RiotRayYonggi

RiotRayYonggi



29 Dec

Comment

General gist of why I didn't implement it on my last pass (and why it wasn't implemented the first time the trackers were introduced):

The collection mechanic is actually very low value compared to the stat profile of the item. Seeing "0 collections" after a game doesn't tell you anything about whether the item was worth the purchase or not, as it's the only lethality+crit option and could have been the best (and an extremely effective) purchase regardless of how many collections you made.

The above is important because the trackers are meant to give players an idea of whether their item purchase was effective, giving them feedback to better navigate the item system in the future. I fear that including this tracker may be not useful, and in some cases, even misleading towards this goal.

With all that said, however, "fun" trackers like "noobs collected" could be a future space that's worth investing in, but it's always a slippery slope of our most engag...

Read more

30 Nov

Comment

Originally posted by ProbablyNotKagemu

Is it not a partial timer reset like it was on the PBE, or are we confirmed to have the full resets back?

It is a full reset, not partial.

The version that was pre-11.23 was actually even faster than any full reset in the game, as the headshot auto ignored your attack speed so the animation was always fast. This newest version makes the headshot animation scale with attack speed like all other auto attacks in the game.

For example, if you auto reset with Sivir with 0 bonus AS, her W auto is still slow, but doesn’t have to wait until the first auto is finished. This is the new functionality of Caitlyn by default.

Comment

Originally posted by doctorpotatomd

u/RiotRayYonggi u/Caenen_ you can chain them on the same target by dropping target and re-acquiring (unless there’s been a change in the past 48 hrs or so)

I made a post on r/Caitlynmains with all the stuff I’ve been able to do on PBE. sorry if I broke your update lol

https://www.reddit.com/r/Caitlynmains/comments/r4xgbe/pbe_new_headshot_mechanics_overview_feedback/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

Thanks for the post, we are bug fixing frequently but I’ll make sure to pass this along.

Comment

Originally posted by MQ2000

So the machine gun thing is back?

Does not work with multiple triggered headshots against the same target.

Comment

Originally posted by Caenen_

What is the current functionality of that change, may I ask? Headshots on trapped/netted targets give you an X% reduced attack cooldown?

TL;DR, targeting a triggered headshot target resets your auto attack against them. So:

  1. If the target you are autoing gets trapped you instantly headshot them
  2. If you are autoing one champion and another steps on a trap, and you rightclick them you instantly auto them.

This is essentially pre-ASU functionality without A-move-click, so it's more accessible for all players.

Comment

We have forgotten to include in the list:

Caitlyn Headshot Auto Cancel Improvements.


27 Nov

Comment

…huh. Thanks for the report


26 Nov

Comment

Originally posted by Riot_Koyuncu

Thanks for the comprehensive list - I'll take a look at these

Koyuncu hero


17 Nov

Comment

Originally posted by ReaIEIonMusk

It's very nice, on a similar note are there any plans to add a tracker to runaans?

Runaan's is very difficult to track as the damage from it is all over the place. I'll look into viability sometime.

Comment

Originally posted by Shadowofthedragon

I know you have gotten a ton of responses, but since gore drinker active was changed to heal subsequently rather than all at once it is bugged.

If you slice 3 people at once it only shows the healing gotten from the third person, the last person healed off of.

Interesting I'll take a look at that

Comment

Originally posted by mrpeanut332

I don’t know if you also did the damage mitigation for aftershock but whoever did please give them a big thank you from the support tank community. I can know see the value of aftershock and compare it to the new glacial augment thank you :)

Yup I implemented that. Lemme know if it's satisfactory

Comment

Originally posted by IAmNotOnRedditAtWork

.RAPID FIRECANNON Now tracks how many times extra range was utilized

Out of curiosity, is this one specifically tracking how many times you attacked from out of your normal attack range? Or simply how many times you have attacked with the passive up?

First one

Comment

Originally posted by Metaxpro

It's understandable that the healing part is way easier and cheaper to track than the damage, but it's just not the stat people want to see when using conq. The total uptime at maximum stacks in seconds and average time spent to reach max stacks from 0 should be way easier to track and has more information value.

Uptime at max stacks is a good one. I can write that down for a future pass.


16 Nov

Comment

Originally posted by SkiaElafris

Doran Shield desperately needs a tracker for it's Endure passive.

I avoided adding trackers to starter items (outside of that one ARAM example), but it's possible that can be pivoted on in the future. There's such thing as too much information sometimes and looking to be cautious of that.

Comment

Originally posted by BrilliantRebirth

Do you think there would be room to adjust / buff these two items since the Energized damage is negligible and getting both does cost two item slots? Either way, appreciate the response.

Maybe. The concern will always be that injecting too much magic/hybrid damage into marksmen makes them more difficult to itemize against. I agree though that the current tuning of the damage of energize items is a little limp. Might be worth future investigation.

Comment

Originally posted by HuaRong

I was thinking more damage rather than number of times used, because except for Stormrazor, most of the others give damage/healing numbers. Knowing how much extra poke you managed might be more helpful in analysis compared to just number of instances.

Ah I see, that makes sense. I could see a use for that but I'm not convinced the value is proportional to how much extra work it'd be. I'll make a note though, thanks for the feedback!

Comment

Originally posted by Rayquaza2233

I hope one day we can see how many times we've procced Phase Rush in game instead of only being able to check in post-game.

Oh good suggestion. I can look into that for a future pass! Noted.

Comment

Originally posted by Cromatose

GUARDIAN'S HORN (ARAM) Now tracks damage blocked by passive

Oh shit, people gonna realize how broken this item is now.

I've been trying to tell my friends to buy it for so long they won't believe me. Now they MUST

Comment

Originally posted by BrilliantRebirth

I'm not sure if it will be added with this, but Stormrazor currently doesn't have an Energized damage tracker at the moment. Also, kinda surprised there were no changes to the item this preseason.

I intentionally removed the energize tracker from RFC and Stormrazor to make room for these new trackers. Main reason was because the magic damage from those items is largely negligible, and from testing was around 2-3% of a marksman's total damage over a game. Therefore it's not worth tracking since it won't sway decision making. I don't want players to feel like SR or RFC are good sources of magic damage.

Comment

Originally posted by HuaRong

I feel like for Firecannon, "damage dealt with autos declared beyond normal auto range" would be better, but I'm not sure how viable that would be. Thanks for your work!

That's basically what it tracks. Sorry if the text isn't clear.

If you auto attack a target from outside your base auto range it ticks up once.