PhreakRiot

PhreakRiot



27 Dec

Comment

Originally posted by shrubs311

what about giving it reduced crit damage, but it also scales a little off base crit? so if you build crit you get some guaranteed extra damage but you can also high-roll a proper crit (the idea being the extra damage + crit would hit as hard as current gp with a crit)

AFAIK it functionally already does. Maybe it changed but I thought the base damage and sheen never crit. So you crit your AD and the base damage is unchanged. Pushed slightly toward haste and lethality.

Though as I wrote this I feel like I remember something about base damages critting. That should probably go away if it exists.


26 Dec

Comment

Originally posted by Basherra

Crit feels like it was designed for auto attack based champions, with higher attack speed.

On GP it's basically a coinflip, whether your barrel basically deletes the enemy backline, or does minimal damage

I think this is pretty accurate, yeah. There was a Crit AP item (functionally Jeweled Gauntlet from TFT) that got tried out many years ago internally. Made spells like Nunu's Absolute Zero feel pretty wonky.

One could argue that GP certainly uses E+Q more then than Nunu presses R, which I think is quite reasonable. There's also an argument that there's been glass-cannon creep among damage roles and that solving that issue is the better solution.

After all, we didn't have huge crit GP problems years ago IIRC and you risk losing something really fun about the champion if it doesn't crit anymore.

Overall, yeah I don't really like how crit GP functions in the game right now but I'm not 100% on making it scale like Xayah E.

Comment

Originally posted by Shrrg4

Come on dude i figure he has at least 2 brain cells. No offense meant to the few garen mains that can read.

U say Garen? I love Garen! Garen good!


22 Dec

Comment

I’ve been playing a lot of normals recently. My friends and I are largely plat-diamond and level 200+ and we run into sub-30s frequently. I always assume they’re just strong players or alts or smurfs and their MMR is in our range and they’re not actually new.

I assume similar things are happening to you: the game is confident in your skill level and matches you with people who, despite their increased experience, are at your skill level.


18 Dec

Comment

Originally posted by CornFGC

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.

Comment

Originally posted by butthurt-fanboy

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.

Comment

Originally posted by hhhumz

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.

Comment

Originally posted by funslammer

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.

Comment

Originally posted by Need2Sleep23_

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.

Comment

Originally posted by amasimar

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.


17 Dec

Comment

FWIW the winrate difference for LT vs. Conqueror on Yasuo mid is 0.2%. For Yone mid it's a small but more meaningful 0.9%. Though in both cases, Fleet Footwork is +/- 0.1%, so we're pretty much just within variance and it's not like LT is completely warping these champions' power levels.

That said, the numbers shift more toward LT for top lane where auto attack trades are much freer but that's also the less popular role for both champions.

Comment

FWIW, the intent for Rocketbelt is that it's the single-target access item. It's meant to be the burstier "I'm going to get you" option. Its success on champion like Akali (who largely just get their one kill with E+R) speaks to this item doing reasonably well there. Obviously it also fits the "I just need target access at all" crowd, like Fiddlesticks, Singed, and Galio.

Night Harvester's goal is to be the long-duration teamfight reset item. It's why its damage is per-target and why its mythic passive is ability haste. It's meant to be the long-term one. As further evidence, Rocketbelt has a once-per-teamfight cooldown on its active and is never reliably going to hit more than one target. Thus I think flat pen would not make sense for Night Harvester's initial goal. If NH users are meant to eventually fight everyone, flat pen is not the stat for that. Haste does make more sense as an "I'll get to you eventually" piece.

Now that's not to say Night Harvester...

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Comment

Originally posted by axolotl_the_idiot

Also don’t forget that he has 3 dashes, 2 cc abilities, shield and percent dmg based on enemies hp(if that wasn’t changed), straight up zed ultimate but with true dmg, his ult makes you stand still even if you unstoppable, decent early game good mid game and late game. I hope I haven’t missed anything

FWIW Zed ultimate is also the "same amount" of true damage.

Both abilities only pass through resistances once. In Zed's case, I believe it stores all the damage pre-mitigation, then passes it through armor for the pop, and for Yone's case it passes it though post-mitigation, and so it's already gone through armor/mr for the pop.

TBH just to make players feel better about it, all abilities should probably work Zed's way because of posts like this. I'm legit not flaming you. It's just not really that intuitive. But they're functionally identical except for generating posts like this.

Comment

Originally posted by RedditIsTooEasy

shieldbow followed by ldr and u have the best tank slayer at 2 items.

Imagine building LDR on Yasuo, though. Like I thought Yasuo players weren't very smart (trust me, I am one) but that's a whole new level of just giving up on rational thinking.

Comment

Originally posted by Naerlyn

No, this is specifically a Krakenslayer bug that isn't related to Pantheon.

Bring It Down stacks and triggers its effect on-hit instead of on-attack from basic attacks that do not utilize a projectile.

So, for instance, Pantheon's W treats it as being on-hit, and Viego's Q-passive treats it as being on-hit, when neither should, and that's why the incorrect number of stacks is granted in both cases.

Pantheon's W behaves normally and consistently as is, there's just an item that's bugged by itself, and that bug has nothing to do with Pantheon. And if anything, Pantheon's W works consistently for the bugged version of the item.

AFAIK Kraken Slayer's interaction here is intentional: it's meant to be functionally on-hit for melee champions and on-attack for ranged as a melee/ranged balancing lever.


14 Dec

Comment

Originally posted by duckdimmadone

Its useless on most champs, but the champs that can use it use it very well, I'm guessing this nerf is mostly because of karthus

It's not even Karthus's best keystone.


13 Dec

Comment

SMH ADC is so weak.

Comment

Originally posted by Hellioning

Fiora or Camille, maybe. I don't think Pantheon wants that much attack speed.

Oh I thought we were talking about Maw. Yeah, nah Wit's doesn't fit the more caster-focused ones.

Comment

Originally posted by Nibz11

It's only compelling if the items that can be damage and durability at the same time do less damage than just damage items and have less durability than items that are just durability.

Sure, of course. OP items break the principles of choice.

Comment

Originally posted by mogadichu

It's not necessarily the case that raw stats have gone up, but more that everyone has a bunch of hidden damage and squishier now.

Let's compare Lux in the last clip to season 7 for reference. Since season 7, duo lane xp has been nerfed twice, which means Ashe would probably have been one level higher at that point. The difference between level 14 and level 15 is about 100hp.

On top of that, runes reforged meant that you no longer have 9 armor + 12 magic resist per game. Accounting for the mr/lvl compensation buff, Ashe would have had (12 - 0.5 * 14 = 5) more magic resist at level 14.

At 3 items, Lux would most likely have had Morello, Ludens and Deathcap, compared to the Ludens, Horizon, and Deathcap she had in this game (I'm ignoring the void staff component for simplification, but it just makes the problem worse). ...

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Thanks for doing this. There are a few other consideration to give, though, which include Lux's flat MPen Marks and AP Quints from 2017.

But yeah, this probably does line up with mages being more lethal than before.