League of Legends

League of Legends Dev Tracker




06 Mar

Comment

Originally posted by Apollosyk

Last question is milio able to use passive kn himself?

Yes! Milio's passive also applies to himself. Milio's attack damage is very low to balance this out.

Comment

Originally posted by AussieGozzy

Any reason why W is percent range increase and not flat number increase? It feels it could have been better for health of game if it was a flat number? Allows lower range ADC to be picked into caitlyn for example with Milio making it possible.

We'll get into that in some upcoming articles!

Basically, if it's flat then short-mid range ADCs get way more power overall. Using % based range is both more fun to find crazy combinations (Kog'Maw W + Milio W) and makes Milio have preferred friends. We had concerns about him being too good with everyone.

Knowing you have to deal with longer range from long range ADCs is annoying, but they have kits built for long range champs. Turning short range champs into long range champs is terrifying because their kits are powerful and range is a normal limiter.

Using % increases allow that dynamic to stay in an intuitive way without losing those exciting combos and extreme situations that are countered in the same ways as before (dive the backline).

Comment

Originally posted by SimilarIdentity

So if Cait attacks an already burning target she does not deal the extra damage portion of Milio's passive but rather replaces and refreshes the burn as her's?

Two parts to his passive.

On hit, it deals a burst of magic damage.

After the burst of magic damage, it applies the burn which does not stack but does refresh and replace.

Hopefully that makes sense! There will be more details coming out in the coming weeks.

Comment

Originally posted by rebelphoenix17

This has definitely been my favorite read in the QGT reboot so far. I'd much prefer QGT be this look at the conversations being had even when it's not locked down yet.

With Prowlers, what is it that you're debating about the item? Is it specifically the dash, or the mobility focused mythic in general? What about the damage amp? Generally it seems like the community has a problem with both the dash and the amp, and arguably both parts break counterplay thru target access or dmg output. Even if nothing is set yet it would be nice to know what you are considering as answers to these questions.

For Prowler's, it's more about finding a good replacement. I wouldn't rule out some version of a dash staying, but I don't think it's super likely.

But again, this is stuff that's quite a ways out, almost speculative to talk about.

Comment

Originally posted by Spideraxe30

Where do you think he lies complexity wise, from say a scale of 1 - 10. Enchanters in general don't seem super complex but I can see he has some good expression with ult and good Qs

That's hard for me to say, but I'd definitely put him on the low end for complexity.

We wanted to make him easy to do good things with by casting simple spells but hard to get the most out of him by using good positioning, timing, and target choices. He's meant for all skill levels!

Comment

Originally posted by realpersondotgov

How does Milios Q interact with abilities like Zac E or Amumu Q. Does it knock them out of their dashes?

Since it's a knockback getting a direct hit will knock them out of their dashes, correct. However, in the case of Amumu Q he still stuns his target as soon as the bandage hits.

Comment

Originally posted by Spideraxe30

Thats totally fair, can I also ask if his burn gets refreshed from multiple procs or does it stack

His passive does not stack on allies or enemies. There's a split of damage between extra burst and a lingering burn. Whoever applied the burn last replaces and refreshes the burn and gets its damage assigned to them.

So if Milio hits someone and applies burn, then Caitlyn hits the same target and applies burn and the burn kills then Caitlyn gets the kill credit as the last applicator.

Comment

Originally posted by Spideraxe30

I was wondering, can you share what was his codename in dev and if you had any pics of his placeholder model during playtest

Haha sorry, I think that poses some risks unfortunately so I don't think I can disclose those things :)

Comment

Originally posted by Apollosyk

Wtf a rioter responded 😭 thnx though do the pulses do anything other than the passive procs?

Just passive procs!

Comment

Originally posted by Apollosyk

Check his w, how the f**k does it interact with his passive

Any champion it touches gives a Passive proc once per cast (so just walking inside gives a proc).

After a couple seconds it pulses, applying a second proc to allies in the area. At the end of the cast it pulses one more time applying a final proc.

Comment

Originally posted by Blood_X

It definitely looks fun! I'm curious if a well timed q can knock Leona out of her E or Naut out of his Q because that might be really helpful in not getting instagibbed when caught.

It can definitely knock Leona out of her E, though she still applies the root :)

Nautilus Q gets interrupted by his movement but the knock up from hitting the hook and the pull on his target still happens.

