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

quinta-feira, 15 de agosto de 2013

Heimer's VU Will Not Launch With His Kit Rework, Riot Talks Various VUs, Rank Decay Explained, Fixing High Ping, Chow Time


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terça-feira, 13 de agosto de 2013

Champion rework: Master Yi, the Wuju Master

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We're reworking Master Yi in the coming patch. In addition to new sounds, voice over and spell effects, the Wuju Master is also getting a kit overhaul to combine his popular AP and AD builds into a single cohesive playstyle. Check out his reworked abilities and read how the kit plays out below.


Abilities



Double Strike
Master Yi strikes twice on every fourth consecutive basic attack, with the second strike dealing reduced damage. If Master Yi leaves combat, the counter on Double Strike resets.


Alpha Strike
Master Yi leaps forward and strikes up to four enemies, dealing physical damage to each. Alpha Strike can crit to deal additional physical damage and will deal bonus damage to minions and monsters. Basic attacks reduce the cooldown on Alpha Strike.


Meditate
Master Yi channels for a short duration, healing rapidly. Master Yi heals more the lower his health. While channeling, Master Yi takes reduced damage from incoming attacks. This damage reduction is less effective against turrets.


Wuju Style
Passive: Increases Master Yi's attack damage by a percentage.
Active: Basic attacks deal bonus true damage based on Master Yi's attack damage. The passive bonus is lost while Wuju Style is on cooldown.


Highlander
Passive: Champion kills reduce Master Yi's basic ability cooldowns. Assists reduce basic ability cooldowns by a smaller amount.
Active: Increases Master Yi's movement and attack speed while granting immunity to movement impairing effects. While active, champion kills and assists extend Highlander's duration.


Gameplay



In lane
The changes to Meditate and Alpha Strike make Master Yi a more dynamic fighter in lane while rendering him less frustrating for his lane opponents. Since Alpha Strike prioritizes nearby units instead of striking randomly, a skilled Master Yi player can carefully aim his attacks while a canny opponent can avoid damage through careful positioning. Meanwhile, the cooldown reduction from basic attacks allows Yi to Alpha Strike more often, and the bonus minion damage helps him clear waves and maintain lane pressure. Also, the changes to Meditate make it a more potent option in emergency situations, but prevent Yi from simply spamming it to top his health off every time he takes damage.

In the jungle
To compensate for reduced early game damage on Alpha Strike, we've made the bonus damage to minions and monsters guaranteed to smooth out his jungle time. The cooldown reduction he gets from basic attacks should also allow him to Alpha Strike more often, allowing for a more consistent clear time. Also, since Double Strike now deals less damage more frequently and requires Yi to stay in combat, it should be harder for him to queue up a double attack, then come tearing out of the jungle to score a massive burst combo onto an opponent.

Late game
As the action edges into late game and the team fights begin, the changes to Highlander start to shine. The new passive gives Master Yi the ability to stay alive in rough situations by lowering the cooldown on Meditate and Alpha Strike. The true damage on Wuju Style gives Master Yi the freedom to initially focus tankier targets while waiting for the right moment to open up on vulnerable targets. Then, when the time's right, he can open up with Alpha Strike and punish the enemy team's more delicate back line. Meanwhile, the changes to Meditate increase its lifesaving potential when he's under significant focus fire, and the added damage and crit on Alpha Strike help it scale to keep up with his basic attack damage in late game scenarios.
Overall, the changes should help Master Yi play more consistently by combining the sustained damage of his AD playstyle with some of the nuke-and-juke utility of his AP build.




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quinta-feira, 8 de agosto de 2013

An Ashe rework proposal

type='html'>(I started writing this post a few months ago but wanted to fix some details before I posted it, so the attack speed buff that she received in this patch had not yet been implemented when I wrote most of this.)

Innate:  For each spell that's on cooldown, Ashe gains an additional 1 gold per lasthit.

Q:  For the next four seconds, each of Ashe's basic attacks will slow her target for 2 seconds.  Mana cost: 15.  Cooldown:  6 / 5.5 / 5 / 4.5 / 4.  Slow: 15% / 20% / 25% / 30% / 35%.

W:  [No change]

E:  Ashe animates a hawk to scout for her, revealing terrain for 2 seconds as it flies towards a target location. Hawkshot reveals a wide area for 5 seconds when it reaches its destination. The hawk will reveal units in the brushes, but will not reveal stealthed units or objects.  In addition, Ashe's next 1/1/2/2/3 basic attacks will gain 100% crit chance.  Range: 2500 / 3250 / 4000 / 4750 / 5500.  Cooldown:  60.

R:  [No change]


What have we done here?  Basically, we've switched her innate and her E, and we've altered her Q so that it fits in with her new passive better.  We've also increased the number of critical attacks that Ashe will have guaranteed for her in late-game teamfights as she levels her E.

What motivated these changes?  Currently, Ashe has decent damage immediately upon entering lane but falls off after that, and so if you play slightly passively before she is forced to consume her first critical strike by last-hitting a creep, you can start to zone her very effectively due to the long initial cooldown of her W.  Additionally, most of the massive threats to ADCs currently like Vi and Xin Zhao aren't countered by Ashe's slows enough to make her an appealing choice just for her slow late game.

These changes give her a slight increase in dps in her late-game damage by guaranteeing her 3 critical attacks at the beginning of each fight, but, more importantly, they allow her to decide when to use rare guaranteed crits in the early game.  On the other hand, maxing E first will cost her 12 seconds of her W cooldown, and when she has about 75-100 AD, the 2-3 guaranteed crits only increases her overall burst damage by 75-100 or by 150-200, which is not enough to be an overpowered amount of burst early on.  Overall, leveling E first will simply cost  her too much DPS due to not having a decreased W cooldown.

