RiotEmizery

RiotEmizery



12 Dec

Comment

Originally posted by Sigmadelta8

As is stands, all of Hwei's E (Torment) spells do that same amount of damage despite some being far easier to hit than others. Would the team ever consider changing up the damage on the different spells? It seems strange to me that a more or less point and click EE does the same amount of damage as EQ which is far more difficult to land.
Of course the argument is that a fear is much more potent than a Displace and slow, but I'm curious if those numbers are set in stone or are subject (: torment) to change.

Loving the champion though, great work!

Currently we're happy with the choice of Torment spells being focused on their control outputs rather than their damage outputs. When their damage outputs vary, then you have to consider "This spell is the best for damage so when I maximize damage I should use this one." There's already a lot to think about when comboing, so simplifying it to "I need to hit multiple targets right now" or "I need to control this area" or "I need you to get off me" helps to clarify why one should be chosen over the others. With Hwei there's always a bit of a conflict between adding complexity for depth and keeping things simple to focus on execution perfection. This is an area we've chosen to lower complexity on in order to focus mastery on execution and use cases over damage optimization.

Comment

Originally posted by Churnsbutter

This is a question for Hwei, but also just for champ design specifically- how do you decide what skill goes on what button? It’s not max order because not all champs max Q -> W -> E. It’s not certain types of spells go in the same slot across champs (Morgana E is her shield, Karma E is her shield, but Lux has her shield on W and so do Seraphine and Sona). For Hwei especially, I would expect there to be some sort of deeper logic behind why his QE isn’t his QW for example. Thanks!

There's a lot of reasons to organize spell hotkey assignments that were considered.

One is familiarity, as you mentioned, making sure that buttons sit on champions of similar playstyles. For example, many champions have their line skillshot on Q, so we wanted Q to be his "line" spells. Some champions use W for shields, others use E for shields, so there wasn't a clear winner for that one other than enchanters preferring shields on E compared to mages.

That leads to the next consideration, which is mechanical feel. Generally you want to spam Q the most out of all of your abilities, so that was another reason to put his low cooldown damage spells on Q. It feels a little awkward to constantly spam Q + W or W + Q, so his wave clear and poke spells were put on Q and E so you can double tap or dance between them using your point and ring finger. Your middle finger is then used less frequently and with more intention, preventing too many "fat finger" inputs due to spamming...

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Comment

Originally posted by a_brick_canvas

Does the Dev team think he skews more like a control mage or artillery? I know that the suggested champs were more control, but after playing him, it really felt like his play pattern felt very artillery-like, where a large percentage of kills came from off-screen. Is that intended?

Internally, we nicknamed Hwei's mage class as a "versatillery mage" as a bit of a joke that he doesn't fit neatly into any category. That said, he functions both as a control mage and an artillery mage, but his reliability as either is lower relative to his more focused mage competitors. We didn't want Hwei to be a "jack of all trades, master of none" and make his tools weaker than competitors so we decided to focus his weakness on reliability of hitting spells or controlling areas over raw outputs being much lower to compensate his versatility.

Comment

Originally posted by DogbrainedGoat

Why did you do it?

You know why.

Comment

Originally posted by MenAt

How is Hwei balanced to be played by lower skill players while keeping him not broken for the super good players? Or should he not be played by low skill players? I’m not very good at the game but still would like to play him some day…

Hwei is intended for all skill levels, not only for high level players. That said, getting good at Hwei likely means you're able to answer more problems in the game will help you climb.

A few places are intended to help new or low skill players, namely his spam spells (QQ, WW, EE) all being pretty good buttons. QQ is also the most generic damage spell on his kit and good for poking while not terrible for wave clear, EE being in a similar space. EW can also guarantee a QW hit, so if you aren't good at landing QW but your opponents don't position well then an EW can secure you kills. If there's one spell I think a new player who's scared of the champion's complexity should learn to use early, it's WE to manage your mana pool. Everything else comes with time.

Comment

Originally posted by Jragon713

I always like seeing the test clips of old/scrapped spell ideas; anything like that for Hwei?

