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[Q&A] Skills and mechanics...

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Whittaker ?? Senior Member
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11-27-2010

Quote:
Originally Posted by Xypherous View Post
Hmm.. Not my area of expertise here. Maybe we can reduce minion collision radii or something to alleviate this case. I'm not really sure. Sorry.
That would be nice as dying to allied minion blocking can be troublesome sometimes.

It's a shame that we can't get a tank with a life leash, ie. You take 20/40/60% of the damage the Allied champion would take but reduces your AR/MR by 20/40/60. I guess you could also make it increase the damage you would take by a percentage instead of a reduced AR/MR too.
Numbers could easily be tweaked to whatever would be balanced but I think it could provide interesting skirmish choices, do you try to still burst the carry through the absorption or do you try and quickly take out the now weakened tank before moving onto the carry.

I do know it sounds someone OP and leads to more Super Carry mentality but I just find the idea to be a fun one

 
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Gamecmdr ?? Senior Member
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11-27-2010

hey Xypherous, this is awesome what your doing and im enjoying reading your answers, but a couple things.

for one you mentioned Kat as being a "sit back and take a break from ezreal champ" as a kzt player who feels to play her well and dive in and out and time your ulti right i find that disheartening to hear her called an easymode champ.

also you mentioned that the Invoker was a badd champion design because he required to much knowlage to play against! the invoker is the only reason i ever play dota instead of Lol. He is what Dota has that Lol doesn't, a refreshing champion because he is such a unique experience. Im wonering if you really think that it would be bad for Lol to get a champion like this.

 
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ThusComeOne ?? Junior Member
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11-27-2010

This is a very long thread, so forgive me if this has been brought up prior. I remember from DotA days when someone left, there was sometimes a person from the other team willing to leave to even out the teams. Could this system be integrated, allowing a team to have someone leave without taking a loss, evening the match and also blocking the other player from returning?

 
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ShadowSister ?? Senior Member
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11-27-2010

Dreamscape Idea, gaoaoo!

Toggle.

While you move, Dreamscape collects the essence of the area around you. (Areas marked in the river give you blue essences, areas marked in the forests give you green essences, and areas marked as lanes give you red essence.) Each essence multiplies by .002 per second within that area. Each essence created by this effect multiplies by .0019, per second within that area. Each essence created by this effect multiplies by .0018, and so on. Now, for each Primary Essence, you gain .02 damage for Dreamscape's unleash. For each secondary, you gain .019 damage for Dreamscape's unleash, and so on. Now, the different colors work in different ways. Green Essences duplicate 100% faster if you have more blues them then, but if you have less blues then them, Green Essences duplicated 50% slower. Red Essences duplicate 50% faster the if you have more of other colors, however this effect tripples every 10 seconds. If you have more Red Essences then both over types of essence, they begin to spontanuasoly combust, dealing a small ammount of damage every 1.5 seconds. Blue Essences gain quicker the more health you have, and get slower the more mana you have. After turning off the toggle, (automaticaly ends if you die), you unleash a torrent of energy. Each blue essence conducts the area, giving it 5 units per blue essence. Each green essence increases the durration of the effect. Each red essence gives +.005 to the damage. Now, you may be wondering "WTF IS THE EFFECT". Well, I'm getting to that. Enemies within the field, to a maximum of the amount from red divded by green, turned into a fraction of ten and then changed to that number of ten, are effected by it. They are blasted backwords to the edges of the area, taking a medium amounr of damage and stunning if they hit a wall. For each second of the durration, Dreamscape takes a Nightmare counter. For each nightmare counter, a 20 damage Shade spawns and attacks at a speed of two attacks per second. When there are more nightmare counters then time, Dreamscape turns into a rift, pulling units inside to the center. For each shade in the center, Dreamscape deals more damage when it explodes. At the end of the duration, Dreamscape explodes, realsing the energies of the land into the air, sapping units within Dreamscape of a medium amount of mana and dealing a medium amount of damage. For each essence of red inside the maximum damage, Dreamscape Shades deal .005 more damage.
Cooldown: 300 seconds, 5 minutes.
Mana Cost : Idaknow.
Classification : Ultimate. DUH.

 
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hypnic ?? Senior Member
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11-27-2010

Thanks for the comments Xypherous!

 
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Xypherous Xypherous's Avatar ?? Technical Designer
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22 of 25 Riot Posts
11-27-2010

Quote:
On to the question: Even though she is the newest champion released and has yet to be buffed/nerf/changed, why does Irelia's ultimate not have a skillshot indicator? Or is that in the works? I find it troublesome when I chase people down, I run into a crowd, and then I cant see my mouse, causing my shots to miss.
Not sure. I would assume it's because Irelia's ultimate is an instant snap shot ability similar to lay waste. I could be totally wrong though, on this.

It's just hard to display a targeting indicator when there's no actual targetting involved. It just seeks to your mouse I believe.

Quote:
I know I already asked a question but, why do you keep talking about Soraka and her abilities? Are you trying to tell us something?
I talk about Soraka because she's one of my mains. XD

Quote:
if you say that it would hurt cranks offensive ability then why not buff him in other aspects to make him more offensively viable?
We couldn't buff his offensive potential then. We gave him utility to save teammates. Giving him both utility and offensive buffs would just be a straight up buff to Blitzcrank but also change his character and how he's played.

