is intended to be a very unreliable source of damage.
: Honestly Statikk I'm used to adjustments, I've been playing this game for years now, and respectfully I'd say I'm not a horrible player by any means. The thing is after testing out the passive, if you want to try and get 'optimal' use out of it at later stages of the game is difficult not just for mechanical and teamfight reasons, but also because visually the marker for those who HAVE been hit is difficult to see in the thick of things. I apologize for not adding this last night, but why was the indicator made to be so flat and such a dull red? If you're sticking with Love Tap as the new passive, then I'd suggest a indicator that 'pops' a little more in color. Not crazy bright, but a little bit more so it's more easily visible in the thick of things for those who want to optimize it in teamfight scenarios. I don't find the concept of optimizing Love Tap exciting to me as a MF player. Feels a bit too tactical, as the brash bounty hunter Sarah is. I play MF to let loose a storm of bullets, and hammer down on my targets, and in teamfights as per the goal of these changes to be the queen ADC of Wombo-Combo's. On top of the fact to get a decent duration from her W active you need to keep hitting fresh targets, also adding to the attempt to get as much tactical use of the passive to get the most benefit from both the damage and steroid. For example, when I want to play a character that feels more tactical I play Kindred (and I've played a LOT of Kindred of late), because her kit facilitates this a lot easier with smart use of the Ult, potential mind games of the passive, stack management, and (lacking a hard CC) smart ganks. So, at least to me, the passive feels juxtaposed to the rest of her kit and theme. The damage isn't the problem to me (as who doesn't love free damage from basically nowhere?) but that between how the passive can be optimized by those who adjust to it, the theme, and against the rest of her kit it's a misfit of a change. To summarize, Miss Fortune has always been a relatively simple champion in kit concept and theme. Her Passive and it's interaction with her W just seems a bit to strategical and micro management oriented for her kit. Apologies if my previous post came off as potentially a bit too loose and opinionated, I am trying to have a decent dialogue whenever I post like this for feedback. :3 Thank you for your time.
We made the indicator dark because we didn't want players to interpret the mark as a "keep hitting this guy" visual that most of our visual markers in the game do. MF's mark holds an extremely different meaning than all the other marks in the games as it is essentially an "anti-mark" (or there technically should be marks on every other unit in the game that is not Love Tapped but that's kind of silly). I agree we want to keep her a simple and approachable champion, but at the same time Miss Fortune has always been a tough champion to tune for higher end play due to her lack of mastery and depth. Love Tap is an attempt to introduce a hopefully simple concept that does have nuance to its execution so MF players who really invest into her can be rewarded for that.
: Ok, as someone who loves Miss Fortune, I have to say so far there is only one part of this whole touch up I don't like in testing. Love Tap. This is by far one of the clunkiest passives since... Quinn's passive. While her old passive was nothing to really talk about, I don't believe moving to the W at the cost of Impure Shots was by any means worth it. If anything Impure Shots would have made a better passive (maybe even allowing Make It Rain, the wet noodle of a spell, let it apply the Impure Shots). I'd much prefer the steady, reliable build up damage of the magic on hit of my autos on a single or multiple targets (with ult), instead of Love Tap. The magic damage helped me handle tanks easier, made it easier to farm, made trading feel better in the early stages of the game. Sure Love Tap is nice for farming, but even in the later stages of the game it is blown over by item procs like Shiv and Firecanon or just Crits in general. Shorthand: Love Tap is clunky, anti-marksman in design, too subdued, and not worth the loss of Impure Shots from a mechanical and damage standpoint. On a positive note: Great work on the ult. Love the touches to it, just sad to see her passive and Make It Rain didn't seem to get the same love. :/
I feel "clunky" is starting to be somewhat overused to include broad meanings such as "any mechanic that is not the normal way to play X. " This is dangerous territory as it means anything we add to that game that is new can be instantly defined as "clunky" even if it is something that can be learned, adjusted to, and optimized over time. I do think that Love Tap could stand to be more relevant and powerful especially earlier in the game. Love Tap currently scales from 60%-100% total AD based on MF's level. I'll be adjusting that to hit 100% total AD at a much lower level than before (11 instead of 16).
