I love immobile champs. The last years have been the worst.
Mobility creep only grows year after year... Why would I pick brand instead of lb? She can burst easily, is much better at laning phase, much safer and can escape easily from a bad situation.
Brand has much higher team fight potential damage and is better at taking objectives. I'm curious as to why the first of those points isn't particularly poignant. You have any thoughts on that matter?
Mind you, I'm not disagreeing. I played Brand vs. Kassadin the other day, and felt the same way. Kassadin's lane felt stronger, his priority-target burst felt more accessible, and I knew that he could push deeper and harder because he had good escape potential. Likewise, I just got finished watching Faker's LeBlanc vs. a Heimerdinger in solo queue. The Heimer actually outplayed LeBlanc quite a few times and yet, even as Heimer's team went on to win, I kind of felt bad for the little guy because he did get zoned some in lane, and when he capitalized it seemed more like LB's mistake than his stellar play.
@Meddler what's the status - Tanks and Jungle - can we get Update ? , that silence is "sad" . PLEASE
We're aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3's the current live patch, design work on 5.4's just finished for context). To start with that'll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).
UPDATE: Added semi-locked camera option and context on new items!
NOTE: There's new PBE exclusive system which gathers info on how people jungle. It won't be shipped to live and it's for feedback purposes only. Click here for more information. NOTE2: There might be some changes to death recap.
NOTE: Those are placeholder images. We don't know exact numbers on the items yet.
Click to Consume: Places an invisible blind sentry in a brush for 5 minutes. The plant will ping the map if a visible or invisible enemy is within 900 range. (Can be placed only in brush)
Note: The following item is highly experimental and probably won't ship any time soon, if at all. All assets are temporary and are absolutely not final.
I'm putting up some experimental content for exploration.
Mandrake Ward 50G
Click to Consume: Places an invisible blind sentry in a brush for 5 minutes. The plant will ping the map if a visible or invisible enemy enemy is within 900 range.
(Counts as a Stealth Ward) (May only carry 3 Stealth Wards at a time.)
This is intended to be an early game ward to protect the lane against the jungle without revealing a jungler's prospective health or directional pathing. It's also an answer to early game stealth for lane protections now that pinks are fairly woefully inequipped at dealing with the task. There's some neat tricks (it can sense over walls) that it has currently - but it still needs a ton of iteration to feel usable personally.
Will be doing some polish work over the next couple days trying to get it in a cleaner state - last I checked, I missed a file somewhere and it's probably super bugged on PBE - also need to think about ping throttling the thing in terms of sounds and motion. Eventually it'll require a custom ping sound and error handling - but for now, everything is highly temp and experimental.
I'm curious to see whether or not people feel like the item's purpose is clear.
The item hopefully doesn't feel like it's worth a slot end-game and make end-game consumable purchase cycles even worse.
Question here is how often will it ping? Does it ping only once when you enter the vicinity, making you wait patiently till the enemy feels somewhat safe?
One ping. Currently it'll reping if they're still there in the area after 10 seconds but I'll probably be adjusting this rule.
Where does it ping? Does it ping where the ward was placed sort of like an alarm system or does it ping where the enemy breach occurred?
Currently it pings at where the breach occurs - but given that it's a mini-map ping, you're not really going to catch any difference - though you're right that it should probably ping itself rather than the point location.
Somewhat redundant but does leaving and re-entering the vicinity re-activate the ping?
Yes - at the moment. I'll need to put some sound throttling here for testing purposes.
