L'entre deux MAJ (#13)

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Mouai et on peut aussi parler d'Ez qui se soigne, Tf qui pouvait stun en zone et qui avait son ulti actuel en E ou Nocturne qui pouvait lancer sa paranoïa à 4000 range et qui pouvait ramasser des assist sans rush sa cible .

Sinon shen il s'est bien fait nerf quand je vois ça sur wikia
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Publié par Zafiro
Shaco ,le seul jungler qui passait lvl 3 à 2 min et genankait en meme temps ta lane et faisait 600->0HP en un combo avec un jump A 600 de range O—o
Il peut toujours passer lvl 3 à 2 minutes quasiment, 2min 15 ptêtre.
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Publié par Bya
Tu devrais faire une chaine youtube/un blog où tu racontes les évolutions des persos comme ça.

J'suis sur que ça aurait un gros succès.
ca tire a vue ici
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Publié par Gokudo
ca tire a vue ici
Je suis on ne peut plus sérieux. Aucun sarcasme de ma part, je pense vraiment que ça intéresserait les gens.
Moi la première. L'évolution du jeu m'intéresse beaucoup et surtout la tournure des personnage comme les reworks de passif de Jax, ou les reworks tout court de Eve/twitch
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Publié par Merseankh
Moi la première. L'évolution du jeu m'intéresse beaucoup et surtout la tournure des personnage comme les reworks de passif de Jax, ou les reworks tout court de Eve/twitch
Moi aussi comme les modifs des sort d'invocateur avec le temps je crois qu'avant nunu pouvait cleans puis ulti et sont ulti ne pouvait pas se faire interrompre des trucs comme sa qui sont fun a savoir
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Publié par Bya
Je suis on ne peut plus sérieux. Aucun sarcasme de ma part, je pense vraiment que ça intéresserait les gens.
ah ok ^^
etant la depuis la beta fermée j'avoue que je peux pas comprendre ce sentiment
On continue la construction du Jayce nouveau

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Publié par Xypherous
Feedback! Awesome.

Again - still not sure when you're going to get this on the PBE but hopefully we can really hammer on this until Jayce reaches a state where people are comfortable with his style.

Let me talk about some of the points raised here and my initial responses to the changelist proposed:

To The Skies!

I'm running into two problems here - his additional AD ratio on To the Skies! early is creating a large early game spike due to how much flat AD you can stack early - and his AD ratio on To the Skies! late is creating a bigger later-game spike after his full penetration / AD build becomes.

If To The Skies! is supposed to be a good way to melee all-in - having the ability so heavily dependent on the AD ratio for the damage seems odd as it means that Jayce is effective when he's ahead but fairly poor when he's behind.

Jayce's AD ratios late game are fairly ridiculous at the moment - we have to tone this down somehow but there are alternate solutions here.

Okay, so listening to reason here, simply toning down the AD ratio and give it higher base damages, especially with later ranks while keeping it physical damage should accomplish what I want it to do - while trying to attack both of the problems listed.

Great - This is why I talk to you guys early because I'm being reckless. Moving on.

Transform Abilities and the oddities of level 6

One of the problems with transform character is that their power level at 6 / 9 get heavily out of sync with other champions.

Hextech Capacitor will add magic damage on changing to either form - and that Hammer will provide passive resistanecs - but with non-linear scaling I can probably add a spike here in resistances / proc damage that will help curb some of the level 6 power here.

Removing the shred will tackle a lot of his abusive power - which means that the Capacitor can hopefully inherit this power.

We'll also need to remove some of the early level 1 to 3 power - so the curve on Hextech Capacitor should probably spike at 4/6/9 - so I'm going to try something like 5/5/5/20/20/20/40/40/40/65/65/65/95/95/95/130/130/130 magic damage first.

Hextech Capacitor and Hammer Form Resistances will get a spike in power at level 6 and 9 to help smooth out this curve.

Hyper Charge

Starting with 75%/80%/85%/90%/95%/100% may be too drastic for an initial pass - However, the goal here is to really put some power into hammer form as well - rather than a complete hyperscale form based on how many ratios you have.

It's hard to gauge how much of the power here in lane is from the heavy level-ups on the skill combined with the increase in AD - I'll try a smoother curve for the first iteration.

The problem case with Hyper Charge is how powerful the lane poke can be and how powerful the late game power can be - however, with 6 ranks in the skill and the new CD formula, I can actually change the levelups on this quite a fact.