: I have to say that the changes first sound good for me. I like his new "Special Delivery"-ability very much and i´m happy that you want to change Corki into a "full" magic-dmg-adc. But i have one big problem with the changes. I saw the changelist on Surrender@20 today and i am disappointed. All changes seam to be very fine, but the R-changes disappoint me a lot. You see, i am a very special kind of a player, who "hates" to build champs on AD --> I only play AP-champs. AP-Corki was one of my favourite off-meta-AP-picks so far with the following build. {{champion:42}} {{item:3040}} {{item:3285}} {{item:1311}} {{item:3089}} {{item:3116}} {{item:3151}} Great poke and more a "supportive" and annoying midlaner. But i´m really sure the ult changes in addition to the Rabadons and Ludens cost-nerf will turn AP-Corki into a much weaker champ. Missile Barrage (R): 20 Mana 12/10/8 sec Ammo Recharge (2 sec Cooldown) Active: Corki fires a missile that explodes at the first it hits, dealing 100/140/180 (+.2/.5/.8 total AD)(+.3 AP) magic damage. Corki can store up to 7 missiles, and every 3rd missile will be a Big One, dealing 50% increased damage. As you can see, the basedamage is lowered from 100/180/260 (live-stats) to 100/140/180 (pbe-stats). This is compensated with a much higher AD-Ratio, which only works for the AD-Corki. AP-Corki is significantly nerfed with 80 (!) less base dmg at rank 18. Corki has a basedmg of 101 (if my calculation of the new stats is correct) at rank 18, on live servers he had 102. With the new AD-scaling he loses still 40 dmg per rocket (On rank 18). In addition to the higher costs of Ludens (3000 --> 3200) and Rabadons (3500 --> 3800) it is a nerf for ap-corki. I haven´t played him yet but i think this will make him significantly weaker if build on AP. I know that PBE-stats aren´t final but i think you should think about the AP-Corki-Players around the world too ;) Additionaly, if I read the changelist correctly, the "Special Delivery"-AP-Scale hasn´t changed in comparison t the normal Valkyrie but the AD-Scale crashes into the moon. On AP the Special Delivery deals nearly the same damage of Valkyrie but over the doubled duration while on AD it gets much, much stronger. I would like to see an AP-Buff too on this new ability. So I really hope you could buff his AP-scale on the ult and on the new "Special delivery" a bit so that AP-Corki don´t get nerfed so hard or don´t get nerfed at all and is not falling behind the AD-Corki. P.S.: English is not my first language ;)
Our internal tests have shown that AP Corki is just as strong if not stronger than Live. We did adjustments to R damage partly to better tune this.
: I've got the chance to give the changes to MF a try and I believe in retrospect these changes have done positive things for her however I do think they've brought back some previous issues she had. I am glad she's getting a distinction in her play-style but outside of her ult nothing really seems to make her feel like a "Wombo Combo" Marksman and her identity should involve more than just her R (which I believe was an issue she had a few years ago). I do like her juggling style gameplay with the new passive however I feel like there should be more of a pay off for it since she has lost quite a bit of her 1v1 potential. I'm proposing to making a change to the passive to allow MF to stack it to a maximum cap of lets say 5 hits (obviously it can be a different number) The new passive would work something like this (with obvious number changes which I won't get into) 1) MF attacks apply a stack of Love Tap each time she Auto attacks a new target dealing bonus damage. 2)Each time MF successfully switches targets she gains a stack of Love Tap that increases the damage of Love Tap for her following Auto attack on a new target (in my example the cap is 5 which would be the most damage you could get from the passive). 3) If she focuses the same target for more than 1 Auto attack her stacks reset back to 1 (dealing the minimal amount of damage). 4) After not successfully auto attacking a target for (x) amount of seconds her stacks reset to 1. 5) MF's W interacts the same way as it does on the PBE which extends the duration of the AS buff but a limitation could be added like a max duration or until the juggling chain is broken. I find this allows MF to continue to use the interaction with her Q while providing more of a benefit to switching between targets to increase her overall DPS overall providing a mechanic that MF has been lacking that enables the player to feel satisfied with if they execute it the right way. It Creates more decision making for the player (should I focus this guy down? Or keep switching between targets for better damage?) It combines elements of both what you have developed as well as what I myself liked about her currently on Live servers of stacking damage and what I believe a lot of players liked about her. It also introduces a mechanic for her kit that she has always lacked. Since she has always been an ADC with very little outplay potential I believe she requires a mechanic that makes players feel satisfied when they manage to get it to work out. A passive like this reinforces her "Wombo combo" marksman Identity by allowing her to set herself up to shred the enemies. Of course I believe that she should have some power taken away from her ultimate and some other parts of her kit that are currently on PBE to compensate for a more well structured passive that I feel would solidify her identity. Statikk I would love to hear your thoughts on this, and the communities thoughts as well. I strongly feel this would be the right direction that MF should go and I want to know if anyone has any comments, concerns or questions so feel free to ask! Thank you for taking the time to read it! :) Looking forward to continuing the testing on MF and the other marksman.
