Yeah Riot said they didn't like how her W worked because sustain + power spike in the midgame that let her assassinate people + true damage. Nevermind that meanwhile and afterward they kept mixing true damage and %missing HP damage on most of their champs and their love of nerfing anything resembling a lane bully or a champ with a power curve that isn't either flat or going up toward the late game.
Caitlyn's an exception but that's one they won't be able to handle without removing her W and nerfing her range, eg. one they won't be able to handle, they have to leave her with her atypical curve, which is a great thing.
On March 17 2018 06:03 NeoIllusions wrote: Riot speak last year on why she's getting VGU. Interestingly enough, Riot did fly in the NA Irelia one trick in Dec to playtest the new Irelia but nothing's been released or teased yet.
ICU also did mention that he really liked the rework
I've always thought it'd be cool if irelia had some sort of ori-like / olaf-like interaction with her glaives.
Like say move her R to her E; E shoots a blade olaf style then you can Q to it or pick it up. Put stun on W and rework it so it's less... frustrating for both player. Maybe just a slow? Make her E charge based with the ability to pick glaives back up and say a max of 4; then you put old W in her passive along with a bunch of her stats (say 75%) and you base the stats gained from passive on how many glaives you have / their distance from you. So essentially you're either juggernaut with all glaives with mad on hit damage, or you're squish & mobile with no glaives. New R just give you more glaives to work with for a short time.
Maybe base W slow/root/stun on number of glaives you have? And I think different q CD for targets and glaives.
Hmm. Perhaps an overloaded kit though. Move overt certainlyT. I feel it would really embody the "soul in blades" lore and current blade surge gameplay.
Move R to E, make her passive on hit healing, W now slows an enemy or stuns if they have recently been hit by a blade, R pulls blades in removing CC if you had 3 or more out and marking nearby enemies bladed or whatever
Q doesn't go on cooldown to enemies recently hit by a blade
thats my random guess for how they make irelia too op this time and then nerf her into the ground after a month
the combos would be fun though, EQWautoEQ forever and if they CC you bam press R and start it all over again
On March 17 2018 03:14 Sent. wrote: Just listed examples of champions that can't do much mechanically. Nunu might be too simple, so I wouldn't mind seeing him reworked into something with a higher skill ceiling, but I'm not sure if I want to have Ashe / Warwick and a champion more complicated than Azir in the same game.
It's like "(slow) Zealot vs Marine" in sc2. A Bronze Protoss will murder a bronze Terran, but if they're both gold or higher the Protoss will always lose regardless of how well he can control his Zealots. In Starcraft you can play around that by adding other units, but you can't do that as easily in LoL.
i never understood this train of thought when it comes to designing champions. if the champion is viable at all levels, why does it matter how difficult he is to play? dota has invoker and meepo and then has lion. lion is one of dotas oldest heroes and has never been reworked but is completely fine also. the underlying problem is more so the fact that button mashing in lol is a legitimate way to play the game once youre fed. if you actually had to think about when and where to use your skills like in dota then the complexity of a champion becomes less of an issue
If a champion is mechanically simple and viable at all levels, there is a risk a terrible player can play him as well as a good player. If a champion has a very high skill ceiling and is viable at all levels, he's either a design marvel or overpowered at the highest level.
I'm just worried a multi-unit champion in League would end up with 42% win rate in solo Q and pick/ban status in pro play.
I'm kind of on evils side on this. There are a lot more skills in the game than just controlling your hero. If a bad player can play a hero as good as a good hero that signifies there are more fundamental issues to the game.
Lion is mechanically simple but all the map movements,timing etc. really changes how good a player can be.
edit: I should mention league is obviously more focused on mechanical prowess over the other intangibles. It's partly why you see so much complaining from reddit about "this game is too much of a team game now". People never bothered to learn all the other skills instead of mechanical ability so as riot as shifted focus their performance dips.
On March 17 2018 20:10 Sent. wrote: If a champion is mechanically simple and viable at all levels, there is a risk a terrible player can play him as well as a good player. If a champion has a very high skill ceiling and is viable at all levels, he's either a design marvel or overpowered at the highest level.
I'm just worried a multi-unit champion in League would end up with 42% win rate in solo Q and pick/ban status in pro play.
I mean, if that is your definition of design marvel, Irelia is one. She's like a 49% winrate in all SoloQ, same with Bronze and like .5% higher in Diamond.
On March 17 2018 23:28 Sent. wrote: Yeah some versions of Ryze, Azir and Leblanc were like that
They were all like that for different reasons though. Ryze is the saddest because he used to be such a good beginner champ that was also decent in pro play. Ryze's problem is the Warp is hard to use and his combos are just so non-intuitive now, Azir is the kiting vs. engage problem for pros, and Leblanc was just a problem with both Ping and technical execution.
I do think a meepo-like character in LOL would have balance issues (but the same is true in dota), but a Brewmaster type champ that has multiple characters for a limited duration on Ult IMO wouldn't have huge balance issues and would work gold +. People always played Yasuo even when he was a like a 46% pick
On March 17 2018 08:00 AdsMoFro wrote: <iframe width="560" height="315" src="https://www.youtube.com/embed/QgNJVHDnH94?start=1710" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
Here's a Rioter talking about Irelia. Basically, her ult's been moved to another part of her kit. Her Q has been amplified. New ult and another brand new ability
Bless QT and Scarra's heart for defending Nunu's current design.