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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.
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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.
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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?
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I talk about Soraka because she's one of my mains. XD
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if you say that it would hurt cranks offensive ability then why not buff him in other aspects to make him more offensively viable?
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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.
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Adding in pvp.net in the champs screen a button on each champ that lets you change the list of the recommended items?
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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.
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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?
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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
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How about an ability like suicide? Not like Kog's confusing passive, but like a real life deny/aoe explosion?
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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.
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New summoner spells coming soon?
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No idea.
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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.
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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.
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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.
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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.
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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
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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.
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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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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.
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.