Rovient

Rovient



01 Dec

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Originally posted by SteviaSteve

According to the Zac's match history the game ended 64 - 38 with Red team having 64 kills and a 10.4k gold lead. I think it's safe to say they had a decent but not dominating lead before this fight so the game probably could have gone either way.

10k gold lead not dominating?!

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No one's asked about the state of the game at this moment. Was it really close, or was Zac's team extremely strong even without Elder?

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Originally posted by Koersfanaat

Congrats, but you gotta know your priorities man. Pleasing millions > pleasing one kid and a woman pls.

I'm proud to say that I disagree with you.

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Originally posted by Rwary

You sir are a good man.

I promise NOTHING! I am expecting my first child any day now, so might not get a chance to do much of anything next week 😂

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Yeah this kind of bugs me too, and I created this messaging! Turns out the messages are both sent from different script locations, and the Soul one runs before the other. I could put a small delay on the soul messaging if I remember.


30 Nov

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Originally posted by jtb234

People keep saying rengar gets buffed whenever its ocean, but why? Yes there's more bushes to jump out of, but by that point in the game he's more looking to ult kill someone than kill someone from a bush. If you walk into him unwarded it's your own fault.

Hell, people say that infernal is trash for him yet I'd say it's one of the best for him. The regular infernal buff makes him do more damage as does the soul, both making assassinations easier. The map change isn't even that bad because if you're doing a camp or something and need to collapse on someone through the jungle with your ult you can do so much faster by just taking a straight path there instead of going around walls.

You're right btw. Infernal is Rengar's best element and Ocean is actually his worst. It's all down to the buffs, though; infernal lets him pop squishies faster, regen doesn't do much for him whatsoever.

Although it must be stated that the difference between best to worst is still within ~1%!


29 Nov

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Originally posted by Chess_Shark

i have not seen an elder in over 50 games because the game always ends at four drakes, which is exactly what my point was. i can link my op.gg if you want, but i dont think thats necessary

Can you DM me your Op.gg please?

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Originally posted by Jokez4Dayz

They could legit remove the execute and buff the burn and people would think its completely fine.

That would be... the old Elder.

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I believe we treat all of his spells as ultimates so he actually gets the soul buff more than anyone else!

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Yeah this is unfortunate, but most of the time the dragon will be started with a melee jungler at the front, closest to dragon. Try it again as your setup was perfect!

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Originally posted by Xyltin

The question is, why is it still like that? There are ways to unify scripts and their flow of information without huge amounts of performance being needed. Sure, you always need ways for exceptions in the end but even they should be able to get the flow of information inside that system.

The thing is that you (Riot) have a total mess and don't want to clean it up because it is a large mess. It requires a ton of work and likely won't make you any money. But it would increase the quality and shorten pipe lengths for many processes.

Now the longer you wait the larger that pile becomes and the worse the cleaning up will become. Now league has a life span so maybe the time never comes, but if Riots goal is to make league run for 10 more years, that mess, sooner or later, will just eat a ton of work due to bugs. I mean, league is known for being THE bug game due to a lot of the messy scripting.

So it is wrong to expect Riot to work on such a project? No, b...

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You're totally right. Our scripts could be made a lot cleaner and standardized to make them stronger going forwards, but I think you underestimate the scope of that task.

Say that we're going to now put all league updates on hold for at least 24 months and rescript, re-translate into 20+ languages and retest every champion, rune, item and system in the game. Why? Players won't get any more enjoyment from the game just because we're now happy with improved script quality.

I should also remind you that Riot undertook a huge amount of work on making runes reforged knowing full-well it would LOSE a significant chunk of runes revenue in order to make a better, fairer system for players. It's not about what makes us money, it's about what provides the best value for players.

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Originally posted by PeasantLord1

Thank you for replying, I see your point. Conqueror is a difficult one I guess. It'd just be nice to more easily compare keystones. However, I can see now that for conqueror it may be unfeasible, but I feel it is good explore these difficulties with the community.

Yep! I agree! 😊

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Originally posted by Xyltin

The dot likely doesn't scale up with AP gained after placing it. I can test this at home but the food seperated for the death recap in E and liandirys anyways.

So the E just has to report back it's own AP ratio applied to the champs In total and the time when it was cast to find the stacks.

So to make this work well we snapshot the conqueror bonus stats at the time of the cast and wait for the spell to report back it's AP ratio dealt to champs. That isn't really much to do as it has to track most of this for the death recap anyways (the total dmg from the spell, I just add the AP ratio of the spell dealt to champs which is one part of it).

Now it could be that spells don't know their own AP ratio and just know their raw dmg. That is easier for the spells instead of giving over base dmg, AD, AP and the ratios. If that is the case the spell would have to report back it's total dmg dealt to each target (we already know this from the death recap system) and we c...

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Nearly every single spell in League is scripted uniquely. They all use different variables for how they store damage ratios, base damage numbers, true damage conversions, missing or max health multipliers and the rest. There no way to know which of these applies to a final damage received number on a champion, so we'd have to make a special case for EVERY SPELL IN THE GAME.

Please don't use the words "just have to" or "mostly easy" when you've never read a single League script. I promise you it it were easy, I'd have done it myself. I love stats!

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Originally posted by FldLima

not nerfing pyke/ryze/ekko/sanguine blade OR giving ornn a skin isnt one of them im sure. piece of crap

Wow. Nice attitude!

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Originally posted by UnluX21

could you allow people to hover over the keystone in the leaderboard to see how much damage it's done? it shows it in your rune menu but other people can't see it

That number is healing done to you, not damage dealt.

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Originally posted by 227thDan

why doesnt it show healing on the scoreboard ?

That one we CAN fix. I'll contact the rune's designer about it.

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Originally posted by PeasantLord1

Damn your right. However, I guess since the scalings are shown as damage in the tooltip that infomation is still stored somewhere.

You would have to do:

((Scaling Damage)/(Total Spell Damage)) * Damage Dealt * Conqueror AP / (Item AP + Conqueror AP).

You've made a very thoughtful suggestion, but yes, there are some other complicating factors to bare in mind: what about max health or Mana ratios on a spell? What if the spell does more or less damage based on enemy missing health? true damage conversions in some spells.

Basically, the issue here isn't COULD it be done, but rather can there be one formula that takes into account the hundreds of ways AP and AD are utilised by spells. It's an unrealistic requirement of development time, I'm afraid.

I totally agree with you that I'd love to see those stats at the end of a game, though.

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How can we know what damage has been dealt by a stat boost? If I give you 10AP, what kind of scaling do you have on your spells? What % of that Q spell you landed was that 10AP? What about other runes or items that scale with stats granted by Conq?

We'd have to set Conq up to read every single spell you cast, for every champ.

It's not as easy as it seems, and there's far better things for us to spend our time working on for players.

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This whole game was f*cking incredible to watch, btw. Very close, very tense game!

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Originally posted by Razardor

Especially when mountain rises in a team fight. It's so distracting when the whole damn screen is shaking!

If you're within 2000 units of a visible enemy champ, or in champ combat, you won't see the screenshake.