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Veigar op? wtf....
he is likely the first person to die in ganks....
1v1 ap vs ap
Veigar op? wtf....
he is likely the first person to die in ganks....
What do you mean you cant play kata against veigar?
1) u can easily escape his ult, just don't walk into the walls and dodge other spells + u have ur shunpo
2) kata is epic against squishys like veigar cuz he dies in 1sec
Why do you say 1v1?
It's a team match game...duh.
Hm. Okay, well, I suppose it's been a while since I've given an update so I'll chime in on this a little:
Following up from last time, the general problem(s) with long term stealth was:
1. There was no way for the opponents to get an inkling of how clever the stealth player was being, and thus there was no good way to get a sense of how that player operates.
2. Stealth is claustrophobic in the way that it makes you play.
3. Stealth gives very powerful scouting information while simultaneously hiding that information from your opponent.
We tried some iterations past the first few tests, with Paranoia, alternate resource bars, footprints, phasing and mark systems but in the end, we settled on the current system because it was the simplest solution for long-term stealth. In short: "Everyone has reduced Oracles, but Evelynn and Twitch are perma-stealthed."
Some Partial Stealth Details
Disclaimer: I fully understand this destroys a *lot* of the current stealth gameplay changes. Unfortunately, through lots of iteration, I was unable to capture the feeling of pure invisibility while in stealth while having fun gameplay. In the end, I decided to opt for a very simple system that was highly understandable over some more fiddling mechanics.
1. Evelynn and Twitch are permanently stealthed when they rank their level one stealth abilities. However, Evelynn and Twitch can be seen when they are within X units of an enemy champion (Slightly under vision range), or when they are within a true sight radius.
If they attack, they are revealed briefly for 2 seconds before going back into stealth.
This 'X' is being adjusted for feel between the two champions. 'X' is smaller than champion vision radius, so you can "stalk" an opposing champion, but it will be farther away.
2. Evelynn and Twitch have a "sight gem" above opponent's, telling them when the enemy can see them or not and whether they are "safe" (green sight gem), "warning - you are close to being seen, but still unseen" (yellow sight gem) or "being seen" (red sight gem.)
Results
Long Term Stealth, in this case, has been removed as a primary initiation mechanic but allows Eve and Twitch to cross minion vision and regular sight bubbles with impunity and sneak into brush patches by circle/stalk their opponents. Their opponents can likewise spot-check areas with their own reveal radius and create zones were stealth characters "probably aren't, otherwise they'd be seen."
The sight gem allows the Eve/Twitch player to take much of the guesswork out of figuring out when they were being seen or revealed and allows them to put more of their thoughts on clever positioning and sneaking around their opponents, especially for lane ganks.
This also lets us make them more combat oriented characters that don't immediately blow up on start. In general, this stealth has proven to be very difficult to use but allows characters to have some bluff gameplay and interesting circle/stalk gameplay in testing. Your characters can still scout, but at a highly diminished effectiveness (due to the increased range.)
In team fights, stealth proved to be less effective than before, so the character's combat viabilities are being looked at through reworks/remakes.
What is blocking us on releasing this:
1. There's a pretty big problem with the concept known as Oracle-Sweeping. We'd want to replace Oracle's elixir with someone that doesn't cause such weird gameplay but as to what would be a *good* replacement is a little up in the air.
2. General particle/kit rebalancing work - We need to heavily redo Evelynn and Twitch's kits and that comes different visuals and graphical effects.
What I am testing right now - Additionally
Sight wards as being partial motion sensors - Sight wards signalling when a hostile is moving nearby?
"Robot Chicken" scout drone
"Wriggles" for supports?
I probably shouldn't do this but as compensation, some sneaks..
Evelynn can have her stun back, because now you have advanced warning of her when she steps in. She might need a short-step-stun in order to successfully initiate. Testing required. Twitch has proven to be a slightly harder problem in internal testing.
As an aside: Hate spike is now awesome (for me, at least). Evelynn now has Champion prioritizing Lurker Spines. This makes her lane less bad.
As usual, feel free to ask questions for a little bit as I stick around. I don't know all the details of the full remake (as Live better understands that new environment). Sorry for the delay, but with Orianna/Champion pipeline and such, this has been somewhat of a lower priority for me.
Hey all,
This patch, we're getting the long-awaited global teleport tech, which allows us to limit the range of global teleportation abilities.
This means Pantheon, next patch, will have less teleportation range than on live currently. This is a big opportunity for us and you to shape the direction of Pantheon's changes - we want you to try him with the new range and tell us what you think he'll need to be fun and viable again. Changes could range from numbers to skill reworks, anything really. We have ideas, but we know you've wanted this for awhile - let's get together so our team can deliver what you want more effectively.
