I loved this bit. Azael roasting himself had me rolling
It’s ok Azael, we are equally important parts of the DugDuo
I loved this bit. Azael roasting himself had me rolling
It’s ok Azael, we are equally important parts of the DugDuo
IMO, printing assists is 100% fine because it only serves to take money away from the carries and put it on the support.
No extra gold is added to the game economy by having more assists per kill, it only dilutes the 150 gold among more people
Unless they’re the one assist.
I thought that as well but then when I watched the clip I noticed before I press R the tool-tip reads "allies within 1200 range of you heal for 87" and then after I press R it reads "allies within 1200 range of you heal for 100", due to the max health increase on Radiant.
In the clip Ashe heals for 100, not 87.
So the order of operations must be Gain 15% Max HP -> Heal nearby allies, but for whatever reason the healing tracker doesn't reflect that and shows the pre-Max-HP increase healing instead.
Hmm, this is weird.
The item is coded to give 15% of your max HP on press. Because it should use that new total health value for the heal calculation, the heal is literally coded as a function of that +HP variable. This way I can also feed the tooltip a mathed-out heal amount. For what it’s worth, that functionality was already in before I touched it. Kudos to the prior designer for making it cool that way.
When testing the item locally the math was all accurate. It would heal me for exactly what I expected based upon updated health values pre-ultimate, and the post-ultimate tooltip would be wrong (on purpose, it’s not worth somehow shoving a different number in there post-activate.)
The tooltip is getting updated again in 13.4 anyway to show the total healing and I’m pretty sure that’s meant to be accurate, too, so we’ll see what happens.
The way the tracker works, it simply compares the outgoing heal value to the champion’s missing HP and just tak...
Read moreMy thoughts:
Truly passive effects like Frozen Heart and Locket do not deserve assists.
Locket active and Shurelya’s active deserve to.
Radiant is somewhat in the middle. The radius is huge (1200 or so) and is sorta an active but also sorta not since you almost never directly target its effects. This is kinda like how Jarvan E attack speed just prints free assists because it’s bound to affect everyone.
This is the kind of thing I’d bet there are differing opinions on in the design team, though if I was going to come in and change it for 13.5 no one would stop me.
I’ll give it some thought and am curious about everyone else’s
Hey that’s me!
Thanks for staying up until like 3 to finish recording this! I had a great time :)
Nullifying Orb is there because I had initially made a bunch of scripting changes when I was investigating buffing it for ADCs. That didn't end up shipping but I still had all the scripting improvements, so once we had a real patch, I submitted them in. If we ever update Nullifying Orb again, it'll be a bit easier to modify. Not a terribly important change, though.
Singed I added the shift-tooltip so that players can see what a double-tap of Q should deal. Should help understand waveclear breakpoints a bit better.
Lee Sin is a bugfix as you mentioned; the Q2 description is wrong, so that's just cleanup.
Kassadin R was re-scripted as I was trying to get maximum R damage into his tooltip but it's slightly weird so I don't think that's in right now. Still would like to do it but tooltips are actually kinda wonky. You can't do much math in the tooltips themselves so you have to write it out somewhere else, which kinda bloats things.
Please don't overbuff Alistar riot.
Pretty small. Currently a little bit more on the AP ratios (Wizard Cow is nowhere near good, this is safe) and putting his teammate heal roughly back where it was.
I'm always happy to see Aphelios buffs.
Hopefully they do something more than just altering his base stats (or growth stats) for the 100th time and call it a day.
smilers
edit: this was sarcastic. I'm shipping the Aphelios buff and it's one line lol.
I agree, Orianna is swell.
Top winrates in supp plat+ are currently: Taric(53), Amumu(53), Zac(53), Maokai(53), Rell(52.5), Sona(52.5), Blitzcrank(52.5), Zyra(52), Rakan(52), Velkoz(52), Renata(51.5), Bard(51.5). Pyke is sitting at 7% pick rate with a 51% winrate and would have been hotfix nerfed if anything resembling the planned buffs had made it into the patch. Leona is sitting at a 5% pick rate with a 50.5% winrate.
Play rate actually worsens your argument, the top 10 win rate champs with the highest pick rates are Blitz, Rakan, and Amumu.
Not seeing a super clear poke/enchanter meta here.
