Mostrar mensagens com a etiqueta Changes. Mostrar todas as mensagens
Mostrar mensagens com a etiqueta Changes. Mostrar todas as mensagens

terça-feira, 13 de agosto de 2013

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Patch 3.10

 

Preview of Patch 3.10, featuring massive changes to Elise, Ryze and Twisted Fate, Master Yi’s reworked kit, nerfs to jungle camp timers, new death animations for Spirit Guard Udyr, new Magic Resist items… Read more…

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sábado, 10 de agosto de 2013

Olaf Overnerfed? Riot Proposes High Level Changes

type='html'>
"We overnerfed him, but we need to buff him in ways that don't just revert the nerfs. Scarizard is working on this now." 1
With a paltry 39% win rate in solo queue, it's no wonder that the general consensus believes Olaf is overnerfed and underloved. Although I've seen Olaf still do will in games, the times are far and few between.

Also, it turns out it's not Scarizard, but in fact SmashGizmo that will be heading up the changes! (Gotta love the name!) Check out his responses below:


High level Summary of Proposed Changes:
Let's start off with some basic info on the scope of Olaf changes. Right now we are not looking at a full scale rework of Olaf (think Karma), but rather a refactor (think Kha'Zix). What this means is that we're sticking with the core skills of the kit and trying to solve the problems with the character through shifting mechanics rather than redoing skills. 2

As his kit is not getting rework levels of change, Olaf will not be getting a gap closer. While I get the knee-jerk reaction that he needs a gap closer, I think it's important to realize that his lack of one is a crucial component to defining Olaf's weaknesses and making a CC-immunity not completely stifling to play against. 2



Detailed Changes:
Let's start with a rough statement of my high level goals for Olaf changes.

1. Reduce the disparity between high skill level power and low skill level power on the character.

The biggest reason Olaf is where he is now is that he was sitting below a 50% winrate when we nerfed him, despite being among the top 4 competitive picks for a staggeringly long period of time. The simple fact of the matter is that pro players are exceptionally good at optimizing everything about Olaf and our average player is not. While having a high skill cap is typically a good thing for champions, it's best when the skill differential is in aspects of the game that are noticeable. Take Lee Sin for example. Our average player is no inSec, but when they watch inSec, they see how he uses his skills quickly and flawlessly and they immediately understand what makes him so successful with the champion and how they need to improve. With Olaf, the pro level optimizations largely come from difficult to see places, namely in optimizing the usage of his steroids, ghost usage, build order, pre-teamfight positioning, teamfight coordination and Undertow usage. Basically, it would be great if learning to play the wild berserker who's entire goal in life is to go ape**** on the opposing carry wasn't so hard and mathy.

2. Clear up the use cases for Vicious Strikes and Ragnarok.

This goes hand in hand with goal 1, but I think it's important to point out specifically. In my research on the current iteration of Olaf, I found myself frequently frustrated by the assortment of stats on both Vicious Strikes and Ragnarok. It doesn't seem to make sense that you get Armor Penetration when Ragnarok is active, as this creates weird incentives on the ability that make you want to cast it as soon as you start hitting someone, rather than using it to wade through CC effects. Vicious Strikes suffers from a lack of clarity in when I want to use it (before I Q to get bonus AD for the ratio? before I E to spell vamp off it? only when I'm low to use the lifesteal with Berserker Rage?). Clearing up what these buttons are meant to do should really help the usability on the character which should go a long way to solving problem 1, as well as generally making them more viscerally satisfying.

3. Clear up Olaf's itemization options.

This thread has confirmed my suspicions that people are generally pretty confused about what they want to build on Olaf. Most people seem to be onto HP and CDR as the optimal current builds, but there's also a large segment of people who want to build offensive items on the character ranging from 1-2 offensive item splashes to full balls out offensive builds. While I have no delusions about making offensive builds competitively viable on a Melee with no gap closer, I also don't want our non-pro players to feel bad about building swords and axes on a berserker... that just feels like what I should be building and it shouldn't feel as awful to do it as it does right now. I personally think it would be thematically awesome if people could enjoy a ravenous hydra + black cleaver on Olaf and just roleplay having 2 super badass axes through their build (again, with no delusions about the competitive viability of such a build).

