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  • posted a message on The Slow, Sad Death of Melee Auto-Attackers

    Some good points made in this article. But I think it's actually not that hard to fix melee autoattackers. There is only 1 thing necessary: REACTIONARY SKILLS, including defense and gap closing. This is already in many melee ADC's kits, but can be improved on to apply more rewards for proper execution and counterplay.

    For example Yi's Q. As an AD Yi, beyond early game damage and waveclear, this ability is very useful defensively and as a gap closer. If timed properly you can disjoint certain abilities and you can also follow people over obstacles. Unfortunately, the time it takes Yi to finish casting and reappear depends on the number of targets. This makes the skill highly unreliable. I propose making the cast time constantly maybe 1 second. Therefore if you predict someone will flash over a wall or is going to stun you, you have the 1 second window, with which the player must make a gambit on the opponents next move. Play and Counterplay, all in 1.

    The same may be applied for Yi's W. As a melee skill it can be used to mitigate damage but raising your armor and mres. However it currently takes too long to kick in ~0.2 seconds and is made channeling for the heal, to give people a chance to interrupt it. I propose to scrap that shitty idea. W should be a short/weak non-channeling heal and activate similarly to Garen's spell. Then you can add something on it like an auto self-cleanse when the heal pops its final tick or just give him the mres and armor throughout the small duration. This may sound similar to Fiora's Riposte and you would be right since this is the basic kind of mechanic that separates melee ADC's from tanks, reactionary abilties. Unfortunately, Riposte is a POS, as it blocks only 1 auto, no spells.

    (Some of these changes may or may not trash AP Yi if they were implemented, but no one wants to play that douchebag anyways.)

    Posted in: Emeraldw
  • posted a message on [Updated] - An ancient mystery in Runeterra - New Champion Tease Starting

    MALIKEN?!?! DOOMBRINGER??!?!

    Posted in: News
  • posted a message on Pax Skin Giveaway - Riot Graves and Full Metal Rammus, Xelnath on Xerath's Passive, Champion & Skin Sale, Gladiator Draven Live

    hi

    Posted in: News
  • posted a message on The Gathering Storm

    Nice mathcrafting, but before anyone judges the item on the math alone, some of the most important attributes of the item are left out or unclear:

    1) Target Seek Range: Already mentioned by at least 1 person. Matters for a lot of reasons. Risk of positioning in teamfights. May not benefit Varus that much if range is his attack range (unless maybe built as an AP Hybrid? :P). If range is not attack range but a set value, it may or may not benefit kog/trist/twitch.

    _edit_ + Seek Angle also matters for same reasons.

    2) Target Priority: Build in champion prioritization or minions/summons/neutral camps will get in the way.

    3) Minion Aggro: Edge case since people probably won't be getting this early but will it allow to harass with 0 aggro (especially if target priority built in)?

    4) Bolt mechanics: I ask because the picture reminds me of Lulu Pix bolts. Are they interceptable?

    5) Other more minor/specific interactions: Interaction with thornmail? Randuins? Blind?

    Other notes: Any word on PD, IE nerfs?

    This is a longshot but even Deathcap nerfs may encourage Varus, Kog, perhaps Lux to test out attack based caster builds. :P

    Posted in: Gentleman Gustaf
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