Comment

Originally posted by RiotAxes

Still figuring out the best format for these, seems like this one went pretty well though.

Haiku format next pls

Comment

Originally posted by Spideraxe30

Hey Emizery, Milio seems pretty cool, are you able to talk about him now that his kit is out

Hey, thanks!

It depends; if you have questions you should ask!

Comment

Originally posted by UNOvven

Now I do think lethality mythics need some work, and I dont disagree with the direction but, youd think they would start with Eclipse, since that was supposed to be an assassin mythic that ended up being pushed even further into bruiser territory than before, and is now basically exclusively bruiser.

It's a bruiser pattern, though. It's an item that is about heads-up duels. Papering that over with a pure Assassin stat profile doesn't make the game better. Bit of a misfire on the holistic design, though it's doing good things for some other spaces, and assassins don't hate it.

We're looking at redesigning both Duskblade and Prowler's Claw (or replacing Prowler's), potentially to ship after MSI if everything goes well. Also a chance that those changes hit some unforeseen problems and it takes longer, though. Definitely agree we can't leave Assassins stranded forever, and Prowler's Claw is doing some deeply uncomfortable things to the game right now.

Comment

Originally posted by ThisIsSnake

Speaking of Strikebreaker, what do you think of the fighter mythics? One direction I'd prefer is if these mythics instead matched the potential outputs team/solo oriented strategy for my fighter that I'm playing towards. One idea I like is something like this, each powered up but locked behind mythic constraint:

  • Steraks - Team fight engage
  • Hullbreaker - Split push solo
  • Death's Dance - Reset finisher
  • New defensive mythic - team fight peel/bulk
  • BoTRK - 1v1 duelist item

I feeel like they're not very interesting these days with how much power down they've gotten to be healthy over the past two years. I'd rather see the fighter mythic set match the gameplay I'm going for and not be a required first item either.

I think the Fighter mythics suffer from not doing anything particularly essential for Fighters - they're statistically good and fill nice holes in build paths, but if we didn't tell you that you had to build one by making them that gold-efficient, a lot of champs probably wouldn't. I've actually had pretty similar thoughts about them as Mythics - Steraks/Hullbreaker/Deaths Dance would make a neat trio, maybe Goredrinker for a different version of front lining or something. With all that said, they're not the squeaky wheel right now.

We're considering a fairly different model of Mythic item content design (i.e. what items exist in the system), but it's pretty early stage exploration right now, would be post-MSI for a pilot project at earliest and pretty likely not to go anywhere.

Comment

Originally posted by TheDoomBlade13

Interpretive dance VODs are obviously the most effective format.

Maybe shred guitar instead?

Comment

Originally posted by equinox1414

I just don't understand why certain items are immune to this treatment e.g. Galeforce giving immobile ADC's a dash? I mean it's identical logic to why they removed the dash from Stridebreaker but somehow Galeforce is immune....

So, I'm not sanguine that Galeforce is ok in the long run, but it generates pretty different outcomes from Stridebreaker.

The actual problem with Stridebreaker as a dash was - a primary point of satisfaction for juggernaut-type champions stems from how powerful they feel once they're in melee range. Giving them a readily purchasable dash meant they reliably closed to melee range, and if they're reliably closing to melee range, they can't just win fights once they get there. So we were going to have to start balancing all the juggernauts to not be juggernauts anymore, and lose some of their core satisfaction.

When Galeforce is the best, it escalates how much self-defense ADCs have, which necessitates some pretty scary diver and assassin patterns to cope with it, with either very high burst or some pretty crazy (think Death's Dance) defenses. But it isn't transformational in quite the same way for ADCs. If it ever catches on as the default item for skirmisher...

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Comment

Originally posted by WhiskeyPhilosopher

Pretty simple and straightforward Gameplay Thoughts article, but glad balance team is communicating more in general. Also shout out to Phreak for his Mortdog-esque patch rundowns, I hope he keeps doing them.

Still figuring out the best format for these, seems like this one went pretty well though.

Comment

Originally posted by FreezingVenezuelan

I love it! Just hope the ult its a cleanse and no qss cause that would be a bit too hard countery i feel like

he can't cast it if CC'd himself, it does work on suppression though when used on ally