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@ Xypherous. It has to be said,

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hadokken ?? Senior Member
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03-04-2012

Your champion creations are a work of art, sir! Nautilus being the newest one is crazy fun. I feel like spiderman grabbing towers to "web" back to my lane. He is just so disruptive. Even if he gets nerfed (i dont know if he will or not) i will definitely still play him

 
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Snowsprite ?? Senior Member
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03-04-2012

I was a big supporter of Xypherous but Nautilus is just... unreal. That amount of CC should not exist in the entire game, let alone on one character. What is the intention behind designing an ult which, once activated, CCs the target at any range regardless of the actions of the player? To encourage skilled play? There is no counterplay to that. You just get boned, period. I'm in disbelief that he produced Nautilus after making as nuanced and reasonable a character as Orianna.

Mobility creep? Yes. CC creep? Double yes.

 
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hadokken ?? Senior Member
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03-04-2012

thats is ALL he is about though... disruption. his shield can get some decent damage going, but a coordinated team will pop it before it gets going. His ult gives ample time for the opposing team to reposition and prepare for it. im also fairly certain Fiora, yi can pop the ult, tf, panth, and noc can outrange the ult, and morg can spellblock it to name a few off the top of my head

 
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Xypherous Xypherous's Avatar ?? Technical Designer
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1 of 4 Riot Posts
03-04-2012

Quote:
What is the intention behind designing an ult which, once activated, CCs the target at any range regardless of the actions of the player? To encourage skilled play? There is no counterplay to that.
The intent was to create a more nuanced version of dazzle or cryptic gaze that players had more counterplay against by giving them much more time to react and the ability to use their escapes or simply running to get to a safe zone before being CC'ed - If you have 430 MS and Ghost, for example, you're still going to get CC'ed - but it's not anywhere that the opponent can really *do* anything about.

I've found that with long range skillshot CC's fired from brush (Ashe Arrow, Sejuani Ulti, for example) - the opponents had very little counterplay due to the lessened reaction time - so Nautilus' ultimate was designed to be good from brush but still gives the opponent a lot of warning (For example, The opponent gets the warning particle to run before Nautilus' even finishes his longer cast time) and time to make it back to their tower before being CC'ed, especially in a gank scenario.

We also tried to control the level of CC/disruption by making CC durations that heavily scale with level / situational context - making Nautilus' CC durations more relevant towards the end-game teamfight case - so when his CC's become truly scary, you have more allies that can assist you. For example, His passive and ultimate CC durations scale with skill level/char level and his 'E' slow decays over the duration and heavily ramp up with skill rank.

I was definitely aware of the sheer amount of CC on his kit - but we've learned a lot of things about CCs and their impact from their previous iterations - and so it was a decent experiment on levers to tone back power / grant counterplay to previous CC's that feel overwhelming to fight against.

That said, I admit we could've missed the mark on this one - Feel free to comment on what you feel is over the top, and I'll definitely take a look at it.

 
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Trixie ?? Senior Member
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03-04-2012

Quote:
Originally Posted by Xypherous View Post
The intent was to create a more nuanced version of dazzle or cryptic gaze that players had more counterplay against by giving them much more time to react and the ability to use their escapes or simply running to get to a safe zone before being CC'ed - If you have 430 MS and Ghost, for example, you're still going to get CC'ed - but it's not anywhere that the opponent can really *do* anything about.

I've found that with long range skillshot CC's fired from brush (Ashe Arrow, Sejuani Ulti, for example) - the opponents had very little counterplay due to the lessened reaction time - so Nautilus' ultimate was designed to be good from brush - but still give the opponent a lot of warning and time to make it back to their tower before being CC'ed.

We also tried to control the level of CC/disruption by making CC durations that heavily scale with level / situational context - making Nautilus' CC durations more relevant towards the end-game teamfight case - so when his CC's become truly scary, you have more allies that can assist you = with his passive and ultimate CC durations scaling with skill level/char level and making his 'E' slow decay over the duration and heavily ramp up with skill rank for example.

That said, I admit we could've missed the mark on this one - Feel free to comment on what you feel is over the top, and I'll definitely take a look at it.
STEALTh REMAKE WHERE!

 
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Shiralune ?? Senior Member
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03-04-2012

Quote:
Originally Posted by Snowsprite View Post
I was a big supporter of Xypherous but Nautilus is just... unreal. That amount of CC should not exist in the entire game, let alone on one character. What is the intention behind designing an ult which, once activated, CCs the target at any range regardless of the actions of the player? To encourage skilled play? There is no counterplay to that. You just get boned, period. I'm in disbelief that he produced Nautilus after making as nuanced and reasonable a character as Orianna.
That's like saying the ult moves too slow.

For example, Sejuani's ult has godly range as well, but hits at a faster pace. So there's no counterplay to moving back.


In fact, i'd prefer it if using Naut's ult was instantaneous, which makes it more reliable (and less original).

 
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A shadowy figure ?? Senior Member
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03-04-2012

hi xypherous

 
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BlargCow ?? Senior Member
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03-04-2012

Quote:
Originally Posted by Xypherous View Post
The intent was to create a more nuanced version of dazzle or cryptic gaze that players had more counterplay against by giving them much more time to react and the ability to use their escapes or simply running to get to a safe zone before being CC'ed - If you have 430 MS and Ghost, for example, you're still going to get CC'ed - but it's not anywhere that the opponent can really *do* anything about.

I've found that with long range skillshot CC's fired from brush (Ashe Arrow, Sejuani Ulti, for example) - the opponents had very little counterplay due to the lessened reaction time - so Nautilus' ultimate was designed to be good from brush - but still give the opponent a lot of warning (For example, The opponent gets the warning particle to run before Nautilus' even finishes his cast) and time to make it back to their tower before being CC'ed, especially in a gank scenario.

We also tried to control the level of CC/disruption by making CC durations that heavily scale with level / situational context - making Nautilus' CC durations more relevant towards the end-game teamfight case - so when his CC's become truly scary, you have more allies that can assist you = with his passive and ultimate CC durations scaling with skill level/char level and making his 'E' slow decay over the duration and heavily ramp up with skill rank for example.

I was definitely aware of the sheer amount of CC on his kit - but we've learned a lot of things about CCs and their impact from their previous iterations - and so it was a decent experiment on levers to tone back power / grant counterplay to previous CC's that feel overwhelming to fight against.

That said, I admit we could've missed the mark on this one - Feel free to comment on what you feel is over the top, and I'll definitely take a look at it.
Why do Nautilus and Sejauni gain magic resistance per level?

 
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The Cooperator ?? Senior Member
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03-04-2012

He is super fun but I wouldn't say its OP. I play him for fun but In terms of pure effectiveness I think Amumu does the same job better (faster jungle, more damage, better initiates). If you think about things from the perspective of an enemy nautilus you can see all his CC's coming. A carry like Sivir or any team with a Morgana can really nullify Nauts attemps to disrupt the carry.

 
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Xypherous Xypherous's Avatar ?? Technical Designer
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2 of 4 Riot Posts
03-04-2012

Quote:
Why do Nautilus and Sejauni gain magic resistance per level?
Because the MR/level rule is somewhat inconsistent and is kind of hard to gauge.

Personally, I think Tanks/Mages should be the only ones gaining MR/Level - but a lot of the champions are in a stable place right now with their stat gains - so making it consistent doesn't provide huge gains. Not sure.