: Pool Party Gangplank
He looks way too similar to Pool Party Graves.
: Yes, basic attack to activate the item. The item reduces damage from every tick, but at 30% effectiveness per tick. It should be pretty strong against periodic effects.
What counts as a periodic effect? Is it just DoTs and ground targeted DoTs (Morg pool)? What about stuff like Zyra plants or Vel'koz ult?
: > [{quoted}](name=hpp3,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=x4tgmm0s,comment-id=000500000000,timestamp=2016-10-18T21:13:06.321+0000) > > Does the RR clone grant vision? A very small amount -- it isn't meant to be a scouting tool.
Seems like it would be an amazing scouting tool regardless, just from being able to spawn it anywhere on the map and the fact that it seeks out enemy champions. It's like a blue trinket/frost queen's claim hybrid. What's stopping people from using it like this?
: > [{quoted}](name=wheresDaMuffin,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=x4tgmm0s,comment-id=0005,timestamp=2016-10-18T20:51:23.085+0000) > > This looks pretty cool. Some questions: > 1. Does the RR clone spawn in obviously bad locations or relatively near enemy champions? For example, does it spawn in the enemy fountain/under indestructible turrets? > 2. Does the RR clone come from fog of war out of enemy vision, or just instantly appear anywhere on the map including in vision? > 3. Is the functionality of R similar to Karma's current R (Mantra)? > 4. What is Leblanc's Q if Sigil of Malice was moved to passive? > 5. When R copies a spell, does it cast at the same target as the original? i.e. does RW have the clone W to exactly where Leblanc W'd? Does RE have the clone chain where Leblanc chained? Is 2 chainz still possible? > 6. What happens if you W, then RW, then W back? Does the clone keep going somewhere? > 7. Is the clone created from R still controllable? > 8. Does the Sigil of Malice created from R-enhanced spells deal more damage than the regular Sigil of Malice? > 9. Does the clone created from R apply or proc Sigil of Malice on targets it hits? > Thanks. 1. It spawns wherever you target it, that can certainly include the fountain etc. 2. It fades into being where you click it, if you create it on a ward it probably won't be very deceptive... unless they're not looking ^^ 3. Yep 4. Pretty similar. Still targetted, still does damage; if it hits a ready Sigil of Malice it chains to the next one. RQ also has more of a damage role than before -- if LB is willing to give up the mobility of RW or the CC of RE, RQ rewards her with a bit more damage. 5. LB chooses the targets, as before; the clone casts the same spell at the same time against the same target, so the clone W dashes exactly to the RW dash location. 6. Yep. You can't W back during the RW dash or the 0.3s~ period after, but once you do the clone will continue to wander around, occasionally autoattack etc. 7. The clones during regular R are controllable, the RR clone is not. 8. Nope, same damage -- it's just an _awful lot_ of damage. It's worth noting that the R-copied spells do more damage than the base ones. 9. Nope Good questions!
Does the RR clone grant vision?
: Edge of Night Feedback: Remove the Magic Resistance
Riot, why is there such a discrepancy in the AD vs AP itemization? Is there going to be another AP item that gives armor?
: > [{quoted}](name=Thief of Time,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=dGijBlXB,comment-id=004a,timestamp=2016-04-21T12:08:04.792+0000) > > Would you consider not allowing people to rank W at level 1? Just because considering seeds no longer give vision, there is literally no reason to get the W at level 1 (just like Zilean's W). Seems reasonable enough. I'll check it out!
I disagree that there is "literally no reason" to get W at level 1. It could be used to avoid facechecking bushes at level 1 without wasting trinket, or it can be levelled first to have 2 seeds in reserve to all in at level 2. It's almost never a good idea, but the same could be said for many other abilities in the game (like starting Orianna W, Aurelion Sol E). As long as there is a single use case for it, I'd prefer if you left the decision to the player.
