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October 20 2017

18:20

ivey pushed to slack at RiotGamesMinions/lefay

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Oct 20, 2017
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October 16 2017

20:35

ivey pushed to slack at RiotGamesMinions/lefay

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October 08 2017

03:04

ivey pushed to master at ivey/mazes-java

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October 07 2017

03:21

ivey pushed to master at ivey/mazes-java

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03:18

ivey pushed to master at ivey/mazes-java

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03:15

ivey pushed to master at ivey/mazes-java

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03:14

ivey created branch master at ivey/mazes-java

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ivey created branch master at ivey/mazes-java
Oct 7, 2017
03:13

ivey created repository ivey/mazes-java

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ivey created repository ivey/mazes-java
Oct 6, 2017

September 25 2017

21:21

Design Thoughts [7.18]

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Intro

In this Support-focused post I will make suggestions to improve Gold generation as well as core itemization and masteries.

I also want to talk about what I think is wrong with autofill and ability ammo system.

I'd like feedback from the reddit community on some changes I have proposed

Changed effects will be bold like below:

Current:

Deal Damage to All Units

New:

Deal Damage to Enemy Champions


Support Gold Generation Items


Currently we have Coin, Spellthief, and Relic Shield for gold generation on supports.

Looking deeper into the design and clarity of the items below.

Note: Suggestions aren't meant to be shipped all at once they are changes that should be tested


Relic Shield:
  • Amount of charges are seen via buff bar or the VFX surrounding champion

  • User is put at risk to proc the gold generation in most scenarios (aggro range of minions + walking close to the minions)

  • Quest reward gives extra beefiness to tanky supports

  • Hard to proc in mid-late game where your allies 1 shot waves

Suggestions:

Relic shield falls off compared to spellthief and coin since you are reliant on killing minions though in mid-late they are immediately gunned down when your team sees them not allowing you to proc your gold generation.

Quest Reward: Spoils of War now instantly executes non super-minions upon auto attack.

More context below

Relic Shield particles changed to be green


Spellthief:
  • User has to be active in lane phase to proc the gold generation
  • Quest reward feels great to use for kiting and catching

  • Adds Trading power when stacks are consumed on enemy champions or tower they are dealt damage equal to the gold generation which is 8 for tier 1 and 15 for tier 2

  • Not visually clear that a player has stacks unless you view buff bar

  • Inconsistent on how abilities proc spellthief (EX: brand passive proc’s all current charges over the DOT duration while Lulu passive only proc’s on 1 bolt hit even though the damage is dealt multiple times)

Suggestions:

Changing the effect the item has to be closer to new runes such as spellslinger's surge (new rune) unique abilities vs procing on 1 source of damage will give a chance for the item to be tuned better.

Current

UNIQUE – TRIBUTE (Spellthief's Edge): Damaging spells and attacks against champions and buildings deal 10 additional damage and grant 8 gold. This can occur up to 3 times every 30 seconds. Killing a minion pauses Tribute generation for 8 seconds per minion slain. Cannot trigger Tribute more than every 1.25 seconds

New

UNIQUE – TRIBUTE (Spellthief's Edge):

Unique Damaging spells and attacks against champions and buildings deal 10 additional damage and grant 10 gold. This can occur up to 3 times every 30 seconds. Killing a minion pauses Tribute generation for 8 seconds per minion slain.

The stacks are similar to relic shield they provide damage and gold generation coupled with the new quest reward it acts as an escape mechanism also.

Allowing opponents and allies to view your stacks without clicking on the champion provides visual clarity to all players.

New Effect: VFX surrounding ally champion Similar to Relic Shield particles being blue.


Ancient Coin:
  • Range isn’t documented currently it scales with level

  • Hidden Power on the tier 2 version of coin giving a global coin for assists

  • Coins cannot be denied in mid-late game

  • Random coin drops only guaranteed on cannon minions feels bad to use and play against

  • Coins can be either mana or gold rewards with no way to tell which one will drop

Suggestions:

Iteration 1

Current:

UNIQUE – FAVOR: Enemy minions killed by your allied units sometimes drop coins that give either 25 gold or restore 10% missing mana (minimum 15). Cannon minions always drop coins.

New:

UNIQUE – FAVOR: Enemy minions killed by your allied champions sometimes drop coins that give either 25 gold or restore 10% missing mana (minimum 15). Cannon minions always drop coins.

This change would be a minor nerf in coin gold generation though perhaps it would feel quite bad compared to the current one it would punish supports staying in a lane by themselves.

Coin no longer grants 40 gold + 10% missing mana on assists.

Coupled with the removal of the assist coin on the tier 2 coin (Nomad's Medallion) these changes can impact the current power of coin.

Pickup Range for the coin is shown in an AOE around the coin.

The current iteration of coin the pickup range isn't consistent as it scales up with level the user doesn't know how far it is nor does the opponent this feels extremely frustrating.

Iteration 2 (experimental)

Current:

UNIQUE – FAVOR: Enemy minions killed by your allies sometimes drop coins that give either 25 gold or restore 10% missing mana (minimum 15). Cannon minions always drop coins.

