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

quarta-feira, 14 de agosto de 2013

PBE Updates explained, Morello on Janna/Aura items, Xelnath examines Rengar, Future Caitlyn and the new Rotation and Sale!

 

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Riot releases Context notes on the recent PBE changes we’ve seen, explaining each of their decisions (links to each are at the bottom of the article), Xelnath shares his thoughts on Scarizard‘s proposed Rengar tweaks, Morello… Read more…

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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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sábado, 3 de agosto de 2013

Principais mudanças que vem a Dominion, Xelnath na utilidade de Mana, arte do SR consistência, automatizando o Tribunal

Principais mudanças vem a Dominion

Postado Originalmente por motim (Ver fonte RedTracker)

(Disclaimer obrigatório para aqueles que vêm de um Tracker vermelho: isto é para árvores de domínio/Twisted)

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 especificamente foi empurrado de volta porque quando consultamos com a equipe de equilíbrio SR, eles notaram que ele foi atropelado por SR também. É por isso que nós puxado para fora de nossas próprias mudanças e decidiu deixar a bóia de mudanças SR centrada sobre sobre a supremacia também.

Como itens, há algumas coisas bastante interessantes. Um gostinho do que está por vir (potencialmente):
-Mais opções de CDR. Potencialmente novos itens, além de um CDR encantar.
-Reworks de itens existentes. Estes incluem coisas como Hextech Sweeper, que embala muitas estatísticas úteis em um e ultrapassado itens como do Kitae Bloodrazor e entropia.
-Na mesma nota, removidos itens, como do senhor Van Damm Pillager e Wicket Machado estão voltando em formas de melhores.
-Itens de feitiço summoner mod. Estes vão além alterando cooldowns, para modificações pesadas de feitiços. Por exemplo, considere um item de AP que diminui o cooldown do fantasma dramaticamente (acho que 50 segundo cooldown), cortes a duração de 4 segundos, mas causas você lidar danos a todos atravessam. Este conjunto de itens espero que iria aumentar a variedade de feitiços Summoner visto no Dominion.

Não sou fã da visão de poeira consumíveis de visão são um assunto crítico quando se trata de design do jogo. Quando eles trabalham, eles se sentem bem (raramente grande). Quando não o fazem, é realmente uma droga. Isso não é um problema insolúvel, mas o que eu quero evitar é fazendo outro item que age como uma panacéia para o jogo organizado e é completamente ignorado pelos jogadores novos/pouco qualificados.

O motivo original que hextech Sweeper tem tais grandes lustres foi porque foi muito bom para vocês (Sim, mesmo antes da movespeed!), mas mais ninguém o comprou. Agora que tornou-se uma parte aceita de compilações, podemos justificar cortá-la um pouco.
"Corte para baixo" em uma lanterna de low-end como item, ou em um menor custo eficiente high-end item?
Indeciso!
Mas vamos provavelmente derivação AP mais nele e remover alguns das estatísticas auxiliares como movespeed e colocá-las em outros itens (como o acima mencionado item fantasma-impulsionando).

quinta-feira, 1 de agosto de 2013

Xelnath Updates Yorick Info with Tentative Kits!

type='html'>As an update to his first post on Yorick, RiotXelnath's got a few updates for ideas he's tossing around! Check out the details below:

The Good, the Bad, and The Ugly:
Whew... Finally caught up with this thread.

A lot of good thoughts here.

Things filtering to the top:

* Yorick should still be in the front line
* Ghouls are what Yorick is about.
* Ghouls should last longer
* Ghouls should be meaningful to Yorick
* Ghouls should give *some* gold (maybe 5 like Zyra plants?) if you last hit them

Problems:

* Yorick's free, ranged sustain is highly frustrating and doesn't require himself to be at risk (Compare with Nasus)
* Yorick's snares and lockdown kit (W -> Q) means once you do close, the enemy has no chance to escape in an even match
* Yorick's ultimate is too dependant on allies and feels out of theme with Yorick.
* Yorick's kit doesn't give Yorick players an opportunity to be skillful.

Going to cook up a couple ideas based on the stuff I've seen here. (Keep in mind, no work on this will begin for quite some time - I'm trying to establish a baseline understanding of player expectations and gameplay hypothesis I want to solve.)

Thanks guys
Source

Tentative Kits
RiotXelnath also pieced togther two sample kits that are based on his brainstorm session earlier. Please note that these are Tentative kits and prone to change:

I've thrown together two "kit" ideas based on the concepts posed earlier for discussion of the ideas behind them. Keep in mind, these are only tooltips... and tooltips are much easier to write than abilities are to build. 

Which of these better fits the kind of character Yorick should be? Please explain why you like or hate it. 

Good Talking Points:
* Counterplay - which one provides the better experience?
* Creativity - which one lets the player feel like a pro?
* Cohesiveness - which ones feels like it works well together?

Kit 1

Ghouls buff Yorick. Yorick can give these buffs to an Ally. 

Name: yorick_pitch1_passive.jpg Views: 40253 Size: 41.0 KB Name: yorick_pitch1_q.jpg Views: 40195 Size: 43.8 KB Name: yorick_pitch1_w.jpg Views: 40030 Size: 48.6 KBName: yorick_pitch1_e.jpg Views: 40106 Size: 47.0 KBName: yorick_pitch1_r.jpg Views: 40092 Size: 45.8 KB

Kit 2) 

Ghouls interplay with each other. Yorick's ultimate is a powerful army command tool. 

Name: yorick_pitch2_passive.jpg Views: 40085 Size: 63.6 KB Name: yorick_pitch2_Q.jpg Views: 40042 Size: 43.6 KB 
(Q - Ranged Nuke) 
Name: yorick_pitch2_W.jpg Views: 39960 Size: 44.5 KBName: yorick_pitch2_E.jpg Views: 39952 Size: 49.3 KB
(E - Skillshot) 

Name: yorick_pitch2_R.jpg Views: 40098 Size: 48.5 KB

Source

It's a lot to take in...what do you think about the preliminary ideas?