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[Patch 3.10: Yimake Patch] General Discussion - Page 177

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No more bad posting
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
August 08 2013 19:50 GMT
#3521
--- Nuked ---
ketchup
Profile Joined August 2010
14521 Posts
August 08 2013 20:06 GMT
#3522
On August 09 2013 03:19 kainzero wrote:
Show nested quote +
On August 09 2013 02:51 caelym wrote:
Ahh I get what Yango's trying to say now. He's saying Fizz ult is a teamfight ult because it has good use cases for teamfights. The disagreement is whether it's meant for teamfighting which we can bicker about forever. Also ambiguity comes from what "teamfight" means and how it differentiates from "AOE".

I think he's arguing that the ult has its use in teamfights and it can contribute to AoE comps because it has its own AoE.

Whether it's actually good at that is another story completely. The nature of the spell being AoE means that it obviously had some design intent on impacting more than one champion.
.


I don't think he was arguing about Fizz's ult being a part of an AoE comp. He was saying that the ult was Riot's fix to Fizz being an Assassin type champion in LoL. Meaning that Riot will occasionally gives these types of champions a skill that isn't really a part of their role, but it will fit Riot's philosophy on what they feel is important. In this case, it is that Riot wants to highlight team fighting as they feel this is what people like in their games.

In Fizz's case, it is his ult which really doesn't make sense for his role. It is a Ranged AoE skill that doesn't give Fizz what he wants. It would make more sense for him to have some sort of gap closer considering his overall kit.

At least that is what I understood from the topic. It's a bit disjointed because people came in thinking Fizz was the subject rather than Assassins as a topic subject.
gtrsrs
Profile Joined June 2010
United States9109 Posts
Last Edited: 2013-08-08 20:09:10
August 08 2013 20:08 GMT
#3523
On August 09 2013 05:06 ketchup wrote:

Fizz

It would make more sense for him to have some sort of gap closer


excuse me sir
excuse me
i believe you might be going crazy friend
i play ... hearthstone =\^.^/= Winterfox
nafta
Profile Joined August 2010
Bulgaria18893 Posts
August 08 2013 20:10 GMT
#3524
Yeah let's give fizz ANOTHER gap closer.Not like he is the hardest assassin to deal with already.
ketchup
Profile Joined August 2010
14521 Posts
August 08 2013 20:18 GMT
#3525
LOL. I'm not saying it's a good idea, I'm just explaining what the topic was. Which should have been Assassins, not Fizz specifically. It should have been Riot's philosophy on team fighting importance, and why champions sometimes have a skill that doesn't really make sense to their design.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-08-08 20:31:39
August 08 2013 20:29 GMT
#3526
My empirical analysis says that AD aatrox = fail and that the legit build is gunblade rageblade nashors tooth sorc shoes

Darn that EQR combo explodes teams and it's not like your autos are weak. Also hilarious when you get some Jax vs you or something who tries to trolo dodge spam you and you E 30% of his HP

Oh and for Fizz ult I don't think a gapcloser would make sense, I think that a solid single-target damage skill that perhaps deals %lost hp damage would make sense. His passive also is really dumb.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
August 08 2013 20:32 GMT
#3527
That would have to be the squishiest jax...
Jaedong :3
Cloud9157
Profile Joined December 2010
United States2968 Posts
August 08 2013 20:50 GMT
#3528
Anyone think ignite/exhaust Aatrox would be good for laning? Don't see why you can't add to his dueling power already by throwing exhaust in instead of flash, especially with his free flash in q.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
August 08 2013 20:51 GMT
#3529
o0o0o i bought attrox but then stopped playing him maybe i should give him another shot
BW pros training sc2 is like kiss making a dub step album.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
August 08 2013 21:10 GMT
#3530
Im pretty sure hybrid Aatrox is just a really terrible version of Kayle
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Alaric
Profile Joined November 2009
France45622 Posts
August 08 2013 21:14 GMT
#3531
On August 09 2013 05:29 Shikyo wrote:
Oh and for Fizz ult I don't think a gapcloser would make sense, I think that a solid single-target damage skill that perhaps deals %lost hp damage would make sense. His passive also is really dumb.

His W already does that, and boy do you feel it when it's ticking as you run away.

As for J4 if you can play aggressive enough, even level 2 if enough to get a kill, he, Xin and Wukong have super aggressive kits like that 'cept Xin has nothing to go away, Wukong not much more, J4 has a shield+slow so higher chances of escaping baits of the 3 unless Wukong can pull out a juke).
Cant take LMS hipsters serious.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
August 08 2013 21:14 GMT
#3532
On August 09 2013 05:29 Shikyo wrote:
My empirical analysis says that AD aatrox = fail and that the legit build is gunblade rageblade nashors tooth sorc shoes

Darn that EQR combo explodes teams and it's not like your autos are weak. Also hilarious when you get some Jax vs you or something who tries to trolo dodge spam you and you E 30% of his HP

Oh and for Fizz ult I don't think a gapcloser would make sense, I think that a solid single-target damage skill that perhaps deals %lost hp damage would make sense. His passive also is really dumb.