Hey Matchuu, I think your idea is interesting but it's also extremely complex compared to the current mechanic. One of the great things about MF is that she's very simple and approachable, so although we do want to add more mastery and depth to her - we'd prefer to have that with as little complexity creep as possible.
: How does her q priority interact with her autos now? It used to prioritize champs within a (correct me if I'm wrong) 30-degree cone behind the initial q target if that champion had a stack of impure shots on them. Well... now that impure shots is gone does the way her q prioritizes stuff change as well? If not I could see some really favorable short trades with a quick auto on a champ, then q a minion in front of them for an instant double love-tap proc as well as bounced q, supposing that q works with love tap.
Q will still prioritize bouncing to the target marked by Love Tap. It should still work favorably but obviously because there is only 1 Love Tapped target at a time, this is somewhat more difficult to pull off.
: The current [tooltip](http://4.bp.blogspot.com/-EW_1f5mMQlU/VjKrUkzF-pI/AAAAAAAAHmU/oyfY5wzzmWg/s1600/corkipassive.jpg) for his passive reads "The Package reloads 4 minutes after being delivered." After being delivered onto the rift or after being delivered to Corki? As a new player reading the tool-tip I wouldn't know whether it's beneficial to "save" packages for later use or not. I would recommend changing the wording to avoid possible confusion as tool-tips primary function is explaining the skill to someone unaware of its specific behavior.
Good point, it's after he uses up The Package (after casting Special Delivery). I'll clarify the tooltip.
: I just want to get some things settle in my Mind 1) Strut will no Longer be her Kit's Passive? 2) The Strut Passive is being moved to Impure Shots? 3) Her new passive is called Love Tap? 4) Instead of shooting the same enemy till they have more holes than Twitch's Favorite cheese, Fortune will now do more damage if she starts putting one bullet into everyone and keep swapping around her focus?
1) Strut is no longer her character passive (it's now her W Passive) 2) Yes 3) Yes 4) Yes
: I'm not really a fan of that rework. Her ramping up dps with W stacks imo is core to her gameplay and one of the things i like most about, replaceing it with a wierd 'shut up and switch your target' mechanic alters her playstyle alot and inverts what previously was one off her biggest strengths. Together with the critscaleing on ult, it forces her int generic crit builts, while right now she also works great with ad/arpen centric builts or hurricane+lifesteal. Not only that, but it probably reintroduces her old problems of beeing a wombo-R bot, as her ult has all the power frontloaded again, makeing it a fier and forget skill rather than stacking up her W for great cleanup afterwards... It also will probably severly harm her strong early all-ins and replace it with more harras, changeing her from an all-in bully like drawen to an slow-poke bully like cait... It feels to me as if she will lose alot depth from her former gameplay just to get her closer to an generic adc by forceing critbuilts upon her.
The Crit modifier on Bullet Time is fairly low - it's more of a mechanic to open up Crit itemization for her in the new season (which there is a lot of). My hope is that AD-centric builds are still strong on her, but there are a lot of moving parts so that's tough to guarantee.
: What I dislike is that w is now basically Tristanas Q. It boost attack speed and activates strut. Seems pretty bland. Hope something small can be added there. Like with skarner, who was a bit bland and repertoir added the passive where if you stun them with e or r you get the spire buffs. Maybe a change that interacts with her kit, like for example. Activating W causes love tap to deal 1% bonus damage base on enemies max health. Something like that.
Her W active does have an interaction with Love Tap that I didn't mention. Her W active is now much stronger but lasts for a shorter duration. Love Taps while the W is active cause the duration to extend potentially infinitely (but not practically - at some point everything is dead =D). Her W active still fully activates Strut's Passive just like it does now.
: I'm concerned that corki won't be able to use his "Special Delivery" as you want it to be used. For an ADC to jump into the middle of the enemy team for a draven E seems not worth it, outside of small skirmishes (that corki's team is already doing well in) and lane and after that he will simply be forced to hold "The Package" to stay safe in fights after his Valkyrie's range is substantially reduced. I'm also concerned with how much damage is taken out of his kit with the passive change. removing over 10% of the damage from his auto attacks (since true damage isn't reduced it added significantly more than a simple 10% ad increase would.) Making last whisper even worse on him. Now well over 50% of his damage is magic since his spells all do magic damage. Will he be able to damage tanks in the late game? Overall i'm still excited, these are just some concerns I have with the changes. I also don't know how the itemization changes will affect Corki, though it sounds as if caster adc's are getting some new toys which could counterbalance what i see as neutral changes or nerfs to corki.