4. Overall buff to the character.

Competitive vs. noncompetitive disparity aside, Olaf's in a pretty poor spot right now and he straight up needs a buff. The changes are not a success if they do not make Olaf more powerful than he is now. Obvious, I know, but considering his current state, I consider it irresponsible to not list this as a goal.

-----------------------------------------------------------------------------------------------------------------------------

That being said, let's run through the kit and what I've gathered from your feedback in here along with my own thoughts on Olaf's abilities.

Berserker Rage
I'm seeing a small number of complaints about this ability being hidden power within Olaf's kit, but most people seem to see this as a visceral representation of Olaf's berserker nature and a key piece to some of the high points of the kit (outlasting fights on a sliver of health through this + lifesteal). I tend to agree with the latter line of thinking and am a rather large fan of this passive. I would like to make a minor tweak to this ability to clear up it's optimization by putting a floor on how low your HP % can go to still gain AS, as I think it feels like a false promise to have the ability scale all the way down to 1 HP. This sort of scaling can work for Tryndamere's Bloodlust, as he realistically does get to live at 1 HP routinely, but I think Berserker Rage should be hitting it's optimization somewhere around 10-30% max HP (tbd based on testing).

Undertow
Most people in here seem to find Undertow's play pattern very cool and central to how Olaf functions but there also seem to be a number of people who point out how the potential perma-slow is one of the most frustrating pieces of Olaf's kit. I think the potential for a perma-slow is crucial to Olaf's ability to function in the game today, as he has no innate mobility and needs to function in melee range of his opponents. I think there are some superfluous bits of power on this ability, namely in terms of it's value for scouting, and it's power in the burst case due to repeatedly throwing the axe right at your feet and I'll be trying some experimental changes to solve these issues without disrupting the core chasing pattern of "throw axe -> chase after axe -> pick up axe -> throw axe again -> repeat" (which I believe is a thematically awesome pattern that plays very well in game).

Vicious Strikes
This is by far the least commented on skill through all of your feedback and it seems like very mixed feedback. As I mentioned in my goals, I think the use case on this ability is a bit of a nightmare and at the end of the day I really want to clarify and emphasize that rather than trying to solve this ability through raw power. To me, Vicious Strikes is at its coolest when it's enabling Olaf's survival and brawling in prolonged fights in conjunction with Berserker Rage, so my changes to this ability will be aimed at emphasizing this case and trying to deemphasize its power in terms of staying topped off on health throughout the laning phase.

Reckless Swing
Feedback in the thread seems to mostly be positive on this ability, though it's also pointed out as a playing against frustration point. While I agree that this ability can be very binary in terms of laning trades, my feeling is that this ability is exactly what Olaf holistically needs out of his E slot and as such I don't have any intentions on touching this at first. I also think there's a strong case to be made that the frustration of getting outtraded at Melee range is outweighed by the satisfaction Olaf players get from using Reckless Swing.

Ragnarok
The hands-down most Olaf-defining aspect of Olaf's kit. Your feedback on this is mostly positive because of the Juggernaut vibes you get using the ability and the strong thematic connection to being so engrossed in combat that you cannot be stopped. Some expressed concerns about the frustration from the opposing end of Ragnarok, but the resounding voice in here is saying that this is what makes Olaf Olaf. And I agree, but as I've stated in the goals, I believe that Ragnarok's use case is currently muddied by the Armor Pen. In this light, I'm going to be exploring options for a replacement stat on Ragnarok that helps Olaf during the phase of the fight when he's wading through CC effects rather than the phase of the fight when he's hitting people with physical damage.

All that said, I wanted to touch on one more thing before I head off to bed...

Mana
I'm seeing a fair number of suggestions in here discussing how they're frustrated at being oom with Olaf and how something like a fury system or straight health cost system would further drive the themes of the character home. I don't see myself taking this approach, as I think Mana is an essential gate to Olaf's ability to otherwise endlessly throw axes. That being said, I'm strongly considering stripping the mana cost entirely from Ragnarok and drastically reducing it on Vicious Strikes. To me, Olaf's steroids should be Cooldown gated, while his Undertow needs to be resource gated due to the Cooldown refresh mechanics on it. 3

1 Morello on League of Legends boards
2 Smashgizmo on League of Legends Boards
3 Smashgizmo on League of Legends Boards
4 Olaf art by Skrubhjert from deviantART

What do you think about the proposed Olaf changes? Does Olaf need some lovin'? Is this picture below real or photoshopped? Comment below!



