RiotMaxw3ll

RiotMaxw3ll



07 Jul

Comment

Originally posted by ToTheNintieth

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.

  1. 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.
  2. 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.
  3. She builds Runic > Liandries basically every game. Then its AP/defensive items usually. Most commonly Hourglass > Deadman's >Visage
  4. What make...
Read more

06 Jun

Comment

Originally posted by GigaInter256

I hope it's Yuumi's best friend :>

Actually, I think they would get along splendidly.


15 Oct

Comment

Originally posted by other_batman

What's garen yummi then?

Yuumi has a Gun, not a shield.


06 Jun

Comment

Originally posted by OnlyAnEssenceThief

Oh god, what have you done Reav3. THE FANFICS ARE COMING

He knows what he did.


31 May

Comment

It's a text bug. It should be in for next patch.


29 May

Comment

Originally posted by Savant_PSU

Thanks for the response. Don’t take the title too harshly, I may have made it a bit more clickbaity than needed.

  • Glad to hear about the knockback increase. Interesting to see how things have changed, I always remembered how Orianna’s ult would pull champs a flat distance from their original location, sometimes throwing enemies in the center to further from the ball than they were originally. Anything that makes it clearly feel like a knockback rather than a knockup is fine by me. Do you know if that increase to 500 units will ship to PBE so we can test it out?

Edit: Apparently the increase mentioned above is already on PBE, but isn’t large enough the be noticeable. Still major problems with this.

  • I’m a little disappointed about losing blob generation while fighting a single champ or while hitting non-champs, since that was one of the major gripes after the rework was not being useful enough outside of teamfights...
Read more

I’ll try to get a video of the animation bug. I was able to reproduce it on the practice tool by spamming flash during the ult, but maybe it’s only reproducible if you flash multiple times during the

  • Knockback should be in there already, I added it sometime last week I think? And I made a mistake, its 400 units, which is still an increase in 100 units from what was on PBE initially, and still larger than the AoE size of the ult itself by 100.
  • Putting it in the description makes a bunch of sense, since it's like that for the E too. I'll probably do that, but it wont make it until 9.12.
  • If you do find the repro for the anim, let me know!

Thanks for writing back!

Comment

Heyo, I'm Riot Maxw3ll, the designer responsible for the Zac Revert. Figured I should go through this point by point to hopefully clear some stuff up.

Knockback Distance:

  • The old Zac ult had a flat knockback distance that counted from their position. The way we tend to do knockbacks nowadays is to count it from character center, ie, Zac's position. This means that whether you're next to Zac or on the edge, you'll get knocked to the same point 500 units away. This helps with understanding where your target will be when they land. I have increased the knockback distance from what it started as on PBE, so you should notice some difference and you should always get knocked back at least some distance.

Number of Blobs:

  • This one I did change to match the E paradigm, as essentially what it does now is drop 1 blob per champion hit. This rewards a Zac who gets a huge ult off, as well as encourages players to move around in a fight and ...
Read more

22 May

Comment

Originally posted by Caenen_

Her detach position is always how many units towards her side of the map?

When she detaches, she dashes a short distance from where her model is.

Comment

Originally posted by Caenen_

Btw can you confirm that Yuumi's W still has her sit on top of her target, technically speaking (floating and health bar bone being offset for the animation only, hovering around the other champion visually but not gameplay-wise)? Or was that changed before going live?

Yeah for almost all purposes, yuumi’s position while attached is her ally’s position. Save the visuals you described as well as her detach position.

Comment

Originally posted by Caenen_

Glad to hear this! Thanks for frequenting these forums!

No problem! Thanks for the memes


16 May

Comment

Originally posted by RiotJag

This question is for RiotMaxw3ll. Why are you such a memelord?

I learned from watching you.

Comment

Originally posted by RiotCattlegrid

Not a specific cat or situation but it was definitely inspired by their behavior. /u/Jellbug was my cat expert who I would always ask for approval on any cat-like animations.

Not a specific cat or situation but it was definitely inspired by their behavior. /u/Jellbug was my cat expert who I would always ask for approval on any cat-like animations.

u/Jellbug fell on the sword of watching multiple cat videos with u/riotcattlegrid. It was tough for her, I'm sure.

Comment

Originally posted by DarkMoonDream

Apologies if this has been asked already, but what is your favorite part of her design/kit?

The attach mechanic just feels fun to use. I'm really glad that its just a viscerally satisfying thing that almost feels toylike.

Comment

Originally posted by Clotzy

It does discourage player creativity by licking it to support tho , example being G2 playing pyke top at MSI

I think it's cool when stuff like that happens occasionally, but it can really hamper a champion's main role sometimes if they have to be balanced around a role they were never intended for.

Comment

Originally posted by pm_me_xayah_porn

What has been your favorite champ to pair with Yuumi?

Nunu is hilarious

Comment

Originally posted by Auberaun

There was one version where it didn't have a cooldown at any point in the game (kinda like what it is now after level 11). Her laning against melee supports bot was close to unbeatable. There was another version where she was unstoppable while using it so she would just buffer all CC heading towards her team.

Oh yeah, forgot about that XP

Comment

Originally posted by Krana_lol

Why is yuumi’s kit so so similar to sona in many ways. Just the hability of targeting herself to a champ makes her a bit diferent. Do you have strong rules at Riot to try make every new champ as different as possible from others or is it fine to have such a similar champs?

Also isnt yuumi the cat that we have had making faces for the emotes for so long? How much time have you been working on yuumi because the emotes have clear inspiration from her.

We want new champs to fill roles that no other champion currently does. From a bird's eye view, Yuumi's abilities have a lot of overlap with Sona (poke spell, heal spell, speed spell), the whole package is something very different. Yuumi is much better at being aggressive and picking people off, while Sona is better on the defense, able to snap stun someone that dives you. Yuumi can follow a carry into the backline, buffing them and helping them take out squishies, while Sona is better at buffing the whole team.

I personally think that each champ should have their own niche, but the individual tools they use to get them there are less important.

Comment

Originally posted by khaot-cerrai

First of all, thanks for making Yuumi, she is everything I like in life made a champion (in my favorite role). Now questions, why is her ult damage so low? Or like in general actually. I remember that even at full build against 1st wave of minions she couldn't even one shot them, is her main role being a healer?

She's not intended to blow people up. It's a huge zone that can sometimes hit the enemy team over long periods of time. The focus for the spell is starting and winning team fights, not blasting an entire team to death.

Comment

Originally posted by GustingWind

As a support main myself, I find that Yuumi is very reliant on the positioning of your ADC. Was the intent always to be hoping that your ADC would be in the right spot when you needed them? This is especially critical to her ult, which I have definitely screwed up bc my ADC is running away instead of facing the enemy!

The Ult case can be frustrating, since there is a split second where you want to cast it and they might jerk you out of the way. That's why you can fully control it while detached as well, if you're worried about your ally's positioning, I recommend starting the ult while unattached until your ADC gets the message to follow up.