Not sure what we can share just any clips of old stuff, but there was this amazing and horrible bug where QE and R didn't have the "One passive proc per cast" rule yet and would insta-kill anyone caught in them together. In these old VFX explorations, QE was a blizzard spell.

https://imgur.com/DNIbCGB

Comment

Originally posted by Spideraxe30

For Emizery, can you share any cool scrapped Hwei spells tested in development and was it hard to make 10 different spells gel into a single kit

For any art folks, what were the art goals with Hwei and how did you guys determine his color palette, since Ionia doesnt really have any unifying colors among champs

For Riru, with Hwei having 10 different spells, shall I look for 10x more typos when he shows up in the patch notes

Answered the scrapped spells question in another reply!

Was it hard to make 10 spells gel into a single kit? Absolutely, it was an insane challenge. Every spell needs to be thematically obvious individually, thematically cohesive for its subject, mechanically cohesive for its subject, have a niche use case making it clear when to use it, have reasons not to use it, and on top of that Hwei is still a mage that can't have just any mechanic he wants. Additionally because he does comboing no spell should be a targeted spell - he needs to cast on the ground or cast a missile. This was why early on I pushed for the "Cast at Max Range" option to be added, which I hope will be improved in quality over time as well.

Comment

Originally posted by LeagueAltAccount

How did Hwei’s design change from when he was originally conceived to now? Were there any major changes that were found necessary after some testing, such as decreasing the amount of spells he has, or was his original design similar to his current state? Additionally, was he conceived around the idea of 3, or did that come about when developing his background with Jhin?

We played around a lot with the numbers 3 and 4, having between 9-16 spells in different versions of his kit. I knew early on that giving him a similar obsession to Jhin would be a nice parallel, and that the Rule of Thirds from the art world would make sense for a painter to have a preference for.

Comment

Originally posted by OtherAyachi

Do you have any plans to make Hwei viable as an APC bot carry like Swain, Karthus, Ziggs and Seraphine? I don't play mid lane, but I love the character and his gameplay. Currently however, it is difficult to play him bot as he tends to get bullied by anyone pretty much. I don't mind lowering his scaling to compensate for some early game buffs.

Hwei is intended to be midlane primarily, but viable as a support. We don't intend to purposefully support APC Hwei, but assuming that its winrate and playrate aren't negatively impacting midlane Hwei we won't act to remove it either.

Comment

Originally posted by SilentShadowss

Was Hwei problematic with a lower mana cost, I feel like at the moment he cost too much but that might make up as a intentional weakness for him, I was wondering.

Great champ design and feel, he feels so well to play and very smooth. Thanks Riot.

Mana costs are meant to relate to WE mana refund. For a new Hwei player, they might find his mana pool is severely punishing and limiting. But one of the aspects of mastering Hwei is knowing how to use your W cooldown wisely, spending it for damage and mana greedily, early and often but also recognizing when it's time to hold the cooldown for a defensive or movement cast. In testing we found Hwei was nearly ungankable when he didn't have a reason to use his W outside of WQ and WW; asking him to use WE helped give enemies opportunities to aggress on him.

Comment

Originally posted by Caenen_

I'm curious if you can share a little bit of the (design) approach that lead to Hwei in the first place:

  • I know a "Paint Mage" has been floating about in development for a long time. Was this prototype what eventually became Hwei or did Hwei just take up their theme after being thought up as "hey lets make a control mage with spell options for days"?

  • How did you land with the "cast an ability 1-3 then cast an ability 1-3 again" cast paradigm? Did you try any other approaches to make the champion "feel" good when casting, did you try any that failed (and why)?

  • How did you decide to conceptually avoid the "burden of knowledge" anti-pattern that a kit with over twice the usual number of spells might fall into?

Very early on I pitched the 1-3 1-3 concept of casting primarily as a concept of mixing a color with a shape (red circle, blue line, etc), there was even a version of 1-4 1-4 with multiple ultimates! We found the color concept was too restricting and not exciting enough, so we went with complete subjects and final paintings instead of just a paint stroke. We tried many, many times to create fluid casting while also preventing bad inputs from user error, but in the end the solution we came to was not to protect players from themselves and let their own skill govern how fast they can cast back to back.

We were very concerned about the "burden of knowledge" issue from the start and aimed to create simple spells with recognizable themes and strong tells for opponents. This both helps players use colloquial names like "Fireball" to call out spells they saw as well as understand usage based off theme alone. We also avoided making too many super novel spells to avoid this kind of ...

