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domingo, 11 de agosto de 2013

Updates On Rengar Testing

type='html'>In the latest wave of Rengar testing by Riot, they speak to initial testing on giving Bonetooth Necklace the ability to build stacks of killing neutral minions, placing Rengar in much more a of niche Jungle role, similar to what they did to Nunu. Check out the full post below!

Hunters belong in the jungle...


RiotWav3break chats about Rengar
Hey everybody, just wanted to update you guys with the current testing status of our current iteration of Rengar.

Heavy destructive testing will continue for the Empowered Savagery refunding 3 ferocity points play pattern. This past week we found that Rengar was still doing too much damage in too little of a time frame which is a problem we still need to solve within this iteration. This iteration also makes jungle Rengar incredibly resourceful as he can walk away from each creep camp with more ferocity stacks and gank lanes without as much preparation.

The big changes we will be testing this week are Bone Tooth Necklace which will now give Rengar a personalized jungle item which has a really favorable build path out of Long Sword and Hunter's Machete. The overall price of the item has stayed the same but as Scarizard said in his posts, "mini-brutalizer" - esque stats will no longer exist on BTN. BTN is now an item that gives Rengar bonuses that directly impact his mobility in the jungle and thus his overall map pressure. The current bonuses in place look something like this:

3 Stacks - Rengar gains 15% movement speed while in brush(bonus does not persist outside of brush like Nidalee's)

6 Stacks - Rengar gains 100 range on his Leap(slightly nerfed due to having access to it earlier.)

9 Stacks - Rengar retains movement speed from his Ultimate for 5 seconds after exiting his ultimate. (Rocket cat goes zooooooooom)

The 14 stack bonus is still a pretty big grey area as we want Rengar players to reach this epic state at 14 stacks but we don't want them to do so at the cost of making his game play toxic again.

An additional mechanic we will be testing with BTN is allowing Rengar players to build stacks out of neutral monster kills. Currently the amount of neutral monster kills required to build a stack is pretty hefty, which encourages jungle Rengar to invade the enemy jungle to take camps but also hopefully interact with the enemy jungler. This mechanic is still kind of the grey area as well because it might give too many advantages to a jungle Rengar over a lane Rengar and we don't want to make laning Rengar's feel bad for purchasing this item.


If you guys have any thoughts on what epic thing Rengar should get at maximum stacks toss'em out! I look forward to the ideas you guys will give me and Scarizard!
Meanwhile, Scarizard had a little extra to add as far as where they're leading in terms of allowing laning Rengar to still have strength.
Going to be testing this iteration today - then i'll be able to elaborate more on how it went, and give you a general confidence read on where everything is. So far we're pretty signed off on the direction of the Q-Train, pending numbers tuning.

Goals are:
- Simplify the warning on ultimate. Whether it's short-range icon, long range VO, etc, we're going to make a decision soon on which version of the warning we want, but likely not to do both of them.

- Heavy iteration on BTN. Already see a couple of things i'd like to see changed, would also like to respond to concerns/feedback that the item has no actual stats that would make you want to keep it end-game. I think we can fix this without saying 'flatly gives Arpen/CDR/Stuff'. Want this to be good for Lanegar as well, so paying special attention to the jungle-specific interations to see how they're playing out. Would also like to clarify that AD is not taken off of this item, and is a tuning point we can use for its efficiency.

Will post more stuff after playtests/conversations with the team and give you guys an update.
What do you guys think about the upcoming Rengar changes? I know a lot of you already like him as he is now, will you play him more after the changes?


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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
  • 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 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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