GalaxySmash

GalaxySmash



14 Aug

Comment

Originally posted by Random_Stealth_Ward

Not even Yuumi, the best champ design this game has ever seen?

unfortunately not....

Comment

Originally posted by acktar

Fun tidbit: the AP ratio buff to Command: Attack on Orianna marks the first time that ability has had its damage numbers adjusted since patch V1.0.0.143, which came out in July 2012. It has had tweaks since then, but the damage numbers were untouched for over 12 years.

From my research before I made this change in season 6 she did have a bugfix where the AP Ratio wasn't properly updated (for 5 years she was like that, poor girl). And then the adjustments I made in Season 13 technically altered damage to secondary targets but thats pedantic. Very cool stat thank you

Comment

Originally posted by Jinxzy

IIRC this is intentional. I thought some Rioter's have said Orianna is bascially a "balance pillar" that they try to touch as little as possible because her numbers are what they want damage to look like on a broad scale.

Usually the lever they pull if they must balance Ori is her ult. Wonder why they finally touched the Q.

Not sure when that was said if ever but there are no champions that we currently view as a "balance pillar". But also wheee Orianna buffs


03 Aug


17 Jul

Comment

Originally posted by justiceknight

so yasuo max E 1st meta is back like the good old days?

We are so back

Comment

Originally posted by mthlmw

Fixed a bug that caused Miss Fortune's Bullet Time (R) to be redirected if she was hit by Shyvana's Dragon's Descent (R) if MF has a spell shield on her.

What a very specific bug lol. I wonder how the logic on that one worked out!

When Shyvana ults you I think she you to face her direction for some reason. That went through spell shield (probably not just for Miss Fortune). I imagine this fixed was moreso aimed around that specific part of the interaction


27 Jun

Comment

Originally posted by AlterBridgeFan

Kayn was supposed to be able to jg and top lane. Haven't seen Kayn top in ages.

This reminds me we tested way too much Rell top, but that never worked out once she went live :(

Comment

Originally posted by Caenen_

This revealing actually only got fixed for Lux E a little while (year or so) ago.

"Targeting" enemy units with single-target, area, pointblankAOE, or cone targeting type while the enemy team has no vision of you creates a reveal bubble on you at the start of the cast (when the engine-level targeting happens), unless the spell has this turned off with a parameter.

The actual "targeting area" for area and cone spells is typically NOT what's actually used by the spell script afterwards; It's just a leftover of a type of targeting that they never fixed to even work with cast times (so before they were each changed to just do this at script level, cone spells like Darius E would "find" their targets on cast start, and then affect them at the end of the cast time - wherever they went).

Anyway, since this whole emerging reveals stuff is super obscure and controlled by spell data that isn't directly maintained or ...

Read more

maybe/definitely it's intended


22 Jun

Comment

Originally posted by kiwigamer0039

Hadn't considered other languages, that is an interesting thought

All of these types of references ("Yuumi" brings up Moonstone Renewer etc) are directly translated, but often probably won't make much sense in other languages unfortunately.


12 Jun

Comment

Originally posted by Gerap4

  • **Server:*ALL SERVERS EUNE/EUW/NA/OCE ect.*

  • **Type of Bug:*INGAME*

  • **Description:*Lulu ult doesn't cc if an enemy dash has been canceled*

  • **Video / Screenshot:*https://www.youtube.com/watch?v=ekG72pyIQyA\*

  • **Steps to reproduce:*Cancel a incoming dash with Lulus ultimate*

  • **Expected result:*Dash is canceled enemy CANT move or cast abilities*

  • **Observed result:*Dash is canceled but enemy CAN move and cast abilities*

  • **Reproduction rate:*10/10 works with every dash in the game*

  • **System specs:*N/A*

Noted on your other post that this is fixed in 14.13

Comment

Originally posted by Gerap4

  • **Server:*ANY SERVER/EUW*

  • **Type of Bug:*INGAME*

  • **Description:*Lulu knockup is affected by tenacity*

  • **Video / Screenshot:*https://www.youtube.com/watch?v=qoR7PqxEakA\*

  • **Steps to reproduce:*Buy tenacity> lulu ults > u dont get knocked up by the full duration*

  • **Expected result:*Be knocked up for 1 sec because its a knock up*

  • **Observed result:*Not knocked up for 1 sec because its affected by tenacity*

  • **Reproduction rate:*10/10*

  • **System specs:*N/A*

Both this and the other issue you posted are fixed in 14.13. Appreciate the report


06 Jun

Comment

Originally posted by WoonStruck

Any chance you guys will tune the mechanics in his kit that are barely noticeable in the vast majority of circumstances? Asking since you guys are finally looking at W's scaling and healing.