Again, not on live balance, but I don't see this as giving Blitzcrank's 'Q' more utility would end here. It would probably snowball into changing the character dramatically and making his 'Q' less of an initiator ability.

Quote:
Adding in pvp.net in the champs screen a button on each champ that lets you change the list of the recommended items?
I don't manage PvP.net stuff. Sorry. :X I'd be for it but it'd be a lot of database stuff in the interim before we could do this feature.

Quote:
What is your favorite ability that is currently in the game, and can you share any information on upcoming abilities which you think are pretty cool?
Hm.. I don't think I have a favorite ability in the game. I'm more interested in skill-chains. Although I don't play Tryndamere much, Spinning Slash is pretty fun when you have 100% Critical Strike.

Can't really provide info on upcoming abilities. XD

Quote:
How about an ability like suicide? Not like Kog's confusing passive, but like a real life deny/aoe explosion?
Strongly dislike. Deny is high on the DB scale. Deny + more AoE damage = even higher on the DB scale.

Every single time you're down, there's no reason not to push the suicide button and flip off your opponents. There's no reason to use it every single time you're about to die. I don't really see the value in it.

Quote:
New summoner spells coming soon?
No idea.

Quote:
Q: Gravity Pulse
Deals X Magic Damage and Pushes enemies out of the target area.

W. Vacuum
Deals X Magic Damage and Pulls enemies in the area towards the center of the target area.
Repeat after me: Being forced to move against your will feels terrible. Being forced to move against your will feels like terrible. Use Sparingly. Our forced movement skills are typically on ultimate level cooldowns. That's the level of frustration that they generate.

The idea of having a chain 'Q/W' skill might be interesting, however. I'm just not sure of an execution that would use it *well* off the top of my head, that couldn't just be done with two active/passive skills.

Quote:
Seer's Vision:
95g, stackable to 3
Effect: Allows Champion to see CDs on all abilities above visible enemy champions for 20 seconds, colored symbols of abilities indicating the skillshot is up (Passive skillshots that do not have an active ability are always lit), faded gray symbols of abilities indicating the ability on CD still.
This is kind of a UI nightmare and would rapidly clutter your screen with information you may or may not be able to use. It's not worth the pain, unfortunately.

Quote:
for one you mentioned Kat as being a "sit back and take a break from ezreal champ" as a kzt player who feels to play her well and dive in and out and time your ulti right i find that disheartening to hear her called an easymode champ.

...Invoker
Kat/Garen were designed as an easymode champions. I don't think Kat's current iteration satisfies that criterion.

That said, it's not really easymode so much as less things to manage for new players: No mana costs, no limited resources, high mobility, no aim required, etc.

That's not to say they can't have high-skill caps in the end. It's just that there's less things to have to manage/worry about with those champions and thus the minimal amount of effort is less than a few others.

Invoker may be a good experience to play as. Invoker is stupid confusing to play against when he has 3 times the things you need to learn to be able to fight him effectively. I'm all for complexity so long as it doesn't force the enemy to learn more than he normally does when encountering a new champion.

It would be BS if a champion took two or three times as long to learn to fight against than other champions simply because he has random complexity coming out of him from everywhere. Combo-based mechanics should put much *much* more learning pressure on the player who willfully chose to play them rather than force the enemy who had *no choice* of who to fight against. Invoker doesn't satisfy this and you would have to work hard to design something that does.

It's not a bad idea and it is super fun to play as. However, it is imperative that you solve the knowledge hurdle, otherwise he's just a DB to fight against and to learn.

Quote:
Could this system be integrated, allowing a team to have someone leave without taking a loss, evening the match and also blocking the other player from returning?
Interesting... but this isn't something in my field of expertise. I doubt we would do it since we don't want 4 v 4's or something to start being something we'd have to balance around.

Quote:
Dreamscape
So.. you're.. joking right?

Okay. Fit that into a tooltip. See how you can't possibly do so? Huugely overcomplicated. Such an idea could fill Q/W/E/R and a passive of a champion *and* still not be conveyed appropriately.

 
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Sheathix ?? Senior Member
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11-27-2010

Do you think that you can add in a ward only inventory? Example, some people, like me, love to buy wards. BUT we simply cant because all of our slots are full. This happens to me mid game as well. (i have a tendency to leave things unfinished such as weapons/armor/gear) So you think we can be able to buy wards while being full? and make it like a new button, such as Recall being b, we can have sight wards there near that with the sight ward icon and show a charge on how many wards youve bought and it could be a new hotkey like S.

 
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Mgranaa ?? Senior Member
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11-27-2010

how much is attack speed animation calculated into potential damage- for all ad (I guess also hybrid, or as/ap) attackers.

I mean, I was looking at morde the other day and his as was not so high, but the animation was strong itself. Optimally, even with the same as, some champions attack before others.

on a similar tangent (you can ignore this) what about projectile speed? This is more of a ranged attacker/caster thing I suppose, but it matters for getting that last hit on them creeps (among things).

And of course, if this isn't stuff you do I guess i supplement it with a:

is there any element you'd wish to remove from the game?

In summation, Thank you for your time!

 
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Cashughes ?? Junior Member
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11-28-2010

I may be mistaken, I read most of the thread, but I don't believe I've seen anything about sleep so...

Why haven't we seen any sleep like spells?

 
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p4rr0t ?? Member
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11-28-2010

What are the odds you'd add an assassinate type move like dwarven sniper in dota; long range, single target, homing, big damage ult. Not like all the global/almost global aoe skillshots