Valid concerns, those are concerns that we also share in a lot of ways. I think you underestimate how far Special Delivery actually goes (obviously since you guys haven't seen it yet). Most of the time, Corki is not going to land in the middle of the team -- it goes far enough to take him straight over an entire fight. Using Special Delivery cleverly is something that will probably take several games to even start getting the hang of since you don't get to use it that many times per game. I think the Passive damage is going to be hard to equate perfectly from before, they are just different in the way they interact with items so it's hard to gauge. I'd love feedback here.
: I think the Corki Update will be one of most intersting marksman updates. If the Escape is reduced to 600 thats okay. Im very interested in how you can use "The Package" efficent. - Lucky
I think it will take some time to learn to use Special Delivery correctly, but hopefully it'll be fun no matter how you use it. =)
: How does life steal interact with his innate? Does it follow the general rules of "life steals heals you for a % of PHYSICAL damage dealt by your attacks" or will he be special-cased to fully apply lifesteal?
Lifesteal works normally here. Lifesteal applies to Attacks (as opposed to Spells) whether they are physical or magic damage. So both the 55% physical and 55% magic damage portions will work with Lifesteal.
: If all his damage is magic now... isn't his armorshred kindof pointless?
Well a shred always has team utility. He still deals some physical damage, it's just even more heavily weighted towards magic.
: Wait so is Corki losing 10% damage on autos in exchange for autos that can potentially be worse in some games or was the 10% true damage a part of his autos. I guess like was it 90% physical and 10% true damage or what it 100% physical + an additional 10% true damage. Because if it on live is currently 100% + 10% this new passive is actually really shitty, Corki doesn't NEED more magic damage, however having just straight up less damage in exchange for more of it being magic seems really really bad. A lot of these seem to be nerfs being falsely labeled as reworks just like Skarners or Sions reworks. Is there a reason why you feel the need to leave champions with overall less power every time you rework them? I mean I am a big hater of the focus on damage in this game myself and how damage > durability, however if you're gonna nerf it, nerf it over, or target the highest damage champions like assassins and shit.
He still retains the 10% bonus, so he effectively deals 55% magic, 55% physical.
: How far does "Love Tap" Stack up? Like auto a minion, Q a different minion, Q-bounces to champion? Can you auto the whole minion wave then Q-bounce to one-shot champs?
It doesn't stack. Think of her passive as a Jarvan passive, but the cooldown "resets" if you switch targets.
: Does her new Love Tap passive interact with Runaan's Hurricane?
No it does not unfortunately. I tried it initially, but it made the gameplay really messy and extremely powerful.
: Will there be an indicator for Love Tap or will it be like how Impure shots used to be? (just seeing the extra damage on top)
MF sees a marker when she applies Love Tap to the target (which also conveniently marks her last hit target). Attacking anyone else will "bounce" that mark to the new target.
: Kind of Nitpicky, but I think the passive should be renamed to Shock and Awe. You know, her signature twin guns. o3o
It was on the table, but we didn't feel like it represented the gameplay well. A pair of guns suggests more that you're comboing 2 attacks onto the same target or that the 2 guns maybe have different attributes.
: AFAIK, Corki's already half split between magic and physical right now, I expect your changes to push that split towards magic damage that much further. Have you made sure that Corki can opt into magic penetration now that he's mostly magic damage? Or perhaps you expect him to become more of a mage? EDIT : I accidentally a word.
Great question. I think the jury is out there on what exactly is optimal to build on Corki with these changes. Our intent is that he is a champion who builds primarily AD items (Trinity Force among that) but we're hopefully leaving the door open for alternate builds to thrive. In terms of Penetration, buying Sorc Shoes (and potentially Haunting Guise) will be an even bigger boon for Corki. We want to push him to be even more of a mid-game power spike champion who falls off in power relative to the other hyper-carry Marksmen. % Penetration will be somewhat awkward for him to itemize as his primary option here is Void Staff, but this helps reinforce that if you're picking Corki, it's definitely not to go late into the game and shred apart super tanks.
