Huh I never even thought about the new terrain type with it's own vision mechanics, it just felt natural. That's actually really cool.
Huh I never even thought about the new terrain type with it's own vision mechanics, it just felt natural. That's actually really cool.
Agreed! When it was implemented it was no more than just a blue rectangle, but it was immediately intuitive and the map designer really had us scratching our heads saying: "Huh, it's genius, why haven't we done this sooner?"
If ptp.WallInBetweenKsanteAndVictim == true // Try again with a shorter wall buffer GetNamedSpellData ptp.WallBufferFailCase = Owner's KsanteR[WallBufferFailCase] ... Else // If ksantes position is too far from the victim - force him to be closer - this is expected IsPathable ptp.AmIOnPathableGround = Is cv.KsanteFinalLandingPoint pathable? ...
Is this the first time we've seen Riot's scripting language? It looks like it has some visual block elements as well
The sacred texts!
Makes me wonder if they'll ever add deep water to Summoners rift
River around top lane gonna get mysteriously deep in 13.15
(Kappa)