If you're playing with a Rioter, always camp their lane.
i'll settle for blue buff
If you're playing with a Rioter, always camp their lane.
i'll settle for blue buff
If you're playing with a Rioter, always camp their lane.
Every game significant action is processed on the game server. The game server runs game logic at 30 fps. And it batches some visual updates to send back to clients together, including stats and health updates. In addition, there's a small client side delay to updating health bars (perf reasons).
You can get an effective 1 to 3 server frame delay from just that (0.033s to 0.100s). In addition to regular connection latency for each part to receive the packet. In addition to client processing. Some things can just send whenever and don't deal with batching. E.g. Smite particle will have at most a 1 server frame delay.
If you hit Smite at the same time, it'll get processed with the same game server frame. And in the order the packets were received. Failing smite contests are still on you (/ your latency)
This is why you don't take winrates serious
Yeah because unlike what you feel it actually measures who wins the game. How dare you let any evidence contradict your very scientific intuition.
Night harvester galio is staright up trolling
Maybe but Galio also isn’t really a “kill your whole team” kind of champion like Brand, Fiddlesticks, etc.
Thanks for the detailed response. With regard to the goal of a "long-duration teamfight" for NH I might suggest adding a passive to it that rewards/encourages hitting different targets in a team fight. Instead of tacking on more damage (since I think most players will agree the burst from items is too high already), maybe it could give something like % CD refund on basic abilities, or giving increased AP or AH per unique target hit. Somebody can probably come up with something better, but these are just some ideas.
Technically that exists with the MS on hit but that may not be enough.
The problem imo is that rocketbelt just outperforms nh in nearly everything. Magic pen, dash, aa reset, movement speed. The incentive of buying nh just isn’t there even with the damage passive against multiple targets. Imo the items are to similar and NH lacks a lot of bonuses which Belt provides.
Yeah that’s reasonable.
So, does that mean the sample size for top yas/yone is still to small to justify adjustments?
Idk that’s be up to the designers ultimately. I know they don’t like choices being choked out but they’re also ok with players finding new tools and feeling excited to use them.
For reference, Hail of Blades kinda breaks the expectations around Q cooldowns since it’s instantaneous. 6stacking LT still takes 5+ seconds of combat and only your 3rd or 4th Q really benefits from the CD change that much.
Personally that feels palatable on a combat design perspective. At that point it’s just about winrate and choice comparison.
Night Harvester's goal is to be the long-duration teamfight reset item
So, where's the long duration resets? Right now it's "hit enemies once with 200 more damage and get negligible ms boost for a second", if it got reduced with kills/proccing multiple times in a short time then we could talk about resets, but right now it's only "deal more damage" type of mythic (really fits the narrative of mythics impacting gameplay xd), Rocketbelt gives you more damage output with only the passive Pen, on demand dash+ms to catch up with enemies
I’d argue the resets are just built in. Like imagine instead of 40sec per target it was just 40sec resetting on takedown. It’d hit that fantasy but just be weaker at the job it already tries to do.
Riot has talked about their playtesting team before, with former pros & high elo players & whatnot. I wonder if they've done tests with environment variables in place - what does the game look like if all damage is reduced by 10%? What does the game look like if all healing is reduced by 20%?
My theory is that if they reduced all damage by 10%, they'd actually see kills & action go way down, because what are now tiny windows for survivability would be way larger, even with just a little bit of damage pulled off the top. Maybe that would be good for the game - more macro, adjusting risk tolerance to allow more big fights. Or maybe it turns everything into a slog & no one bothers fighting.
We have recently playtested with all damage from champions to champions reduced by 20%, and all healing and shielding reduced by 20%. Some findings:
On PBE, i believe there were some changes to Janna, one of which was to remove the E cooldown reduction for landing a knock up. Is this something that is still being considered for her rework?
We pushed it back a patch to allow us to respond to feedback. I don't believe we've made final calls on what mechanics, if any, will change as a result, though.
Oh don't worry. If we actually end up with a tank meta this subreddit will relentlessly cry about it too.
This is honestly the hardest thing about working on League - nobody is actually a League player, they're Kindred-Shyvana players and Kled-Pantheon players and Yasuo-Yone-Zed players and Tristana-Draven-Samira players, whatever their position preference and champion choice is.
This is a strength of the game and a big reason it has so much wide appeal, but it means that for any given player, they're running into unfair-feeling games routinely and then seeing Riot not do anything about, and it means we're always balancing one player's needs against another's. There are very few unequivocal wins for us to take and most decisions we make hurt the game for someone.
while tank meta is a boogeyman to riot, they have been indirectly buffing tanks in the last season and though they are still mostly unpopular, most engage supports, tank junglers and a select toplane tanks and semi tanks (shen) are "sleeper" op picks
tahm, mundo, shen
zac, seju, amumu (low elo)
maokai (engage support)
those are one of the strongest picks right now and shouldnt be slept on
Just to be clear about what the actual boogeyman is: the state we want to avoid is games where the actions you take in the gameplay (both moment-to-moment and at a broader strategy level) don't really matter.
This can happen when burst damage is so high that the correct play becomes staying far away from enemy champions for extended periods of time, and that's why we're investigating it right now.
But it most easily happens when defense outpaces damage - hitting individual skills matters less to the outcome of a fight, so fights become more stat-check-y; because fights become more of a stat check, it's easier to know that you shouldn't fight for very extended periods of time; it's much easier to start a comeback by picking and killing a fed glass cannon who is running over a game than a fed tank or juggernaut in a tank meta.
It's funny how they're so gentle around the subject of lowering damage like it's a boogieman. No really you don't have to reassure us there won't be a "tank meta". Most people know you'd never allow that.
I'm aware that I don't have to reassure this subreddit on this topic, but yes, it really is going to be a controversial topic with the larger playerbase.
Our next two projects are Janna and Ahri early in the year, two previously popular champions who have fallen out of favor lately.
I'm not a big fan of this reasoning. I don't think Riot should change champions exclusively to make them more popular. If there are other reasons, sure, but increasing popularity only winds up hurting champion mains in the longrun. It's not like either of them are super unpopular either.
The cycle of reworks -> the champion becoming meta so you can't play them as much -> overnerfs that leave the champ worse than they were originally isn't an enjoyable one if you main a champion.
I don't think Riot should change champions exclusively to make them more popular.
I agree with this statement. It's hard to get much nuance into a blog post with this many topics.
In the case of Ahri and Janna, we're working on them because we believe that players who they have previously resonated with aren't enjoying them as much anymore. The goal is make them feel fun and well-supported. We do expect that if we succeed with this work, they'll be more popular, but that's a secondary effect.
I do want to be careful talking about concepts like who champions ought to resonate with - there are a lot of confounding factors and in Janna's case survivor bias is a real concern - she has lost approximately 50% of her pick rate since we pushed her lane phase so hard towards repeatable point-and-click harass, which implies that a lot of people who previously enjoyed Janna were hurt by those changes, but certainly some (most?) of her current...
Read moreI'd love something close to PC music or hyperpop. I don't see where you could fit that though. xD
That sounds like a challenge.