Hyper Charge adjusted to - 70/80/90/100/110/120%.
Hyper Charge now deals 100% bonus damage on critical strike, rather than multiplying the whole attack.
Hyper Charge CD adjusted to 13/11/9/7/5/3 - CD starts after the cast finishes.


Let me update the initial post with the key points.
Toujours un WIP n'oubliez pas

http://na.leagueoflegends.com/board/...5#post39676765
A la par contre, j'aime bien, l'Hypercharge envoi sec. Avec 3 sec de CD quand up level 6, y'a moyen de voir du Jayce ADC malgré sa range moyenne.

Et je suis content de voir le principe de Karma avec 6 levels de spells repris.

Un PS quand même pour faire plaisir à Keyen : A quand des modifs intéressantes pour Rengar ?
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3s de cd au lvl 6 du sort c'est bien.
Et puis c'est bien ils ont supprimé le buff cumulatif des crits dessus.
Je sais pas depuis combien de mois j'ai pas pris un crit de Jayce mais oui ils sont sur la bonne voie
(indice : caper l'AS quelquesoit la valeur de base c'est un fonctionnement débile, mettre 3s de cd sur le truc après avoir consommé toutes les charges ca maintient quand même le sort en tant que stéroide le plus débile du jeu)
En attendant j'aime bien Xyph parce que ses posts sont construits et, même si les chiffres sont un poil déconnant, ça nous donne une idée de ce qu'ils ont derrière la tête en proposant ce genre de modifs:

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Publié par Xypherous
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Why not make it curve the smoothest way possible: Have Hammer Form give armor and MR equal to 3 +(2 * level). That's exactly equal to the current values if you take your ult at levels 6, 9, and 16, and there's no spike at all. Smooth as can be.
Let me explain:

You want his curve to smooth by attempting to match other people's power curves - not necessarily smooth because the smooth is linearly increasing.

For example, the resistances given in Hammer Form and Capacitor at level 6 (exactly level 6) need to try to even out the fact that Darius now hits you for 7 million true damage at level 6. (slight exaggeration)

So I refer to smooth in this case as not being unaligned with other champions - not smooth as in a linear function.

We've had a lot of issues with transform champions because their spikes in power are vastly different from other champions - if I can smooth a little bit of this out (not all the way, because the difference is valuable) with some base stat fiddling and some weird scalings - I think it'll make the playing as/against case much better.

Does that make sense?
http://na.leagueoflegends.com/board/...2#post39678122
A j'avais pas capté pour le crit :'( ! Dommage avec 3 seconde de Cd et un build damage + crit (need 0% d'AS hein ...) on aura pu tuer un ADC toutes les 3 secondes, balanced.

C'est vrai que ces derniers temps ont a vu des trucs assez flippant. Les idées pour Yorick toutes assez effrayantes (le perma ghost xD) a part l'ulti bien fun.
Ben sur l'idée c'est rigolo le truc de Jayce oué.
Par contre vouloir leur filer un pic de puissance au 6 comme les champions normaux c'est une idée de merde, leur avantage c'est d'avoir leur ult au lvl 1, c'est compensé par leur 6 légérement en dessous c'est normal
Sur le CD:
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Publié par Xypherous
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Hyper Charge is the main one, and for a couple of reasons. ADC Jayce is not built like traditional ADCs. I typically end up with damn near 40% CDR on him, or at least 30%. A 3 second cooldown on Hyper Charge would be really close to 1.5 seconds at max rank with max CDR, and you'd basically just be spamming W late game, whereas Jayce *should* have to use many of his abilities, and use them well, to be a force in game.
Actually on this note specifically - because Hyper Charge's cooldown starts when you press the skill - we're going for the cooldown here that doesn't change the timing of the live version much, other than removing the stringed use case.

Here's how it goes, Jayce's Hyper Charge is 3.6 second cooldown late game with 40% CDR - however, since it takes you a full second or more to discharge them, the cooldown till the next one is roughly 2 seconds.

This iteration simply starts the cooldown after you've used the last chage - hence the cooldown till the next one is roughly 2 seconds (or we'll adjust numbers till this is true)

3 probably isn't the right number here - it's probably closer to 3.5 or 4, will keep adjusting until it's closer to live pacing.
http://na.leagueoflegends.com/board/...8#post39689018

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Publié par Xypherous
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So the cooldown is, effectively, the same. Interesting.
Only at 40% CDR - it'll probably be slightly faster without 40% CDR.
http://na.leagueoflegends.com/board/...4#post39689124

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Publié par Xypherous
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I can't really say as I'm excited at these ideas. Moving past the necessity of cutting down on his siege poke, you're looking at moving that power to his W in his respective forms, in one case in the form of a constantly spammed AS steroid and in the other a wonky PBAOE with a new on-hit component.
Not sure I agree with this sentiment - as Jayce's cannon 'W' is one of the most powerful skills on his kit currently. It's one of the things that has to be toned down - for example.