: > [{quoted}](name=Dennisek123,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=dGijBlXB,comment-id=000700000000,timestamp=2016-04-19T22:34:49.198+0000) > > Right now her W level 1 makes her have 4HP plants. Rank 2 5HP and rank 3 6HP. No scaling further. They do gain health every rank and have fractional HP, it just rounds weirdly -- the health bar is quite accurate, but the actual number that shows when you click on the plant is only vaguely correct.
How does this actually work? Her plants take a certain number of hits to kill. What does it mean for a plant to have fractional HP? Is the fractional HP functional or is it rounded to the nearest integer? I'm wondering if maxing W will even do anything considering how champions don't autoattack in fractional increments (If going from rank 3 to rank 5 doesn't increase the number of hits or spells for a champion to kill a plant, then there's no point).
: Just gonna throw down my opinion on the mage changes and some other outliers.
> the grounded effect is something nothing should ever have. Do you like having a wall of circles that you can't even flash over or dash through? Literally, a massive AOE of no escape. Think about it. She literally throws out 10 circles or so of poison and mobility-denial. lol, now you know how it feels to play an immobile champion edit: I find it humorous how debilitating you claim Cassio's poison is, simply because you can't use movement abilities. Do you realize that none of the champions in this update (aside from Ziggs) have any movement abilities? They're able to deal crazy damage or do ridiculous things because of the huge tradeoff of essentially being permanently "grounded".
: > [{quoted}](name=xDiostukosx,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=dGijBlXB,comment-id=0001000000010000,timestamp=2016-04-19T21:41:09.322+0000) > > Yeah, I thought about that when I posted this. While I do agree with that point, maybe it wouldn't be /too/ bad since it's not a stun, and the first few ranks of grasping roots don't last that long. > > On another note, her passive seems to have some sort of 'not-so-rng-pattern'; is there some sort of algorithm? Like: if zyra's near a bush, a seed has a greater chance to spawn there, or: if there is a wall near zyra, there is a greater chance for a seed to spawn on the other side? > > Mostly I noticed they spawn in the direction you're facing a lot, and in nearby bushes. There's a really complex algorithm, yeah. It likes brushes, doesn't like being right on top of walls, etc etc etc. Too many behaviors to list. The ideas that you get a feel for it after playing Zyra a while, but it never ends up being wholly predictable.
Has there been any consideration to not having her passive reveal her in bushes (so either disable the passive while she's in a bush or make the seeds only spawn in the same bush as her)? Ambushing is really important to her playstyle and it would be ruined if a random seed spawns outside the bush. Even if seeds generally prefer to be in bushes, it would be awful if bad RNG could still ruin a play.
I think that may be necessary because of how scattered seeds will be because of the new passive. She's going to have a hard time activating all of them while also trying to hit champions with her spells.
: MYMU - Malzahar Discussion
How long does Malz have to avoid damage to get his passive back?
: > That Athenes is practically designed to fail honestly. It's too niche, you have maybe 5 champions that can build it. It's likely that the pool of champions will be small. It's honestly small already because no champion really has a need for Chalice at the moment because there's so many good support options other than those lines. However - there are two primary goals here: 1. Get infinite mana off of being a mage expectation. If I changed Morello to Flat Mana and I didn't touch Athene's - everyone would just swap to Athene's. 2. Try to create some way of still providing regeneration based mana at a huge identity trade-off - which is what the item does. I hope to never go into an Orianna or Morgana game expecting to build it because I want to be a primary damage threat - but if it turns out that's impossible due to circumstances - having a path to opt into a supportive pattern appeals to me from the choice front. However, what I will say is that making the Ardent Censer space work would be a win on its own. I had another item that I was working on (A Sheen upgrade for supportive mages) - all under the general umbrella that the item space for supportive mages is a bit thin and none of it works and it needs further exploration and experimentation in this area. Basically, support itemization for castery types is pretty uninteresting at the moment and despite the high chance of failure (See also: Rocket Belt) - would still like to deep dive and explore the items for a while. Spooky Ghosts straight up didn't work until the stat-line was made smooth.