New:

UNIQUE - FAVOR: Enemy minions killed by your allied champions grant stacks of Favor

Melee & Caster minions grant 1 favor

Cannon Minions grant 2 favor

After reaching 5 stacks of Favor the next minion that dies will drop a coin alternating between yellow and blue

Yellow Coins: Grant 25 gold

Blue Coins: Grant 10% missing mana (minimum 15)

VFX Added for Favor similar to relic shield with colors representing the color of the coin that will drop yellow-blue for a mana coin and pure yellow for a gold coin.

Pickup Range for the coin is shown around the coin

These changes would provide coin with greater visual clarity for the user and opponent allowing denial of coins in all stages of the game.

The item would no longer give away which lane you are ganking since coins drops would no longer drop at random chance.

Allows users and enemies to see which coin will drop and at which time.

When we look into the past old coin would give 6 gold and 3 health back per minion it was reworked simply because it was hidden value with little visual clarity comparable to the current iteration of coin.


Support Core Items

Looking deeper into the Ardent Censer & Zeke's Convergence


Ardent Censer

Allows enchanters to enable the marksman to carry

  • Great stats AP, Heal & Shield power, and CDR

  • Doesn’t feel great to play vs no way to disable the item

  • Too strong when the buff is given to certain heroes and in combination with Runaan’s hurricane

  • Doesn’t count healing as the supports heal since the marksman triggered the damage which enables the heal (not reduced in aram due to this)

  • Damage isn’t correlated with the heal you always have a flat number even if the damage is different

Suggestions:

Iteration 1

Current:

UNIQUE: Heals and shields on allied champions (excluding yourself) enhance their basic attacks for 6 seconds. Granting them +25% attack speed and 25 bonus on-hit magic damage healing them for the same amount.

New:

UNIQUE: Heals and shields on allied champions (excluding yourself) enhance their basic attacks for 6 seconds. Granting them 25 bonus on-hit magic damage healing them for the same amount of after damage calculation.

Makes ardent censer worse vs baron, dragon, and enemy champions while leaving it untouched vs minions.

Potentially balances the item but could receive minor stat nerfs in the base item after these changes if the overall power level is still too high.

Iteration 2 (Experimental)

Current:

Unique Passive: Your heals and shield on another allied champion grant them 25% Attack Speed and their attacks drain 25 health on-hit for 6 seconds

New:

Unique Passive: Your heals and shields on another allied champion cause their attacks for 6s to heal for x over 1s

Ardent censer remaining an on-hit item could prove tough to balance in the pre-season with berserk coming out soon.

Berserk: 3 seconds after damaging a champion you go Berserk, gaining 60% Attack Speed for 3 seconds. You can extend the effect to 10 seconds by attacking an enemy champion. Berserk lets you transcend the attack speed cap.

These changes are directed at enabling the item to be even effectiveness on all champions who receive the buff and enabling objective plays around baron & dragon


Zeke’s Convergence
  • Potential to be a great item on divers with small tweaks

  • Radius feels too small

  • Unusable on ranged champions

  • Wording on the item is confusing

  • Statline is bad Mana, CDR, MR, AR

Suggestion: Iteration 1 (experimental)

Current:

UNIQUE: Casting your ultimate near your ally summons a local frost storm for 10 seconds. As the storm rages, nearby enemies are slowed by 20% and your ally's attacks burn their targets for 50% bonus magic damage over 2 seconds (45 second cooldown).

New:

UNIQUE: Casting your ultimate near your ally summons a frost storm around you and your binded target for 10 seconds. As the storm rages, nearby enemies are slowed by 20% and your ally's attacks burn their targets for 50% bonus magic damage over 2 seconds (45 second cooldown).

Zeke's becomes an item you purchase for more peel for your carries.

With this change the item may become too strong to bind to tanky tops and junglers.

Current PBE changes:

Zeke's Convergence Total cost lowered from 2400 to 2250 (Combine cost lowered from 400 to 250) Frost storm damage lowered from 60 per second to 40 per second

Doesn't solve the problem with the item only increase gold efficiency while leaving the item unchanged.

The item has 2 reasons as to why it's barely bought:

A.) Mana feels bad to purchase on most support champions

B.) Active part of the item is useless on ranged heroes


Masteries

Fearless & Windspeaker

Gives way too much value to squishy champions it currently gives 10% + 1.5 per level bonus Armor and Magic resist

At level 10 an ADC with fearless will be around 75 AR & 60 MR with no itemization in either resists when fearless is proc’d

In conjunction with windspeaker which gives 5-22 armor while the MR is half of that amount Marksman are reaching around 90 armor & 70 MR at level 10 with no itemization in either resists with fearless + windspeaker

Suggestion:

Current:

Grants 10% (+ 1.5 - 27 (based on level) flat) bonus armor and magic resistance for 2 seconds when damaged by an enemy champion.

New:

Grants 10% (+ 1.5 - 27 (based on level) flat) bonus armor and magic resistance [halved if you are ranged] for 2 seconds when damaged by an enemy champion.

