But the team needed to make sure that players would be fawnd of Lillia as a shy dan-deer-e.
Goddamned weebs. Anyway, this is all interesting from a development/background standpoint, but from the champion insights blog I kinda wanted more context on her abilities. Why is she a damage champion with almost no utility outside her R? Why make her melee? What is she supposed to build? What makes her a jungler and not a mid or top? How is the dream concept communicated outside of her R having a sleep? Are there no concerns about the visual and thematic overlap with Neeko? They probably would never answer this one, but any thoughts about the fawn centaur girls in competing MOBAs?
Don't get me wrong, dev insights are always welcome, but this just seemed to answer questions nobody was asking. Mildly disappointed that the concepts they hinted at in the roadmap didn't pan out, either.
Don't get me wrong, dev insights are always welcome, but this just seemed to answer questions nobody was asking. Mildly disappointed that the concepts they hinted at in the roadmap didn't pan out, either.
- Why make her a damage champ as opposed to a utility one? The core mechanic of Lillia is her Q's movement speed. It creates this hit and run pattern where you're constantly on the edge of your range, hitting them then ducking out. This pattern was super fun and felt like it fit the character, so its what we went with.
- Why make her melee? Technically she's ranged, but given that this hit and run pattern made for a fun character, we have to force you to get close to them in order to do your damage. Hit and run is much less fun if you can stay half a screen away while you do it.
- She builds Runic > Liandries basically every game. Then its AP/defensive items usually. Most commonly Hourglass > Deadman's >Visage
- What make...