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SmashGizmo Chats About Olaf Changes

type='html'>Chinese Glacial Olaf

After promising Olaf buffs quite some time ago SmashGizmo's been asleep at the wheel, leaving Olaf fans wondering what's next in store for the champion. However, with some poking and prodding, he's finally ready to provide us with an update! Check out the details below!



We're still working on him. I apologize for the lack of posts but last week was a bit slow on Olaf work due to suring up more immediate Live Design changes and keeping up with this thread eats up a ton of my time when I try to do so, so I tend to come and go as my schedule permits.

That being said, let's look at what I'm looking at testing for Olaf. I'll just try to bold out the things that have changed recently.


Olaf Changes, V1.1

Undertow
  • Slow no longer decays
  • Now has a minimum throw distance of 400 units
  • Axes now stick in walls and structures if they would land inside impassable terrain

Basically as I said last time, tuned the min distance down a bit, now the necessary movement to pick up an Axe is under 100 units.

Current status of wall sticking is that it has been mostly removed, but I have put checks in place to see if an Axe would land in impassible terrain and if it would, it instead backtracks and finds the last wall it passed through and sticks there. Essentially trying to get the best of both worlds, enabling 0 distance Axes for junglers, preventing you from throwing unretrievable Axes, and still retaining the scouting power of Axes.


Vicious Strikes
  • Mana cost reduced to 25 from 40/45/50/55/60
  • Base damage increased to 20/35/50/65/80 from 7/14/21/28/35
  • HP -> damage ratio removed
  • Lifesteal reduced to 8/10.5/13/15.5/18% from 9/12/15/18/21%
  • Spellvamp removed
  • Now provides 1% enhanced healing from all sources for every 2% health Olaf is missing during the duration

Spellvamp still seems to be adding really esoteric and misleading power onto this ability so I'm trying an iteration with the spellvamp removed. While I get that players feel clever for smiting with Vicious Strikes up to get bonus healing, I think that adds unnecessary burden of knowledge on Olaf's opponents and gives us the ability to more directly buff his jungle if it feel underpowered. Not to mention the spellvamp off smite was getting kinda silly with the new amped healing mechanic (~300+ burst healing out of nowhere late game). 

I also feel like this was leading players to improperly use W before Q in chasing scenarios, though whether that was the spellvamp or just the AD remains to be seen with this iteration. I'm fine with W -> Q being situationally useful, but with a tightly windowed lifesteal/berzerker steroid, I don't like players feeling compelled to spend 40+% of the duration catching up to their long range Axe.

The HP scaling was limiting Olaf's build paths and causing his power to spike at level 13 rather than transition smoothly to 18, so I've removed it in favor of larger base damage numbers. I'm guessing these are too high right now, but I'd rather test them at too high to make sure they feel good and work than to discard the idea do to undertuned numbers.

Lifesteal scaled slightly down due to early feedback that his sustain was feeling pretty silly in conjunction with the new healing mechanic.


Ragnarok
  • Mana Cost removed
  • Cooldown changed to 120/100/80 from 100
  • Active duration changed to 5 from 6
  • New Passive Added: Olaf gains 10/25/40 Armor and Magic Resist passively
  • Active Changed: Olaf removes all disables from himself and becomes immune to them for the next 5 seconds. During this time, he loses the passive portion of this skill and gains 15/2025% lifesteal (PLACEHOLDER MECHANIC).

Still pretty unhappy with this skill.

Double passive bonus was going by unnoticed, which points to attack speed being pretty useless on this ult. I'm not really happy with just throwing more lifesteal on here, but I'll openly admit that I'm having trouble finding a healthy mechanic to put on the active portion of this skill. Right now, in lieu of a stronger idea, I've put on lifesteal mostly to drive home that focusing Olaf as a team during his ult is strong, but trying to duel him is a bad idea, and partially to proof of concept Olaf's lifesteal tank pattern by boosting his LS number to a somewhat obnoxious level to see how it feels to play as and against. Again, I can't stress this enough, this mechanic is intended as a placeholder while I work on finding the right mechanics that preserve the intended play of Olaf and counterplay versus Olaf.