Fizz already deals % lost hp on W...
Carrilord has arrived.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-08-08 21:39:22
August 08 2013 21:39 GMT
#3533
On August 09 2013 06:10 sob3k wrote:
Im pretty sure hybrid Aatrox is just a really terrible version of Kayle

Dnno, Aatrox deals far more dmg and has some actual hard CC. His passive is weaker than Kayle ult but Aatrox also has much better sustain... I personally have always had far more success with hybrid than with AD Aatrox at the very least

and yeah but Fizz could deal even more % of missing hp
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-08-08 21:40:15
August 08 2013 21:40 GMT
#3534
edit: sorry
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
thenexusp
Profile Joined May 2009
United States3721 Posts
Last Edited: 2013-08-08 21:40:42
August 08 2013 21:40 GMT
#3535
On August 09 2013 04:22 Shikyo wrote:
Show nested quote +
On August 09 2013 02:32 TheYango wrote:
I mean, the big lesson I think Riot learned from other games in the genre is that people like to teamfight. People have the most fun when the proper gameplay is for all 10 players to run at each other and butt heads. Long farmy games are boring to people, split-push is boring to people, getting ganked/solo-killed is un-fun for people. Consequently, I think Riot intentionally geared champion kits in the game with teamfighting in mind--even the ones that are slanted toward non-teamfight gameplay are at least designed with "how this hero should play in a teamfight" in mind. I agree it probably makes for a more fun game on the whole.

EDIT: Fuck it, I'm getting worked up over nothing and not posting clearly. Teut understood where I was coming from, he could probably explain what I'm saying at this point better than I can.

I am of the opinion that a properly designed assassin can still function as an assassin in teamfights. Okay, here's my vision of a true assassin:

Female. Black semi-short hair. Dual daggers.

Base stats: Low survivability stats, mediocre aspd per level but highish base aspd, high dmg per level, 125 range.

Passive:

Abilities and basic attacks apply a -weakened- debuff counter on the target. After being applied 3 times, the debuff is activated. It can only be activated on a single target at a time.

Killing a minion or monster with -weakened- on them gives 20% movespeed for 2 seconds. Killing a champion with -weakened- on them gives 50% movespeed, 75% CC reduction, and instant stealth for 2 seconds.

Q:
On next hit, deals 30/55/80/105/130(+1.2Bonus AD)bonus physical damage. The bonus damage is doubled when attacking the target from behind, having her use both of her daggers. Automatically deals double damage against minions and monsters. Causes the target to bleed for 15/35/55/75/95(+10% of their missing health[checks the hp on each tick seperately] + 0.8 Bonus AD) damage over 4 seconds if the target is -weakened-, initially stealing 4/6/8/10/12% of the target's movespeed and slowly returning it back on each tick of the bleed. Resets autoattack timer. This applies 2 -weakened- stacks due to it including a basic attack.

Range 175, Mana cost 40, cooldown 12/11/10/9/8

W:
Targetable single-target ability. Jumps to the target and deals 25/50/75/100/125(+0.8 Bonus AD) damage to them. When attacking from behind, performs the attack three times, instantly applying -weakened- and dealing 75/150/225/300/375(+2.4 Bonus AD) physical damage and reducing the target's armor by a flat 5/10/15/20/25(this applies before the attack lands so it benefits from it). Automatically attacks three times against minions and monsters. If the target is -weakened-, attacking from the front slows the target by 30% for 1 second while attacking from behind snares the target for 1 second instead.

Range 400. Mana cost 80/90/100/110/120, cooldown 18/16/14/12/10

E:
This has both a passive and an active effect.

Passive:
When attacking a bleeding target, reduces all basic ability cooldowns by 1 second and also gives a stacking attack damage buff of 10 AD that stacks up to 1/2/3/4/5 times.

Active:
Blurs around 95% of herself, making her almost completely see-through for enemies but still attackable and targetable. Also disappears from the minimap completely. Lasts for up to 5 seconds. While blurred, she initially gains 4/6/8/10/12% movespeed, increasing up to 16/24/32/40/48% over the 5 seconds. The movement speed bonus doubles if an enemy champion is within 600 range of her. Both the blur and the movespeed bonus get canceled if she is damaged by a champion. Her W also gains 200 range and makes her dash to her target while performing it.

Mana cost: 80 Cooldown: 25 seconds

R:
Creates a clone of herself that moves at her movespeed in the direction she is facing for 2 seconds, after which it fades away. The character itself instantly teleports to her target location. If an enemy champion is in the AoE, she becomes invulnerable and untargetable for 0.5 seconds as she moves behind them and backstabs the target, dealing 125/175/225(+2.4 Bonus AD) damage and stunning the target for 0.6/0.8/1.0 seconds. If more than one target is in the area, she prioritizes the target with the lowest HP. This skill marks the target with -Sentenced to Death-, causing them to bleed for 2/3/4 seconds. This bleed can stack fully with her Q bleed, and deals 20/35/50(+0.4 Bonus AD) true damage each second. All of your basic abilities also deal 10% bonus true damage against a target with -Sentenced to Death- and killing a target with -Sentenced to Death- refreshes your E cooldown.

