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What Hecarim QoL changes? I can't recall any recently...
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Same patch with the Cho ones.
'E' now pushes them on collision with them, rather than when the animation ends, giving you finer control of which direction they get pushed.
Especially with the 'E' run past and knock back maneuver.
'R' now limits their total flee distance to 300 - unless you decide to chase them, in which case you can push them for
as far as you can move in that one second, whereas before they were just slowed by 50%.
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Looking into changing the way pounce works to be more like other newer dashes?
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I sync'ed with Brackhar on this - and until we get additional tech to make you switch between targetting types at will - I think we'll just go with mimic'ing how Riven's Q works for now. It's not perfect and far from ideal - but for now it'll be at least a good improvement on the current one.