> Get infinite mana off of being a mage expectation. If I changed Morello to Flat Mana and I didn't touch Athene's - everyone would just swap to Athene's. I mean is there going to be compensation for this? These champions don't currently build Tear for example, and that's because it's a suboptimal choice to go for mana over mana regen. Forcing them to go for flat mana is going to be a nerf to champions that don't really need one right now.
: >Basically, a 5000 health characters with no MR or Armor is already magic immune, for the most part. The other day I was playing a full build Zac jungle with {{item:1401}} {{item:3065}} {{item:3001}} {{item:3083}} {{item:3143}} and the enemy Syndra was still able to chunk more than 1/4 of my total hp with just her Q+E combo. I would say that "immunity" is a strong word.
Wow! A whole 1/4! And it cost her half of her spells, which are her entire reason for existing. That'd take an ADC, what, 2 auto attacks to accomplish the same thing? Here's the thing. Let's say this Syndra deals 1/4 of your HP with her Q + E. Then she uses W and R and deals another 40% of your HP. Now you're still alive with 35% HP, and the Syndra is now completely useless. She burned all her CDs on a tank and didn't even kill them. Her only further contribution to the fight is going to be a Q every 3 seconds that deals less damage than an ADC's autoattack. If you think of it in terms of damage per second, her DPS is absolutely atrocious compared to every ADC in the game. A burst mage has to actually kill someone with burst or they become less desireable than someone who has sustained damage, and blowing half your combo on a tank is not how to accomplish that.
: [Planned - 6.9] Mana x MP/5 x AP x MR Item Pass [Updated - 4/11/2016]
You missed an opportunity with Athene's. Because of the requirement that you shield or heal an ally, it's going to be limited to a very narrow group of champions, and it's probably going to get nerfed because of 1 or 2 of them that can abuse it like crazy. How about changing the item to have an active? Target an ally (not self) with it to heal them with the charges. Could be a way to give supports that have no sustain a way to heal their ADC if the situation demands it (i.e. Zyra support with ADC that loves eating Ezreal Q).
: > So then, will you be changing the power of said mages that as you say have a basically infinite mana pool? Because even on Xerath (during an actual siege where you are landing your spells), you can easily go very low on mana. I do have to kind of wait and see on this one. Infinite Mana is pretty strong - but Flat Mana tends to be stronger in the early game at solving costs in the short term. Additionally, most of the infinite mages (Ziggs, et al) have alternatives they can swap to (Tear) - that accomplish similar goals for them while still running the risk of going dry. Xerath, on the other hand, is definitely an outlier in this camp - but he's had some major updates and been tuned in this item world not the previous one. > Now a mage either has to get abyssal and sacrifice the sustain they need to fight back for long, or they go defenseless against the likes of a LeBlanc, Ekko, or Elise or Nidalee jungle. Most mid-range mages have several option if what they are primarily looking for is burst mitigation - the stat in question tends to be Health rather than magic resistance though - Catalyst, Guise and the like. The other half of this is that the early MR shred reduction on Abyssal Scepter cuts both ways. Manaless AP bruisers have less of a damage edge against you during this time due to both Abyssal being more expensive - them having less AP - and them shredding less by ~5 points or so. > These long range mages are going to be stuck until you release that item after the mid year update settles down -- which will likely take a few patch cycles. It's likely that a large camp of them will move towards Archangel's Staff - though it isn't perfectly ideal for them at times - while a different camp will opt into a more supportive path if they get shut down in lane. The people caught in the middle - Xerath, is an excellent example of this, has been receiving updates in the middle of all this. So there's a mixture of stuff going on - mage updates, item changes and stuff that it's actually hard to say where things will be when it's all said and done. My gut reaction is that the item choice for long range artillery is poor (namely that Liandry's Torment both is and is not suited for poke). I haven't really given Artillery any more tools to express themselves as Artillery - whereas Catalyst, Hextech Frost Cannon, Zhonya's with CDR - etc. all do make a statement for mages that may have to fight from time to time. It is a bit harder to figure out what to give Artillery - because usually the answer is: I kind of just want to shoot fish in a barrel.