Mana cost: 100 Cooldown: 140/95/50 Range: 800, 250 radius(max effective range 925)

It's a bit rushed but I think that this would have some fun gameplay and also would get destroyed in a straight up fight. Numbers of course would need to be adjusted and aren't what's important.


On August 09 2013 04:25 UniversalSnip wrote:
wow seriously you came up with numbers? that's like step 30 dude... I'm not even gonna read that wall, just give concise and general descriptions of what the skills do and how you think they'd work together.

This, there's more to designing champions than throwing every single mechanic you can think of into a blender. If abilities can't be consisely described in a sentence or two you should probably think about simplifying things down a bit.

You don't even need really complex mechanics to produce a high skill cap champ, look at Lee Sin:

Passive: After using an ability, his next two autoattacks have increased Attack Speed and restore energy.

Q: 1st activation: Fires a linear skillshot that reveals and deals physical damage to the first target hit.
2nd activation: Dashes to the target hit, dealing physical damage based on missing health.

W: 1st activation: Dashes to an ally, shielding both Lee Sin and the ally.
2nd activation: Gains lifesteal and spell vamp.

E: 1st activation: Reveals and deals magic damage to nearby enemies.
2nd activation: Slows enemies damaged by the 1st activation.

R: Damages and knocks back enemy, knocking up other enemies that it collides with.
RagequitBM
Profile Joined November 2011
Canada2270 Posts
August 08 2013 21:45 GMT
#3536
On August 09 2013 04:45 Capped wrote:
Show nested quote +
On August 09 2013 04:37 JimmiC wrote:
On August 09 2013 03:43 mordek wrote:
So how often can you create situations where the opponent has little to no counterplay? Which champs are best at creating those situations?


If they don't have flash/blink j4 ULT can create that situation.


Seeing a player with no flash when im playing J4 just puts a smile on my face.

Its basically. "You are going to die. No. You are going to die."


I love seeing Jarvan when I'm Vayne. He thinks he can trap me in his ult, and I just tumble out, leaving him looking like a

..
dumbassian. hehehe
Twitch.tv/Ragequitbm for all the fans
Flakes
Profile Blog Joined July 2008
United States3125 Posts
August 08 2013 21:48 GMT
#3537
I dunno, I've always thought of Lee Sin as every mechanic thrown into a blender. I'm sure that Shikyo could have described his champion idea using short bullets instead of paragraph form if he wanted to.
thenexusp
Profile Joined May 2009
United States3721 Posts
Last Edited: 2013-08-08 21:54:18
August 08 2013 21:50 GMT
#3538
On August 09 2013 06:48 Flakes wrote:
I dunno, I've always thought of Lee Sin as every mechanic thrown into a blender. I'm sure that Shikyo could have described his champion idea using short bullets instead of paragraph form if he wanted to.

Yeah, Lee Sin kind of is. My point is that even Lee Sin could be described in shorter bullet points than Shikyo's champion idea.

*Edit: Although Lee Sin is awesome and more junglers should be like him
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
August 08 2013 22:00 GMT
#3539
If you have never seen the skills? How many units is the width of Lee Sin's Q? How long range? What's his movespeed while he travels to his target, what's his position on landing? How much time do you have until you cannot travel again?

W, what's the range, can you W to wards? For how long does the shield last, shield amount. Duration to press W again... E, what's the range, what's cripple range? Duration? How does the slow reduction scale? For how long does it reveal? Ult, how fast does the enemy get kicked back, for how long are others knocked up? How much range does it have, damage cooldown...

I don't think that +bonus dmg + bleed, dmg + slow/snare, blur + minimap disappear + movespeed and W range, backstab stun with an illusion and bleed debuff are that complicated and it's not throwing every single random mechanic into it - it's pretty thoroughly planned - even though I indeed see absolutely zero reason to design a bland non-unique champion.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2013-08-08 22:06:12
August 08 2013 22:04 GMT
#3540
On August 09 2013 07:00 Shikyo wrote:
If you have never seen the skills? How many units is the width of Lee Sin's Q? How long range? What's his movespeed while he travels to his target, what's his position on landing? How much time do you have until you cannot travel again?

W, what's the range, can you W to wards? For how long does the shield last, shield amount. Duration to press W again... E, what's the range, what's cripple range? Duration? How does the slow reduction scale? For how long does it reveal? Ult, how fast does the enemy get kicked back, for how long are others knocked up? How much range does it have, damage cooldown...

you derp, that's the whole point. These things are easily adjustable and they're so unimportant in your first pass/presentation you shouldn't even consider including them, unless the point of the skill involves having an abnormally weird stat like lux laser range.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
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