Ok so give back the 20 ad to deaths dance pls
It still has the 30 AR and MR. This is just a tooltip error because there are multiple loc files since DD is not shipping but is on PBE
Ok so give back the 20 ad to deaths dance pls
It still has the 30 AR and MR. This is just a tooltip error because there are multiple loc files since DD is not shipping but is on PBE
Is there a way you guys could look at how Cinderhulk interacts with Amumu's Bandage Toss? The item makes me a sad Amumu cuz both in the ganks and when clearing the jungle Cinderhulk just goes off in thin air and while I would normally say that it only makes Amumu's tears stronger, it's still a sad time.
the triggering cc spell also does the damage (unfortunately for amumu that still means you need to hit the unit u want to damage)
I have a sincere question.
When you guys release a champion do you guys purposely design it like broken or slightly OP? Or you believe it's just beacuse players don't know how to counterplay?
almost always OP. players take a long time to learn how to play champs. Yuumi started at 29% winrate day 1, and that was at a tuning that we were certain was actually super op (we est 56+% winrate resting if we just let her coast without changes). Course 29% is still too low for her to be a reasonable pick so we have to buff her (and then spent the next year nerfing her as players got better)
Its not fair to anyone playing if theres a 29% winrate champ in the game, even if that champ is actually long term at a reasonable power level
this is further confounded by the fact that higher elo players also just play the game more and learn these new champs faster. LS was telling me about how he "only" had like 70 games on sett the patch he was released, and i'm just thinking "yeah the average sett player is probably on like, game 2 - and it'll take them 6 months before they have the same amount of experience learning the champ as you do right now"
what prompted that dd change????
Item has significant overlap with BT, and generally is stat-ed in a way that makes it too squishy for most fighters/bruisers to reasonably consider in all but extremely snowballed games (which botrk is moving into with it's melee mod). Believe moving it to a more hybridized offensive/defensive profile serves the item system better. Resists also synergize with lifesteal and the raw health items fighters tend to build.
its not shipping 10.5, we'll be tuning it further since right now its almost certainly too pushed for testing
Can you look into why either the Abyssal mask’s or the Sunfire’s effect is not centered on some champions? First comes to mind is Naut.
we offset things one pixel to trigger people
working on a vfx pass to make it more noticable
why do you feel like the legend line needs nerfs? its just another nerf to adcs for no reason
Pulled power out of farming to stack it since bloodline generally out performs the other options for adcs in pro. Could probably buff them in the future, just pulling an elo skewed lever since I suspect it's also making later build lifesteal items worthless on adcs (cause they got enough from bloodline)
Hey /u/greaterbelugawhale could you explain the Zed energy restore on monsters change, because AFAIK his W on live already restores energy vs monsters
lul oops
Think of how many times you do your heal so it reaches an ally but you can't give them an aura because of positioning. Does it refund on cast or does it refund it the aura ever touches an ally?
ever touches
Legend runes need 20 points for 1 stack. Minion kills provide very few points towards stacks. Now the runes will stack slower throughout the game. Though I'm a bit confused because it's only large monsters that give 5 points towards a stack... But it clearly says minions.
player facing its 20 points for 1 stack. internally is 100 points for 1 stack, just the numbers are divided down. the actual patchnote will probably read something like "20 minion kills to get a stack >>> 25 minion kills to get a stack"
correcto. of course our numbers tend to be slightly different from the numbers on public sites since they don't have all the data. we also don't like back to back nerfing a champ (sett was nerfed in 10.3 so not gonna nerf him again in 10.4, especially since pro play isn't even on 10.3)
we have some changes in testing for kai'sa, but are being cautious since she is historically known to show up and dominate pro long before shes viable elsewhere, and we have already nerfed/are nerfing marksmen that actually significantly out-range her and can keep her down in lane, which we suspect is lowering her pick priority in pro (Senna + Aphelios). Course once again pro is lagging behind so we can't be confident that after those two champs are nerfed kai'sa isn't right back in the meta.
We are also talking about how to include winrate into elite tier data with a reasonable degree of confidence despite the sample size generally being way too small, so that might get updated in th...
Read moreis it true you guys are reverting tiamat/hydra/botrk changes for this patch? I see an image quoting you that it's getting reverted but there's no trace of it in yoir post history
Yeah we are gonna let those changes soak longer internally
What is wrong with you
its 4:50 am saturday morning and I'm still browsing the league subreddit for one
can this CD scale, or be affected by CDR at least? this give most 1 use in TFs nowadays
item cdr is a thing
mozzarella or cheddar cheese in toast?
imagine being a peasant and eating bread
I'm kinda curious, how such a typo went through tho? I mean, how is that even possible xD
tooltip pointed to the wrong variable. tiamat passive radius 350. tooltip multiplies it by 100 because it expects a .5 so it can read as 50%. now we 35000%
Unrelated, but is the Sett regen revert on PBE intended?
no
Any enemy, includes minions?
if they are enemy minions
Lol at this typo: Ravenous Hydra Passive: Lifesteal applied to damage deal increased from 50% to 35000%
In other news can someone explain the bamis, sunfire, and cinderhulk changes. I don’t really get the mechanic and how it works and what procs what and so on
on a cooldown
if you immobilize any enemy with a spell
that spell for the rest of it's effect will deal bonus damage to anyone it cc's
and you will deal that same bonus damage around you
enemies take damage once (doesn't double hit if they are cc'd and near you)
also hydra is a typo. its clearly supposed to be 9999999%