Two things -- is there an actual issue prompting the change in stance vs artillery mages? I didn't feel like Ziggs/Xerath are particularly broken right now. They've been forever balanced around having infinite poke. The tradeoff is that while Ziggs can toss out a Q every couple seconds forever, he's largely useless once you engage onto him or his team and begin a teamfight. Essentially, if you durdle around doing nothing, then Ziggs has a great advantage. If you bring the fight to him, then you have a great advantage. Isn't that how he's been balanced up until now? It seems like now it's a lose-lose for him. If the enemy engages, he is at a great disadvantage. If the enemy never engages, but simply waits around, then eventually Ziggs will go oom and lose anyway. Isn't there already enough counterplay to poke comps this season? Second, are there any concrete plans to do something about Liandry's? I recall previously a Rioter stated that the strategic niche of the item was as a counter to health stacking tanks with low MR. Paradoxically, it's actually quite bad at accomplishing this. Any champion that intends to stack HP is probably going to buy Warmog's, which happens to make Liandry's almost useless. Liandry's isn't very good for situations where you intend to burst someone, and is much better for whittling down a tank over a longer duration through poke. However, Warmog's allows the tank to just backoff for 20 seconds and come back with a full health bar. Thoughts on this interaction?
: What is the point in this? Why not just raise the cap to 7 on all champions? The only thing I can think of is so that players will have to choose which to buy so that they will be less likely to get champions, meaning they will be more likely to spend RP on champions. However, if level 6 and 7 unlock really cool stuff like an icon for 6 of your champ and an exclusive chroma for 7, I retract my above statement. But I sincerely doubt this will happen.
It's mainly a way to use up dupe champion shards, but it also has the side effect of making high levels more exclusive. The fact that not everyone will have the highest mastery level on 20 different champions makes it more special when you emote on your main. That said, I hope level 6 and 7 have other rewards as well.
: Max traps are 3/3/4/4/5 by rank. Trap recharge time goes down substantially with rank (probably by too much!). Traps only last 90 seconds now.
Can you repeatedly snare someone by putting a trap under them while they're already trapped? Is the 5x snare dream alive?
: Core Defense Items Pass [5.16]
I thought Riot was okay with MR itemization being weaker than armor itemization because defensive stats impact mages more heavily than marksmen, because mages rely on burst and have lower DPS overall. What happened to that thinking? Why is MR being buffed?
: I wanted to hop in and share some overall thoughts about Mark/Dash as well. Our goal with Mark/Dash was to create a healthier environment for all champions on ARAM. Due to the nature of a one lane 5v5 map, some champions are naturally going to have stronger kits than others. We wanted to give champions with fewer strategic options viability in the game mode. We can already see the improvements the spell has made because we're seeing higher play rates of some traditionally unpopular champions and lower dodge rates on ARAM. The spell is a bit overwhelming now, so we're committed to balancing the spell. We want to move it away from a place where it's a must-have regardless of champion, while continuing to improve the viability of some our more unpopular champions. Please continue to give us your feedback and thoughts on the spell, we're reading all of it!
I want to know why this spell seems like it has "special treatment". The mark bypasses windwall. The dash makes you untargetable (like Maokai). Perhaps a healthier direction to push this spell would be to allow it to be affected by the kinds of counterplay already in the game? Veigar/Azir should be able to stop the dasher with their walls, and if you're fast enough with a knockup you should be rewarded with stopping the dash.
: Team Builder Bugs!
2 bugs from one lobby. I invited 2 bot, 1 top and 1 jungle. I waited to accept the jungler until the time almost ran out. When I accepted him, I was told the player was no longer looking for a game. Then I got an ASYNC_TIMEOUT. Second bug came after our support left the lobby and we got a new support. Then after everyone readied and I clicked start, I got the error "Game Start Error" and the game doesn't start.

hpp3

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