The cooldown change on 'W' isn't meant to make it more spammy - but to recreate the same cooldown pattern that exists on live while removing the abuse of stringing them together back to back. Currently from testing, we'll probably be moving the low end cooldown of that to 4 seconds.

Additionally - one of the goals isn't to reduce To the Skies! or Thundering Blow damage - it's to trim off their extreme cases. Shifting power into To the Skies! base damages instead of its ratio's make it a impactful spell regardless of whether or not you are abusing early stacking AD or massive AD / penetration.

Similarly with Thundering Blow! if we do make any changes - it'll be to curtail its use case as a spammable repeatedly second-chance in lane.

As for Shock Blast - the goal here isn't to reduce the damage of Shock Blast - it's to give more counterplay and dodgeability to the actual Shock Blast itself. Shock Blast should be about clever uses of Blast / Gate combos - not the fact that it's gigantic and super fast coming out of fog of war.
http://na.leagueoflegends.com/board/...4#post39690984

Sur les chiffres de test dévoilés avant l'annonce officielle:

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Publié par Xypherous
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- Fixing Hyper Charge stacking. (Mostly neutral, but a nerf if you used it this way.)
- Reducing AD ratios on both Qs while increasing flat damage. (Solid late-game nerf, early game nerf if you went heavy AD runes / masteries / itemization)
- Reducing the use of Thundering Blow as a safety net in lane. (Nerf.)
- Making E-Q more dodgeable through reduced projectile speed. (Nerf.)

So nerfs to all three of his iconic abilities, an edge case nerf / fix to another...and to balance that out, the only buff you've floated to this point is the self-buff on Static Field.
Definitely a fair point. There's a lot of numbers that are up in the air that determine whether any specific change is a net buff or a net nerf.

Essentially, you can use low numbers to stamp gameplay out completely and this is a pattern that lowers the power level for every person using him. Or if we fix the gameplay to work out appropriately - I think higher numbers might actually be required in order for those play patterns to have the right risk to reward ratios.

Like, everyone complains about Nidalee Spear being spammy and super damaging - but Dark Binding obliterating your health and rooting you is fine - because the missile speed and dodgeability of the spell demands that yeah - you deserved to take that damage.

I guess the goal at the end of the day here is - If you weren't abusing the edge cases on Jayce, hopefully your power level will go up. If you were abusing the edge cases on Jayce's kit, then by all means - you should be hit as that's part of the reason why Jayce is so dominant in higher level play.

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GIVE THE MAN SOME MORE MANA!!!!!
Thundering Blow costs 40 Mana.

Really now.
http://na.leagueoflegends.com/board/...7#post39692437

Sur les prochains reworks/vus:

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Publié par IronStylus
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Now when you say champs from the second set, you're saying you would do a visual *update* right?

Like for example, Annie and Nidalee got UPDATES, Senjuani got a light REWORK, and Karma and trundle were destroyed I mean fully REMADE. So... You're going to make Malzahar look the same, but updated? Veigar too? Cuz I really really like them. Veigar could be made a little more elaborate but as long as he's senjuani-tier changes only, I think I'd be happy.

And the last set, the idea of 'forwarding their story through VU.' I think you really need to think about doing that with skins. Trundle should have become a frost troll, and then got a skin to show that. You would have made everyone happy and made a lot of money. Instead of make people mad. Give us 'jade empress karma' and a not ****ty kit, and you have a bunch of faithful karma fans cheer riot for finally showing they care. Instead you make them feel like they just found out santa's not real and neither is jesus or the icecream man.

So, if you want to make Jarvan more princely or give him more realistic armour or whatever, give him a skin. If you remade cait and gave her anything but her current outfit you'd have a ****storm. Quinn could use some updates (textureless bodysuit..) and Morgana could be updated, maybe with a less stupid top, but.. overall your list seems to be one of 'perfectly fine champions what is he talking about someone stop him.'
There indeed is a lot to be learned from our experiences on each of these characters. Going forward we’ve incorporated a lot of input we’ve received, internally and externally in regards to each character you mention.