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Comment

Originally posted by QwwwwwwwwwQ

Does Hwei’s kit revolve around the number 3, similar to how Jhin revolves around 4. To me it the number seems to occur a lot not only in his kit but in the lore as well ie (3 teachers.) Was this done on purpose and if so can you explain is their a deeper meaning to it?

Hwei's kit does use the number 3 quite a lot intentionally, most specifically in the 3 x 3 composition of his spells (3 subjects with 3 spells each). This reflects Hwei's interest in the Rule of Thirds t...

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Comment

Originally posted by Guij2

Given the unique nature of Hwei's kit, with a total of 9 spells that perform simple effects, would you ever consider buffing him by replacing a spell that proved to be underwhelming with a different spell? Or even the othet way around if he's too strong? Or do you think number adjustments should be enough to balance him properly.

The goal is to never replace a spell although tweaks to make things more usable, niche, or broad may happen as a result of low spell prioritization. It is expected that some spells may be used more or less moment to moment and game to game, but if something is universally underutilized or overutilized we'll act on that spell. You'll see this later today in buffs for WW - Pool of Reflection and EW - Gaze of the Abyss focused on reliability.


29 Nov

Comment

Originally posted by Spideraxe30

Hey Emizery is your name pronounced like emissary or e-misery

E-misery, although it's a play on words. Emizery is both like emissary and e misery (z for flavor and so it's not taken on most platforms). It's also short for Endless Mizery since most platforms don't support spaces.

Most are born into misery, and most die in misery. Endless misery encapsulates that concept, and reminds me to look for the non miserable things life brings between the end points.

Comment

Originally posted by StrwbryAcaiPanda

Can there be an option for the opposite? Miss Fortune's e was changed to cast at max range, instead of walking into range back in 10.5. I would like the option to have my champion to walk into range to cast if my cursor is just barely outside the range, especially since I use quick cast w/o indicator.

Anything that casts at max range by default will still cast at max range without the setting on. This doesn't change any existing behavior. I hear you about your desire to walk to cast some abilities setup to cast at max range currently.

Comment

Originally posted by Ckrest

Does using non quick cast still cast at location?

I quick cast most of my abilities, but sometimes I like to see the range or, be more precise, I hold shift to bring up the casting indicator.

It casts without walking even with non-quick cast with this setting on. You can still right click to cancel casting with cast on release or non-quick cast with this setting on. With the setting off, ability work no differently than they do now. This setting is defaulted off.

Basically, when the setting is on you won't walk when confirming a cast that targets a location. Unit targeting still needs to walk if you're outside the range because the target itself is not in range of the spell.


20 Nov

Comment

Originally posted by ssLoupyy

So we have to use one ability from each book (damage, utility and control) in a spell rotation and decide which one is damage and which one is utility right?

Each subject has its own shared cooldown.

If you use QQ, QW, or QE, it puts Q on cooldown locking out QQ, QW, and QE. W and E are not put on cooldown by using QW or QE.


19 Nov

Comment

Originally posted by DanielDKXD

I love you it's been forever since we had an actual mage, zoe was released 6 years ago. Vex a bit more recently, but she dives into melee on R.

Only thing i find a bit weird is his W+W (shield), while it certainly fits his theme as an ink mage it feels out of place as a control mage, i don't really see myself using it over the two others. Why would i shield myself when i can kite with speedup or deal more dmg.

Aesthetically he looks a bit too bland for my taste, would love to see his model get updated.

At the end of the day kit looks 9/10, so happy we finally get a new dps/control/burst mage

Glad you're excited!

Regarding WW, it has many uses. Sometimes you want to tank minion hits to hold the wave for a freeze. Sometimes it saves you from an ignite all in. Sometimes you use it when taking objectives to mitigate damage from pit monsters. Sometimes keeping someone else alive is more important than move speed or mana/damage.

Comment

Originally posted by Avar1cious

Ah, so just to confirm, basically the underlying spells formed from the q+w+e combinations don't have a cooldown, only his q, w, and e do correct?

So if you use a QE combination, do both Q and E go on cooldown? Or does only the Q go on cooldown? If it's the latter, do different combinations matter for CD - ie: is the CD the same for QQ, QW, and QE?

Yes that's right, QQ, QW, and QE share the cooldown of base Q.