Hopefully in the future stat ball masteries will be halved if they grant resistances to ranged champions.

Indirect nerfs to mini-gnar, jayce, and graves with this change but allows Marksman to be bursted easier.

While masteries are getting reworked into runes I'd like to see how the meta would've panned out if this mastery wasn't absurdly strong on ranged heroes.

We are still on the current system for atleast 5-6 more patches.


Autofill


This feature exists to reduce queue times but it doesn’t notify the champion select currently who was auto filled and what roles they played.

This can add frustration to the game in the future riot should add a feature that broadcasts a message to your allies champion select chat X player has been auto filled they q’d for A and B roles.

This would alleviate frustration of having to use 3rd party websites to see who is autofilled.


On-Hits consumed by Plants & Other Cases

In patch 7.16 wards consuming on-hit was severely overhauled plants did not see a similar update.

If an ability doesn’t help you attack the ward it shouldn’t be consumed this should be the consistent with plants.


Examples

Note: These are not every case in the game

Abilities consumed by plants:
  • Jayce (Passive)

  • Miss Fortune (Passive)

  • Master Yi (Passive)

  • Diana (Passive)

  • Lucian (Passive)

  • Nidalee (Q)

  • Nasus (Q)

  • Leona (Q)

  • Trundle (Q)

  • Volibear (Q)

  • Renekton (W)

  • Darius (W)

  • Jax (W)

  • Hecarim (E)

  • Blitzcrank (E)

  • Fiora (E)

  • Jax (R)

Abilities not consumed by plants:
  • Sona (Passive)

  • Gangplank (Passive)

  • Bard (Passive)

  • Sona (Q Aura)

  • Twisted Fate (W)

  • Kennen (W)

  • Kled (W)

  • Nami (E)

Similar Cases

Jhin (E) currently also consumes on hits as they are not in “ward class” to prevent on-hits from being consumed

Teemo (R) currently also consumes on hits when it also has ward health they were changed in patch 5.15 from flat HP

Zz’rot portal (building) consumes on hits when it also has ward health but was changed in patch 6.6 from flat HP [not tested in current patch 7.18]


Ammo System

Some champions are receiving max stacks of certain abilities on respawn while others are not.

This should be consistent unless it thematically fits that they generate things on death.

Note: Some cases might be missed


Champions that have an ammo system ability that is set to max stacks on respawn:
  • Corki (R)

  • Akali (R)

  • Zyra (W)

Champions that have an ammo system that is not set to max stacks on respawn
  • Teemo (R)

  • Gangplank (E)

  • Ivern (W)

  • Azir (W)

  • Jhin (E)

  • Taric (Q)

  • Vi (E)

  • Ashe (E)

  • Vel'koz (W)

Suggestion:

New:

Corki (R) changed to not default set stacks to max on respawn

24s to walk from fountain -> mid tier 1 ally tower Corki would only have 4 stacks of his R walking back from fountain to mid lane after dying at level 6.

New:

Akali (R) changed to not default set stacks to max on respawn 26s to walk from fountain -> top tier 1 ally tower

Akali would only have 1.5 stacks of her R walking back from fountain to top lane after dying at level 6. New:

Zyra (W) changed to not default set stacks to max on respawn

Zyra will have max seedlings by the time she walks back to bot lane after death.

<!-- SC_ON --> submitted by /u/ModernSupportNA to r/leagueoflegends
[link] [comments]

September 12 2017

10:36

September 01 2017

18:01
18:00
17:58

August 09 2017

04:58

can someone help me find a video of a nunu invading a galio and making the galio like rage quit and theres like a lot of memes or editing

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it uses that katy perry "when you say youre fine but youre not"

i watched it like a month ago and cant find it

<!-- SC_ON --> submitted by /u/The_Yeti_Rider to r/leagueoflegends
[link] [comments]

July 17 2017

13:31

May 24 2017

14:19

Keep receiving an email from Riot support containing a list of usernames associated with my account?

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I am an NA player who created an account on EU West a while back and for the last week or so I've received 5 total emails from Riot Account Services with a list of (one) account(s) associated with that email address.

Clearly someone is entering my email on the League of Legends site under "account recovery". I've disassociated that account from my main email address and no one has access to my main email address besides me. Is there any other security I should do?

<!-- SC_ON --> submitted by /u/FlaKK to r/leagueoflegends
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May 23 2017

23:11

I got an email from riot today.

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So i have not played the game in 8 months. Today i got an email from riot suport notifying me that someone using my account was trying to figure out my email adress so i took care of that and got my account back. Just after this i got another email with disciplinary Action from riot and a ban till Mon May 03 18:22:38 UTC 2100 for something that i have not even done.

<!-- SC_ON --> submitted by /u/copypaste_93 to r/leagueoflegends
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May 18 2017

21:29

ivey pushed to slack at RiotGamesMinions/lefay

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May 18, 2017
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21:29

ivey pushed to slack at RiotGamesMinions/lefay

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May 18, 2017
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21:28

ivey pushed to slack at RiotGamesMinions/lefay

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May 18, 2017
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