Also, I get that people are scared of changes, I really do, but I want you guys to remember that this is an iterative process and you're getting very early eyes on my work here. Changes will come and go and get tweaked until I have confidence in them. I assure you that Olaf will not be seeing a net nerf with the final changes that hit live.

But at the same time, I want to point out that individual aspects of Olaf's kit will be getting trimmed to focus the character. Right now, Olaf's power is very diffuse and I'm trying to tighten that power up into the things that actually make Olaf awesome. And when it comes to Ragnarok in particular, I'm trying to figure out exactly how to make being completely immune to CC feel good for both Olaf and his victim at the same time, as I don't think we have ever really figured that out.

Source

What do you think about the proposed changes? Comment below!


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quarta-feira, 7 de agosto de 2013

Key Changes Coming to Dominion, Xelnath on Mana Usefulness, SR's Art Consistency, Automating the Tribunal

Key Changes Coming to Dominion

Originally Posted by Riot (View RedTracker Source)

(Obligatory disclaimer for those coming from a Red Tracker: this is for Dominion/Twisted Treeline)

Jayce the Defender of Tomorrow
  • Damage:50(+3.5 per level)
  • Health:510(+90 per level)
  • Mana:280(+40 per level)
  • Movement Speed:310
  • Armor:16(+3.5 per level)
  • Magic Resist:30
  • Health Per 5 Sec:6
  • Mana Per 5 Sec:7
  • Range:125
">Jayce was specifically pushed back because when we consulted with the SR balance team, they noted that he was getting hit for SR as well. That's why we pulled out our own changes and decided to let the SR-centric changes float on over to Dominion too.

As far as items go, there's some pretty exciting stuff. A taste of things to (potentially) come:
- More CDR options. Potentially new items, plus a CDR enchant.
- Reworks of existing items. These include things like Hextech Sweeper, which packs too many useful stats in one, and outclassed items like Kitae's Bloodrazor and Entropy.
- On that note, removed items like Lord Van Damm's Pillager and Wicket Hatchet are coming back in better forms.
- Summoner Spell mod items. These go beyond changing cooldowns, to heavy modifications of spells. For example, consider an AP item that decreases the cooldown of Ghost dramatically (think 50 second cooldown), cuts the duration to 4 seconds, but causes you to deal damage to everyone you run through. This set of items would hopefully increase the variety of Summoner Spells seen on Dominion.

Not a fan of vision dust either; vision consumables are a hot-button issue when it comes to game design. When they work, they feel good (rarely great). When they don't, it really sucks. It's by no means an unsolvable problem, but what I do want to avoid is making another item that acts like a panacea for organized play and is completely ignored by new/low-skilled players.

The original reason Hextech Sweeper got such big buffs was because it was great for you guys (yes, even before the movespeed!), but no one else bought it. Now that it's become an accepted part of builds, we can justify cutting it down a bit.
"Cutting down" into a low end lantern like item, or into a less cost efficient high end item?
Undecided!
But we'll probably shunt more AP onto it and remove some of the auxiliary stats like movespeed, and put those on other items (like the aforementioned Ghost-boosting item).
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quinta-feira, 1 de agosto de 2013

">Skarner is being picked 80% less this year than he was last year. Some of this might be from some nerfs he has received, but it may also be because newer champs are outclassing him in what he does best. Either way, I think we all agree that
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner could benefit from a few improvements to make him more fun/viable for both
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner players and their opponents. Keep in mind, the goal here is not "make
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner OP." There will always have to be strengths and weaknesses to all champions.

Before we get to any of the potential changes, we need to figure out what
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner’s strengths and weaknesses are right now. I have a few questions for you all, and you can answer these as a
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">SKarner player or even as someone who only has experience playing against
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner.

• What are the most fun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner?
• What are the most frustrating/unfun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner?
• What are the most frustrating aspects of playing against
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner?
• Are there champions that do
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner’s job better than he does? Why?

