I’ve been looking for a way to buff Jhin and that last thing you mentioned seems promising :3
4th shot reveals all enemies on the map and has infinite range
This is a great idea
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This is correct. Jhin proved out ammo and weird attack speeds could be cool, then we tried it on Graves who was in dev at the same time. Really helped sell the shotgun.
Super happy to read about Senna, I hope it nerfs ADC Senna while buffing support Senna. She's a wee bit strong as a carry but I think a tiny bit underpowered as support. Might just be wishful thinking on my part though as a recently converted Senna support one trick.
That’s the goal. Bring the two roles closer together.
End me. Please.
Don't worry it'll be fixed Monday morning.
I never said which Monday :3
is 10.2 on monday?
no, that's when I fix Nunu silly
Seems like there is a tiny window where she can still be knocked back. Should hopefully be fixed for 10.2
August from what I understand when you made Jinx she had the same design goals, as Aphelios. Someone who cycled through and used various guns. So why did Jinx only get 2 guns on her Q and Aphelios got 5? Not complaining, I like both champs, just asking what changed, if anything at all.
My original Jinx kit was ranged Udyr (a gun on every button). Ended up being kinda lame cause all she did was basic attack. There were no fun spells to cast!
Swapping her to two guns on one button opened up her W and E to be interesting contextual spellcasts that made her way more fun to play.
The hecc? It's been that long?
OMG I'm a boomer.
Is this a Jojo reference?
There have been plenty of champions in the past that were completely broken in terms of power/winrate and you couldn't pay people (in LP) to play them.
Unstoppable BTW
Why would we rework windwall?
August, if a pro team exploited the bug what would happen?
One of the reasons Nunu isn't disabled is that we don't think the bug is exploitable. It's extremely rare and (as far as we know) almost impossible to do intentionally. Might not even be a Nunu bug, could be something messed up in the code with channels that let you keep moving (have heard stories of it happening with Vi and Pyke for example). Not as easy as it looks to just fix on Monday ;(
Considering it's easily reproduced, if they ever used it I'm pretty sure they'd get DQ'd for exploiting a bug..
If you seriously have an EASY repro for this bug please send it my way. The reason it's hard to fix is that we've found it impossible to repro reliably
Fixing the bug monday guys!
End me. Pls.
But he'd feel terrible if that hook didn't hit :(( Therefore this is necessary and part of the game, psychologic gameplay design btw
I was talking about skillshot targeting UI, something that no one but Blitz even sees. It has absolutely nothing to do with what’s happening here.
Indicators should correctly show the flight path of the projectile, irrespective of whether it hits the target at max range or not. I want to talk a bit about this part
I ran into this problem with Jinx W. When the indicator was exactly accurate people were more likely to tell me it “missed more than expected.” This is because, while the missile is very fast, it still has travel time so shooting at someone who is max range away will almost never hit them. A shorter indicator was more representative of the “effective max range.”
Consider a situation where the target is standing still inside a bush, waiting for you to walk up to kill you. You use the indicator to see whether you can W him or not, but the indicator will say that he is out of range, even if he is not. You walk up a little and end up in lethal range of the guy in the brush.
I have lost count of the number of times someone threw a game because they got hit by a skillshot that was clearly supposed to miss. It makes me even more angry when I look at the replay to check. Just because some people "feel" that they are not missing skillshots doesn't justify adding false information. Adjusting/shortening indicators like that is just giving bad players a crutch to make them feel better. It becomes even more hilarious when pro games show highlights and replays of skillshots in slow motion, that land even though they are clearly not supposed to hit.
If people argue that they "feel" like they missed, they can always look at the replay to verify (after you fix the indicators, of course). You have to keep in mind that in higher elos, people do consider travel time to hit their abilities (and dodge/sidestep the enemy ability), and in such scenarios, having indicators that give accurate information will always help.
Half of what you’re talking about is VFX (the pink lines jinx draws on the ground when she pushes W). UI targeting indicators (the lines Jinx sees when she hovers over her ability) have absolutely nothing to do with what opponents see and how the missiles draw and travel once fired.