However, as I’ve said before, Relaunch is essentially live balance for art and thematics. It’s changes made to a character for the holistic health of the game artistically, mechanically, and with greater concern for the IP. Currently there are significant outliers in consistency, visually, thematically, story wise, and gameplay. The goal of Relaunch is to correct those outliers and bring them back in line, where applicable, to address the core of how we want to portray these characters. Skins don’t address these core issues with the champion. Skins are aesthetic choices, not fundamental character balancing.

A while back, champions were never really created with goals in mind. Only recently did we start establishing goals such as established/desired player psychology, what fantasy we are trying to fulfill, how effectively are we allowing a player to roleplay that fantasy, and how generally fulfilling is that character inside the space we want it to occupy. With these directives going forward, we’re applying them retroactively also. Case in point, Relaunch. Older champions are now subjected to the same goal creation/adherence process that new champions go through. The aim is to make them look better, be more compelling/contextually concise, and play better.

I would put Viegar, Malzahar, etc, in a Master Yi tier of relaunch.

Here's the general tier list of VU/Relaunch which is in my brain at the moment.

This is in no way written in stone, but using what precedents have been set can inform the levels of VU or outright rework might be in store for certain characters. This is a comparison list of what has been done, not necessarily how things will be done going forward, but some parallels apply:

Trundle - Full character relaunch. Hard reboot, consists of complete visual, thematic, and complete gameplay overhaul.

Sion (?) - SPECULATORY/SUBJECT TO CHANGE. Heavy visual upgrages, possible change in thematics, major gameplay changes.*

Karma - Character "Chapter 2" relaunch. Soft reboot, consists of evolving visuals, thematic continuation of current story, major gameplay changes.

Sivir (?) - SPECULATORY/SUBJECT TO CHANGE. Heavy visual upgrades, possible change in thematics, minor game play changes.*

Master Yi - VU + Kit rework relaunch. Upgrading of existing visuals along the same lines as the original look. Thematic tightening. Major-ish game play changes.

Sejuani - "Corrective" relaunch. Adjustment of visuals to match thematic goals. Solidifying of themes and storyline, some gameplay changes.

Nidalee/Annie/Twisted Fate/Ashe/Soraka/etc - Straight VU. Might consist of some tightening here and there. Mostly aesthetic changes. Minor game play tweaks.

This list isn't really applicable across the board when deciding which character gets which sort of relaunch. It only generally describes the intensity of a particular relaunch, and may vary depending on the character. No character is the same, therefore no solution is the same to solving each’s particular challenges.

*Sion and Sivir are conjecture to a large extent due to how in flux those projects currently are.
http://na.leagueoflegends.com/board/...6#post39690986

Bon, par contre, ce n'était pas une blague ^^'

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Publié par IronStylus
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Quick question about Leona. I was wondering if she has any new skins in the works. I ask you because you always seem to respond to threads with her mentioned as well as defend her honor as a lady when she is spoken about in a negative light. As she is my favorite champion of all I would love to hear that there are new skins in the works. I hope for some possible response.
Sunbathing Leona, the skin I started to concept at PAX, is currently in the works.
http://na.leagueoflegends.com/board/...2#post39691352

Sinon, en vrac, 2 skins en préparation pour Skarner, 1 pour Zyra et un skin pour rumble demanderait autant de travail que pour un légendaire mais ils pourraient se servir de la refonte de son modèle pour ce skin afin de proposer des autres skins basés dessus.

Tout ça sans aucune précision temporelle hein. Pas de soon ni rien. Juste que c'est en cours.
Ouais ben alors on y peut rien si il trouve que Hyper Charge (sans "exploit" le double lancement) est équilibré à l'heure actuelle.

Ce sort c'est tout ce qu'il faut pas pour un champion : le type est une bête en lane avec son combo q+e melee, il prend pas de risques à last hit pour un "melee" au mid via son mode ranged, si il prend trop de retard il peut toujours farm au q+e ranged, il a un poke infame pour les phases de poke et en plus il a de quoi avoir un dps énorme en TF quand on combine son w en ranged avec la muramana.

'fin je sais pas, même sans parler de ses slow/bump/buff de ms le kit de ce champion est trop large (et surtout son w en late game est débile, tu peux pas donner un sort qui file 1.5 d'as gratos, c'est le stéroide le plus débile jamais créé)
Si j'ai bien compris la question, c'est le cd de charge de la larme.

Si tu lances tes 4 sorts en même temps, tu n'auras qu'une charge. Tandis que si t'attends le cd, tu auras 4 charges.
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