Some good conversation in this thread.
Some clarity on the intended functionality of her abilities:
Q- Is supposed to refund the CD when cancelled by enemy spells. Currently bugged vs. certain types of crowd control. Also may have a bug where the stun duration on the hit is a tad inconsistent. Will fix these after holidays ASAP.
E- The reason E feels slow is because it doesn't just reset your auto, it also halves your attack frame. This causes the E attack to hit twice as fast, creating a longer space between it and your next attack.
000X00 <---normal attack
0X0000 <---E attack
You're still effectively increasing your number of attacks per second due to the auto reset but I recognize that it FEELS a tad clunky regardless. Will look into ways to make it feel better. Would also need to consult live about this. A faster E would give her a ton of power.
R - Assault and Battery is intended to be UNSTOPPABLE. If you use this on someone they WILL be knocked up unless they go untargetable or become immune to CC. That said, I intentionally made it so people can CC you once you start the uppercut animation (directly after the dash). Any CC applied during this time will take effect but SHOULD NOT cancel the knockup or damage. Example: You ult Ezreal and LeeSin kicks you as you're dunking your target. What should happen is A) you get knocked back and B) Ezreal still gets knocked up and takes damage. If displacement abilities and flash are canceling the ultimate completely they are bugs and will be fixed as soon as the office opens up again. In terms of Olaf and Morg being able to dodge ult damage, this is something I need to bring up with the live team. I feel like they should still take the damage (while of course dodging the CC) but this may be inconsistent with other abilities in our game.
Keep the feedback coming!
Quote:Yeah, the Q canceling is pretty annoying when it doesn't refund the cooldown or mana.
Also, does the E longer attack unit actually increase attacks per second because of auto-attack reset if you mistime it? It is always 100% more attacks per second no matter what frame you use it?
One problem I have with the ult is spell shields make it feel pretty bad. Sivir can spell shield to negate the damage and knock up -- wish it was only one or the other, although that would probably make it even stronger to the level of OP.
Really wish her passive had a better visual indicator -- it is almost invisible to me and doesn't feel like it has any oomph. Her W has a very distinctive graphic, but her passive just has nothing that stands out.
Every attack has a windup followed by a hit and a winddown.
Say a normal attack's windup takes 4 frames to windup and then 6 frames to winddown. The total attack time would then be 10 frames. Vi's E hits twice as fast but does not decrease her total attack time, resulting in a windup of 2 frames and a winddown of 8 frames. Again, the total attack time is 10 frames.
But Gypsy, don't autoattack resets speed up your attacks? If her attack time stays the same where is she getting the benefit?
Well dear reader, the benefit comes by canceling the winddown of the PREVIOUS attack. Say Vi attacks three times. Attack frame windups and winddowns will look like this:
4+6,4+6,4+6 = 30 frames
If we just want to see the # of frames between each hit:
Now say she puts an E in the middle of the sequence, using it to CANCEL the winddown of attack one. Attack frames will now look like this:
4+0,2+8,4+6 =24 frames
and # of frames between each hit looks like:
So you see using our imaginary time units Vi's E grants gives her faster DPS over three attacks, BUT the time in between attacks 2 and 3 ends up being a bit longer, causing her E to feel sluggish.
On the bright side of things, the E hitting twice as fast means a pro Vi can animation cancel EARLIER and use that time to run after (or in front of) her target.
Quote:Solution: Bigger bubble? Riven sized bubble stands out just fine.
Vi's shield isn't that huge to begin with and won't get much bigger as the game progresses (unless you stack warmogs). Because of this we wanted to make its particle a little less loud to more accurately represent its power level.
I like her playstyle but do not like an outcome.
As any other to planer she can snowball out of control if she will get an early kill. To bad most of the popular top laners can simply annihilate her, not even talking Elise who will perform the most rough lesbian rape you ever imagined.
She has more potential as a jungler as it seems but again, why would you pick her over Lee or even Amumu? Her only way to engage pre 6 is at the same time her only way to disengage. And she can not fight **** on low levels because her E stacks are discharged most of the time, so all she has is her AA and occasional Q.
It looks crazy but her strongest lane so far is mid...she can jump on an ap carry and punch him right in the face and since ap carries hardly can snowball from just one kill she can fight even if she got herself killed.
I have stopped playing her because she feels like a noobtrap. She looks too versatile, can be played as top, mid and jungler; can be build as bruiser, assassin and tank while in fact all of her aspect and builds are sub par when compared to dedicated junlers, top or mid laners, assassins and bruisers.
Great potential on paper, great gameplay mechanics, not rewarding. It is time to jump back on Jayce\Elise wagon.
We want Vi to feel powerful under the right circumstances (like when she has a team that can follow up on her, initiate for her, or provide her with CC) and if that isn't being realized we'll tweak her accordingly.
Quote:I need to hear an explanation for the self inflicted slow on her Q. It has to be charged for 1.25secs before reaching 600 range; not only is that distance just average, but a 1.25sec "tell" on a skill shot gap closer makes for an extremely easy dodge on a Vi initiate.
Also, the LoL Wiki ranges are incorrect. Q's dash range goes from 250-725, the AoE also extends ~200 units in front of Vi so a full charged Q can hit people standing ~ 900 units away provided they aren't moving