  • Empowered Q MS amount
  • Empowered Q MS duration
  • W MS
  • W slow
  • E self-slow which nobody experienced on Vlad ever actually utilizes, since it just turns the "grace period" of overcharging into a pure detriment that's more likely to just make you miss.

Also, considering how overly reliant he is on summoner spells, have you guys considered going the Annie approach and making R give him a burst of decaying MS or something? Especially since the only reason he's doing so poorly right now are the Ghost nerfs.

Even if the amounts are small they are still valuable as a part of the kit. If we changed those values its likely something would have to be removed or significantly reduced (such as damage) which I don't think Vlad players would be happy with

Comment

For 14.12 the Vlad bug will still be in. Ill fix in 14.13 and adjust his healing accordingly


29 May

Comment

Originally posted by TheScyphozoa

I see. So if the designers decide to re-add Ability Haste to Zhonya's Hourglass, Ornn's passive would automatically give less AP and Armor to make room for 333g worth of Ability Haste? Does that mean Ornn upgrades are going to end up with ugly numbers that aren't multiples of 5?

Yeah to your first point thats right. Pretty sure the numbers arent pretty yeah but they aren't like decimals. Im pretty sure you'll get numbers like 13 or 28 but not like 4.56.

If I remember right the system rounds down so you'll get like 988 gold worth of stats instead of 1014 gold if the math isnt perfect which it probably isnt for most items, but its the best we can do without doing super gross decimals and whatnot.

Comment

Originally posted by TheScyphozoa

I understand that it will handle things like Infinity Edge 65AD / Edge of Finality 95AD -> Infinity Edge 80AD / Edge of Finality left behind at 95AD. But how can it possibly handle changes where an item gains a stat it has never had before?

A bit unsure what you mean but basically the way this automation works is that we have set a gold amount for I think 7 stats that are mainstream, think AD, AP, HP, etc. So lets say that 1 gold = 10 HP or something. We make it so that for each mainstream stat you have, we split 1k gold worth of stats equally. If you only have 1 of the stats then you have 1k gold worth of that stat, if you have 2 they both have 500 gold worth etc. If you have none of those main stats (not currently possible but in case it were to become possible) then Ornn upgrading the item would add 1k gold worth of HP to the item.

If we change an items stats (whether thats balancing which shouldnt impact it or adding/removing stats) the upgrade system should just automatically detect and adjust to accommodate.

Comment

Originally posted by TheScyphozoa

This will 100% happen again the next time an item is reworked and has a stat removed or added.

The person you are responding to is right. We are moving to a new system that is designed to make these kinds of mistakes impossible. Right now its all manual, the new system will be automatic.


30 Apr

Comment

Not where I thought that was going lol


23 Apr

Comment

Originally posted by go4ino

What makes kled HP so finicky? Surprised it would be harder to deal with than viego / sylas

The whole mount/remount this is very fragile and prone to issues especially when interacting with other systems that touch hp

Comment

Originally posted by arter01

I remember reading a dev blog when sylas first came out that one of the core parts of scripting his ult was that the team didn’t want to add any extra work to have it interact properly with new ults that came out. The team mentioned that they had to change a lot of stuff in the engine to make sure this was the case. Has that changed? Or is this just another case of tech debt as the software gets bigger and bigger?

tldr: tech debt.

But Sylas and Viego aren't too bad tbh. Its definitely not hitting that lofty goal of "never have to think about it again" but Sylas almost always works if you just set up the spell properly. Viego often requires a bit more work to make sure all the nuances of a kit are functional but its not too bad all things considered.

Worse examples of tech debt are probably Kled's HP, Morde R, or Ornn P.


11 Apr

Comment

Thanks for your service Packman. Waka Waka