I have my own personal answers to these questions, but I may be only seeing one side of the coin. There are some
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner players out there with wayyy more experience that I have, and I think there is a lot of valuable information that I may be missing. I have a feeling that once we get talking, we will come to some very useful conclusions. GOGOGO

-ScruffThis is crazy how much good feedback you guys have lol. I can barely keep up with the thread. I'm seeing a few things popping up in almost every post.

-
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner's ult is AWESOME (jawesome?) and it is his defining ability
-
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner is very mana dependent and without blue he suffers
-
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner is very easily kited
-Getting permaslowed by
Skarner The Crystal Vanguard
">Skarner
is frustrating
-
Skarner The Crystal Vanguard
">Skarner
's E ability (Fracture) doesn't feel useful/can be somewhat clunky to use
-Other junglers (zac/j4/voli etc) are more reliable in ganking and teamfights

Am I missing anything?

I'll answer my own questions too from my personal experiences with
Skarner The Crystal Vanguard
">Skarner
.


• What are the most fun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
?
• What are the most frustrating/unfun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
?
• What are the most frustrating aspects of playing against
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
?
• Are there champions that do
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
’s job better than he does? Why?
-Scruff
Most fun aspects for me are definitely ulting a key target and feeling like I made a gamechanging play. Also I really love the synergy with his auto attacks and his spells when facing off against another melee champ. You can surprise people with your damage/tankiness.

Most frustrating for me is definitely how he tends to be so easily kited in the late game. Especially when all of those ezreals get their iceborn gauntlet RAWEOENMDF!

Most frustrating aspect playing against
Skarner The Crystal Vanguard
">Skarner
for me is that once he's got you in the permaslow it doesn't feel like there is any good counterplay/way to escape.

I think that some champs with big gap closers (j4/zac) may not be fair comparisons to
Skarner The Crystal Vanguard
">skarner
because they don't have his dueling power and CC. But even when looking at similar champions that need to get into melee range before becoming effective (
Udyr The Animal Spirit
">udyr
/
Volibear The Thunder's Roar
">volibear
), he is much more easily kited.

Ok, it seems like we are in pretty near agreement about
Skarner The Crystal Vanguard
">Skarner
's problems. He is definitely still a fun character, so we are not going to scrap his kit or something severe like that. I think a combination of a few good changes could really bring him back into a nice sweet spot as a viable champ.

I am going to try these changes out and do some playtesting to see how they affect him. No guarantees that these are the right changes or the ones that will end up being in the final set.

I think a really powerful change that would make
Skarner The Crystal Vanguard
">Skarner
's kit more clear in its usage and counterplay would be to focus the W and E abilities more for a single purpose each. W can be his defensive and gap closing ability exclusively. Inversely, E can be more focused as a brawling/jungle clearing/damaging ability.

Overall
-Overall mana costs reduced (probably looking at E first its super costly)

Q
-Hopefully removing permaslow by making the slow only occur on every other Q instead of all Qs after the first. To balance the loss in slow duration here, I want to make it a much stronger slow that decays over time but leaves gaps for people to counterplay. Hopefully this will be fun for
Skarner The Crystal Vanguard
">skarner
players too because they can now make some smart decisions when they want to use the new more powerful Q slow.

W
-Increase the movespeed buff so that it is closer to other similar champs like
Udyr The Animal Spirit
">Udyr
and
Volibear The Thunder's Roar
">Volibear

-Possibly make the movespeed ramp up over time so its not too powerful of an escape "get out of jail free" ability
-Lower cooldown back to 14s from 18s like it was a few patches ago
-Strengthen the shield amount/AP ratios (to compensate for the loss of heal from E)
-Remove attack speed from the W buff

E
-Instead of the heal, proccing the E mark on targets will now give
Skarner The Crystal Vanguard
">skarner
his attack speed buff
-Increase total damage, but split it up so that only some is up front and the rest happens when you proc the mark
-Reduce mana cost
-Look into better usability (faster projectile, faster cast, etc) may be one or all of these

R
-Fix more edge cases so that the R will reliably go off on targets once it has been cast
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