Our goal is to get this out in the patch-after-next. We have a few additional tech cleanups to do on him in the meantime and wanted to take this delay as an opportunity to really give fans what they want to make Pantheon awesome again.
Please post your thoughts here - I may be able to comment some but I will be following this thread heavily and forwarding all feedback to the live team working on the Pantheon changes.
EDIT: The goal is to overall buff pantheon but if there are aspects that you find incredibly frustrating or OP on current Pantheon please address them here as well. This thread is to make Pantheon universally more awesome for those playing him and those playing against him.
Morello gave an update on TF as well.
Quote:
Originally Posted by Morello
To answer the TF concerns, we are not planning TF buffs at all. We'll see how much this actually effects him, since he's a must-ban right now, buffs don't make much sense.
Pantheon is considered really weak however, so we're lining up buffs here, but wanted to gather your feedback as well.
I'll start compiling my comments as well so folks don't need to dig to find them.
Quote:
Originally Posted by MetalNanis
Thanks, But don't you think after nerfing his ultimate you should buff him in the same patch or panth is just getting more pathetic until we wait for the buffs.
We do have some Pantheon buffs incoming this patch but they probably will not make up for losing his global ultimate.
Quote:
Originally Posted by Usitarie
So what are the actual numbers for the ulti range of panth and TF? Is it the same as Nocturne
I believe it is 5500 range which is approx from the center of the map to the mid lane inhibitors. It may not be global but it is REALLY far.
Quote:
Originally Posted by Tubia
One last thing;
FeralPony, if you didn't even take time to read this i assure you i'll kill many many ponies.
My 2 cents.
O.O
Summoners!
As you know, this past week we experienced a few issues that prevented us from being able to patch. We are pleased to announce that these issues have since been resolved and that we are on schedule to patch this Wednesday at 0:30 UK time. This patch will include all balance changes and skins originally scheduled for release last week, with Leona to follow once we have made sure that our servers remain stable. Note that we will turn on Leona in both North America and Europe at the same time. We expect the maintenance to the end around noon UK time.
Thank you again for your patience, summoners! We know you really want to play Leona and understand that this wait was less than ideal, but we always want to make sure we provide you with the best possible player experience. Thank you for playing League of Legends!
Hey all,
We've got a pretty exciting update coming in for Tryndamere in the next patch. There's some fun content surprises related to it, but I wanted to talk about the mechanics side of this update;
Rage
Ever since Renekton, we've been thinking about the potential of a rage-related system to Tryndamere's Bloodlust. We've utilized the resource system to manage Bloodlust stacks;
* The bar maxes out at 100 Rage
* Each normal hit Tryndamere does to any minion or champion grants 5 Rage
* Crits grant 10 rage
* Killing blows on anything grant double the rage (10 for hits, 20 for crits).
* Bloodlust's bonus is now based on the rage you have (for both the bonus stats and the heal).
Why change this, you may be asking? A few reasons drove this:
* Tryndamere is great in mid and low elo, but really falls off in more competitive play. This is largely due to an early game that's really binary, and how hard it is to do anything if you can't dominate your lane. The rage system evens this out a little bit.
* Bloodlust is hard to understand as the opponent, and watching the buff bar is not as optimal for the user experience. By moving the same mechanics into the resource bar, it's easier to see and communicate, plus generally "cooler"
* It makes sense! Tryndamere is a barbarian that uses rage-themed skills A Fury meter would be what we would had done if the tech were in the same state when we launched.
We think this is going to be a nice update for Tryndamere, both for players who use him and players who fight him.
@up
<3 you cuz you always post source on things<3<3
Weird changes to eve and twitch
The stealth changes have been testing quite well. I have played both Evelynn and Twitch several times internally and enjoy them a lot more than I do on live. The key thing to remember is that both Evelynn and Twitch get buffed as a result of these changes as we are shifting a lot of the power out of stealth. Additionally, it takes a bit of getting used to but using the new stealth successfully feels amazing playing as Twitch or Evelynn. It is more fun for the stealther and feels infinitely less terrible on the receiving end.
I think Xypherous (who did most of the work on the system) and Shurelia (who did the Evelynn/Twitch updates for Live team) did a really good job on it. There is still a bit of work to do on the system (mostly fine tuning) but it should be awesome when released.
I'll forward any feedback you guys post here to Shu and Xyph.
I LOLD at my last game
Won as rally, smite soraka. i pwn and get them all to dump thier ignites and exuhasts etc then team comes up for cleanup
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