: Something is confusing, lets see if I got right: Impure Shots Gone Passive - Love Tap Q - Double Up W - Strut E - Make it Rain R - Bullet Time
That's pretty accurate. Note that the old Impure Shots active still exists but is now Strut's active.
: Love tap worries me. While I get the interaction intention for her Q, in the past impure shots was there to allow her to focus a target while her Q was more for bullying in the early game and occasional shenanigans. As someone who plays MF a good chunk of the time when I'm forced bot, I'm not sure I like it. It also feels like she loses any dueling potential with it. Instead of focusing a target, she can't really 1v1 anymore. It also screws what little jungling ability she had. In live, you can start W and clear well enough. This feels like it'll make her early jungle a complete chore at best. Out of curiosity, how does it work with her ult and with hurricane? Is she going to be forced to buy a hurricane now in order to keep procing her passive? Overall, this feels like a nerf and will make her clunky as well as immobile once she takes a little damage.
Yes, I think MF did lose some of her brute force dueling potential, but she gained a lot more power in multi-target fights. Have yet to test Jungle MF, so unsure if she's actually stronger or weaker if played optimally here. Love Tap only applies to basic attacks and Q - I initially had it hooked up to Hurricane, but it just made Love Tap really confusing and impossible to make balanced and satisfying.
: Isn't the new passive a bit counterintuitive? During the laning phase, my support and I should focus our cc and damage on one target; later in the game, I need to kite the tank/juggernaut running at me before I die. Why should I be punished for doing that?
Sometimes it will be best to focus fire a target and ignore Love Tap altogether, I think that's okay that it depends on the situation. I would think of Love Tap as a "bonus" rather than something MF has to do in order to just function.
: So...what EXACTLY does her W do now? Is it just a passive move speed increase with an active attack speed steroid?
She still retains the Attack Speed steroid on W active, though it is slightly modified to interact with Love Tap.
: Are you gonna change her E spell as well since it is a pretty weak spell imo with high mana costs, no/barely damage?
Unfortunately we did no fundamental changes to her E. It does have an increased cast range though to better synergize with setting up Bullet Time.
: > [{quoted}](name=Statikk,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=gzIheUE2,comment-id=00000000,timestamp=2015-10-28T22:17:49.976+0000) > > There is no internal cooldown. My my, sounds like MF is going to be even more of an unholy terror in lane. Are you perhaps planning to give her Tristana's old U shaped power curve?
We've done base stat adjustments to ensure her laning is still reasonable. If anything she's probably less of a lane bully than she used to be especially when being played by a non-expert MF.
: I like these changes alot, will strut only be active for the duration of Impure shots now? (im guessing?)
Strut will work similarly to how it did before. It's still a passive but it only activates once you get at least 1 rank in W and the amount of Movement Speed it gives is based on W rank.
: Does Love Tap have an on character cooldown so MF can't simply weave harass autos between CS to destroy the opposing laner?
There is no internal cooldown.
: So... every X amount of time A package arrives to the Shop for Corki. Corki can go to the shop and pick'it up, giving him extra MS out of combat. Once obtained, the package transforms into "Special Delivery". Corki can use the SD to make a 2.0 Valkyrie that knocks out enemys and leaves a trail of fire like normal Valkyrie does. I have to ask, the Package will fill a item slot like Viktor's Passive item or it will replace the trinket, or is used the next time Corki uses Valkyrie?
The Package is not an item. It's a physical object that lands inside Corki's base that he can click on to channel and pick up.
: Will the package have a different cooldown on non Summoner's Rift maps? I ask because I mostly play ARAM.
So far they all use the same timers, but I could definitely see it being shorter on maps with shorter game times.
  Rioter Comments
: Would you mind elaborating a bit more on Special Delivery? I assume that once you pick up The Package at base, only your next Valkyrie would be enhanced, correct? Also would Corki still retain his 10% AD bonus on auto attacks? Or would the bonus damage be removed completely and he does 50% AD in physical damage and 50% AD in magic damage with every AA, with bonus damage from items like Sheen/Trinity/Iceborn Gauntlet/Lich Bane being split? For Gauntlet I believe he would only do AOE physical damage to those around his target but the damage from Gauntlet on the target would be split.
Yes, the Special Delivery is a one-time cast per Package pick up. Yes, Corki retains the 10% bonus damage - he deals 55% AD in magic, 55% AD in physical. The split mechanic is (fortunately or unfortunately) perfect, so certain procs may not get split evenly or at all.
Show more

Statikk

Level 30 (PBE)
Lifetime Upvotes
Create a Discussion