a few minor clarifications for components I worked on, as there have been a few changes since this was recorded
- Manual herald charges into towers does not deal extra damage. Instead it shields the player and spawns VoidMites (scaling with the number of VoidGrubs that team has taken)
- The logic for the charge cooldown is unchanged - Herald gets one charge (manual OR normal), reset only when a nearby enemy tower/inhib dies
- We expect top and mid to be less jungle influenced laning experiences, and bot lane to be about the same - and then once mid game rolls around we expect the map to be significantly more open for roams and rotations. Looking forwards to players figuring out new invade and roam angles and what places are key for warding and control
there are probably other small errors/inconsistencies (like the zhonyas statline)