The problem with your analysis is that you're not looking at total play presence. Ranged supports outnumber melee supports in total pickrate about 2:1. The overall resting winrate of all melee vs ranged supports is within about 0.5% of each other.
Solo queue is mostly fine in all ranks, but it's really enchanter heavy at Masters+, which often closely follows the pro meta.
My issue is that the reason they gave for pulling the passive buff was they didn't want damage creep. Why would you keep the ratio buffs then while nerfing his survivability??
It wasn't fear of damage creep. It was fear of this being too much power.
I want Q+E AP scaling to actually be good and I want Q max to be good (it's currently his worst max and what most players in low MMR do).
Your "obvious" max being bad is a really, bad thing IMO. There used to be a more complicated changelist, but I pared it down over worries of the message getting lost.
Ultimately, Q and E have cooldown incentives, plus the increased Q damage on rank-up, so with the base damage functionally getting increased via soul scaling, that should help those being worth the points.
Lantern nerf is mostly because of concerns of too much power, though again, I'd rather reshape the abilities somewhat to make Q>E>W a generically good skill order, which it currently isn't.
Anyways, circling back to Thresh in the first place, I think he's mostly a damage champion. Making him threatening against no-peel bot lanes is important and hopefully that is true ...
Read moreShut up hater.
Yes having eyes makes me a hater.
Wow everything that could have went wrong did. Riftwalk into the Q heal. Elise instant casts E but not until after taking Auto-R-Auto and because it's instant he lands back down onto Decimate.
This is practically one of those staged tiktok videos. Jeez.
You had me going until you libeled Singed like that. Singed is my boy. You can f*ck off with that sh*t.
For all we know most of the balance team could be like Phreak. The only real difference is that we're getting videos with his reasoning for the changes.
I want to really emphasize this point. The balance team IS staffed with those people. Not all of them want to be front-and-center talking to players. And Phreak brings 10 years of on-air experience talking to an audience about League of Legends, which makes him uniquely effective at communicating changes.
He's doing great work and I don't mean to imply otherwise - but the narrative of him fighting (or revolutionizing) the balance team is simply false.
This man knows what’s up
Meh I really don't agree with the changes at all, I don't see what's wrong with pros trying stuff to get early prio and leading to really exciting almost paradigm shifting picks like kalista support /u/phreakriot
Engage supports dominated pro league for way way way too long, and i really cba watching naut leona matchup for the 5353953439438483493489348th time
Because it's the only play style right now.
Notice I'm not nerfing Ashe and Nautilus is getting like 8 damage.
I don't want 100% tank meta but I'd rather it be 90/10 tank than 90/10 enchanter. Really I want something much more equitable. We've just never been able to hit that.
Yeah I knew that part was gonna get removed eventually. I never understood why it existed but thankfully it is gone.
It existed to give some kind of effect that wasn't just "I heal you" as a team-based item.
However, I think an item should really try to just do exactly one thing so that its purpose can be as pushed as possible.
Very broad strokes rule of thumb but one that I'm attempting to apply for now.
can you fix karmas base damage and give her more scaling if you guys don’t want her to build an item perfectly crafted for a champion like her, thx
Sure if you want to never be able to play her support again as she lives out her days as a top laner.
That's the core problem I see with the champion. She's the perfect 1v1 ranged champion and then a shield bot in teamfights.
I don't understand why Rakan's buffs are so small compared to the champions who are going to become meta like Nautilus and Thresh. Is it really necessary to have a "spearhead" figure in Nautilus instead of having multiple viable melee supports?
Largely many of these champions are already fine in solo queue. They're finding success in the current solo queue metagame. Nautilus is the only one really getting overbuffed here and it's because I want to be sure we actually affect pro play.
Watched your breakdwon yesterday. I got the impression you dislike the Spellblade passive on ER. I also got the impression you felt ADC's could use more defensive options, and passed on doing so this patch because that kind of work takes longer to playtest and implement. Do you think you could take a serious pass at items next Pre-Season? Not even just ADC's, but items overall.
Spellblade on ER is cool. Niche items are fine.
ADCs should have very few tailor-made defensive items. The class should be squishy. If they want to build like a different class like Graves does, we have to be willing to support that playstyle.