Her new innate will give her slightly more gold than the passive on her E used to give, and she will be rewarded for using her cooldowns in lane.  The gold increase will basically let her build a red elixir in lane.

Level 1-3 (Slightly less than 6 waves, or 6*6+2-3=35 CS): About 1 spell on cooldown.  This is 35 more gold than you would currently get in levels 1-3
Level 4-5 (Slightly more than 6 waves, or 6*6+2+3=41 CS): About 2 spells on cooldown.  This is 41 more gold than you would currently get in levels 4-5
Level 6+: About 2.5 spells on cooldown, or 1.5 extra gold per lasthit over what you currently get.  To afford a red elixir, you need 250 gold, or an additional 116 CS worth of bonus gold over what Ashe currently earns.

So by the time laning is over, she should have made about a red elixir's worth of gold over what she would currently make during laning, maybe being able to buy an extra 1-2 potions also depending on how good her CS is.  This red elixir will enable her to compete much more strongly with other ADCs who have better damages in early laning, or she can choose to simply be weaker for early laning and be slightly further ahead in her build.

Her Q now costs less mana if she is able to get 3 or 4 autoattacks off but more if she only gets 1.  This makes it slightly more difficult for her to get a slow off on a single autoattack but allows her to spend less mana chasing someone down.  This change was partially motivated just to fit in with her new passive, but it also makes her choose when to use her slow instead of just using it every single time she's able to attack an enemy champion, so she can be more effective as long as she plans accordingly but is now forced to decide how to use her skills more than she currently is.

Overall, this is a noticeable buff to Ashe, but as she's almost never seen in competitive play, I think it's appropriate.
This post was made using the Auto Blogging Software from WebMagnates.org This line will not appear when posts are made after activating the software to full version.

quinta-feira, 1 de agosto de 2013

An Ashe rework proposal

type='html'>(I started writing this post a few months ago but wanted to fix some details before I posted it, so the attack speed buff that she received in this patch had not yet been implemented when I wrote most of this.)

Innate:  For each spell that's on cooldown, Ashe gains an additional 1 gold per lasthit.

Q:  For the next four seconds, each of Ashe's basic attacks will slow her target for 2 seconds.  Mana cost: 15.  Cooldown:  6 / 5.5 / 5 / 4.5 / 4.  Slow: 15% / 20% / 25% / 30% / 35%.

W:  [No change]

E:  Ashe animates a hawk to scout for her, revealing terrain for 2 seconds as it flies towards a target location. Hawkshot reveals a wide area for 5 seconds when it reaches its destination. The hawk will reveal units in the brushes, but will not reveal stealthed units or objects.  In addition, Ashe's next 1/1/2/2/3 basic attacks will gain 100% crit chance.  Range: 2500 / 3250 / 4000 / 4750 / 5500.  Cooldown:  60.

R:  [No change]


What have we done here?  Basically, we've switched her innate and her E, and we've altered her Q so that it fits in with her new passive better.  We've also increased the number of critical attacks that Ashe will have guaranteed for her in late-game teamfights as she levels her E.

What motivated these changes?  Currently, Ashe has decent damage immediately upon entering lane but falls off after that, and so if you play slightly passively before she is forced to consume her first critical strike by last-hitting a creep, you can start to zone her very effectively due to the long initial cooldown of her W.  Additionally, most of the massive threats to ADCs currently like Vi and Xin Zhao aren't countered by Ashe's slows enough to make her an appealing choice just for her slow late game.

These changes give her a slight increase in dps in her late-game damage by guaranteeing her 3 critical attacks at the beginning of each fight, but, more importantly, they allow her to decide when to use rare guaranteed crits in the early game.  On the other hand, maxing E first will cost her 12 seconds of her W cooldown, and when she has about 75-100 AD, the 2-3 guaranteed crits only increases her overall burst damage by 75-100 or by 150-200, which is not enough to be an overpowered amount of burst early on.  Overall, leveling E first will simply cost  her too much DPS due to not having a decreased W cooldown.

Her new innate will give her slightly more gold than the passive on her E used to give, and she will be rewarded for using her cooldowns in lane.  The gold increase will basically let her build a red elixir in lane.

Level 1-3 (Slightly less than 6 waves, or 6*6+2-3=35 CS): About 1 spell on cooldown.  This is 35 more gold than you would currently get in levels 1-3
Level 4-5 (Slightly more than 6 waves, or 6*6+2+3=41 CS): About 2 spells on cooldown.  This is 41 more gold than you would currently get in levels 4-5
Level 6+: About 2.5 spells on cooldown, or 1.5 extra gold per lasthit over what you currently get.  To afford a red elixir, you need 250 gold, or an additional 116 CS worth of bonus gold over what Ashe currently earns.

So by the time laning is over, she should have made about a red elixir's worth of gold over what she would currently make during laning, maybe being able to buy an extra 1-2 potions also depending on how good her CS is.  This red elixir will enable her to compete much more strongly with other ADCs who have better damages in early laning, or she can choose to simply be weaker for early laning and be slightly further ahead in her build.

Her Q now costs less mana if she is able to get 3 or 4 autoattacks off but more if she only gets 1.  This makes it slightly more difficult for her to get a slow off on a single autoattack but allows her to spend less mana chasing someone down.  This change was partially motivated just to fit in with her new passive, but it also makes her choose when to use her slow instead of just using it every single time she's able to attack an enemy champion, so she can be more effective as long as she plans accordingly but is now forced to decide how to use her skills more than she currently is.

Overall, this is a noticeable buff to Ashe, but as she's almost never seen in competitive play, I think it's appropriate.