Luden's Echo [Not available]
Recipe: Needlessly Large Rod + Aether Wisp + 650 gold Total cost: 3100 gold +120 Ability Power +7% Movement Speed
UNIQUE Passive: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+15% AP) bonus magic damage to up to 4 targets on hit.
so, the title pretty much covered this but we've got a new ap item hitting the pbe soon! as we mentioned in the 5.2 patch notes, we've been spending some time exploring a few different options to add another "late-game mage item" into the game. we're now at the point where we want to share one of those directions with our pbe testers and see how the item is received with a wider audience. one of the goals of these explorations was to discover something that is especially exciting to a particular mage play style, and as you'll quickly notice, this item takes the basic actions of moving around the battlefield and repeatedly slinging spells and rewards them by casting its own spell into the fray! we have some initial thoughts on which play styles are in want of something like this, but more importantly we're interested in seeing what the community does with the new item.
alright, let's talk about our current timeline! this item should be on the pbe soon (tomorrow if everything checks out okay) but will not be shipping in the 5.4 patch—we've still got a bit of testing and number crunching to do on top of getting non-placeholder art and sound. if you're wondering exactly when this would be shipping, the honest answer is that right now we're focused more on getting the item into the hands of testers and confirming that we're happy with this direction than we are about shipping anything by a certain date. the classic "when it's ready" shipping date, if you will.
with all that out of the way, here are the item stats of the first pbe iteration! [...]
Love the item name :'] So it's like the AP version of Statikk Shiv huh? Does it also take the same time, regarding gaining charges?
it's a bit different since one of the triggers is spell casts instead of basic attacks, so the cadence depends more on which champion you're playing.
i believe the tuning in the first iteration that should hit pbe gives 20 stacks per spell cast, and gives a little bit less from moving than statikk shiv does.
Mana Gem [Not available]
+X Mana +X Cooldown Reduction
Mana Item [Not available]
+X Ability Power +X Mana +X% Cooldown Reduction
Increases maximum Mana by X and generates stacks of Insight when spending mana (X conversion rate) up to X stacks (X of maximum Mana). UNIQUE Active - Mana Burst: Releases a shockwave, consuming all stacks of Insight. Enemies hit by the shockwave are dealt X (+X*AP) magic damage. Allies hit by the shockwave restore X mana.
Semi-locked Camera Option
New in-game option arrived. Allows you to look around your champion, but he can't leave the screen. If you move your champion, the camera moves with him like on fixed screen.
We're testing changing Smite to measure from edge to edge, rather than from center to center, and then reducing its range. That means that against big targets (like Baron or Dragon) it will have the same effective range it currently does (they've got enormous models, other monsters like Blue/Red it's very slightly shorter against, think half a step's worth). Against champions by contrast it will have a noticeably lower range. One of the reasons behind that change is the belief that Chilling Smite is making skillshot/free targeted offensive dash junglers (such as Lee Sin, Jarvan, Amumu etc), more reliable in early ganks than they should be.
RE: Smite change - we're switching it from center-to-center targeting to edge-to-edge targeting. What this effectively means is Chilling Smite range is effectively down by about 150, but vs. monsters it's relatively unchanged because monsters have HUGE hitboxes.
Mace of Spades [Q] - Now grants 75 range and deals 80/105/130/155/180 damage (down from 80/110/140/170/200) to three targets. Ratio reduced to .3 (down from .4). Now deals 132/165/198/231/264 (down from 132/181.5/231/280.5/330) on a single target. Mordekaiser gains a shield valued at 4% of his max health per target hit but it is doubled if it was a singular target. Health cost now 12/16/20/24/28 (down from 25/32/39/46/53) and cooldown lowered to 7/6/5/4/3 (down from 8/7/6/5/4)
Creeping Death [W] - Health cost reduced to 18/22/26/30/34 (down from 26/32/38/44/50). Ratio reduced to .15 (down from .2). Now grants a shield on Mordekaiser if cast on teammate and grants both him and his target 60 movement speed when walking towards each other. Grants shield valued at 1% of max health for every enemy struck.
Siphon of Destruction [E] - Health cost lowered to 20/24/28/32/36 (down from 24/36/48/60/72). Ratio reduced to .5 (down from .6). Grants shield valued at 4% max health per target hit.
Children of the Grave [R] - Now grants 30% of the target's ability power, 25% of their bonus health to Mordekaiser and the ghost gains 25/50/100 bonus attack damage and 15% of Mordekaiser's max health. Grants a shield valued at 2% of his maximum health per second.