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Możliwe zmiany MF i Gravesa


Imbalanced

Rekomendowane odpowiedzi

Opublikowano

RiotScarizard via reddit o możliwych zmianach gravesa :

 

 

Reserving this space to comment on this later in the evening. I've been planning on some small Graves changes i'd like to experiment with, and can probably give you some context on our thinking around him.

(I like the idea you've presented, but i think we can still capture the 'essence' of him doing more damage to closer targets without having to force it mechanically moreso than at present [Ex. Buckshot])

EDIT BECAUSE I'M BACK NOW. Disclaimer - none of this has been implemented/tested yet, so while feedback is most certainly appreciated nothing i'm mentioning is set in stone.

While i think it's cool for Graves' playstyle to be more about being up close and personal, i don't see this necessarily as risk vs reward. I think we can accentuate his weakness in range (even potentially lowering his basic attack range further) but make his strength about those skirmishies and brawls. Are you an ADC main that sees a bunch of diving bruisers on the enemy team and gets sad? Graves should be the guy you call in for that situation, imo.

Some (but certainly not all) things i've been considering - Range Down, Base AS% Up, Passive scaling to higher values and/or faster with game length, %Bonus Armor Pen (Yasuo R) added to Quick Draw, Collateral Damage no longer falls off in damage beyond first target hit

I think Graves' mobility being gated by auto-attacks actually feels really appropriate, and as a Graves player myself is one of my favorite things about his playstyle. Lowering the range at which he operates but increasing his ability to be effective/mobile within that range (Faster AS% = More dashes while dealing with frontlines/divers, %Bonus Pen tied to Quick Draw makes 'keeping it up' by resetting QD a core part of his loop while maintaining Q/R's relevance throughout a game) is something that can definitely set him apart from other champions.

[Example - Do i 'all in' Quick Draw forward, attempting to Q/R a squishy target (simultaneously hurting my position/ability to 'reset'), or do i instead take fights as they come, juggling my AS/Arpen buff from Quick Draw and really burn through the juggernauts? This is the type of nuance/decisionmaking i'd like to try and interject even a little bit into Graves instead of current 'I DID MY SPELLS DID THEY DIE Y/N']

I think at a very high level (a term we use when we're about to make sweeping, ideal statements) - Graves should be stronger vs fighters and tanks (champs who seek to scrap and dive), and actually weaker vs mages and carries (champs that seek to out-range, poke/siege/control). So, at the end of the day i think any changes we make would put him further into that territory.

 

 

2 jego wypowiedz :

 

 

This line of thinking is exactly why (with the exception of Base AS%, but that assertion is definitely tentative) i'm so hesitant to buff him along the same lines that we nerfed him. Graves, Ezreal and Corki were a trio of champions that in addition to overwhelming similarities at the time possessed a lot of Strengths, but very few weaknesses. Moving backwards only takes us closer to those days, and could lead to issues should Graves ever become popular again.

At the time, we had pretty good ideas for how the champions would be separated in identities, but i'll admit i don't think we ever truly 'nailed' it. I think Corki (minus some usability on Q) is actually in a really good spot comparatively, but turning Graves into the 'Renekton' of AD's with a strong early game but weak lategame was a little short-sighted for a role that is so heavily reliant on that specific window of performance.

Ideally, we should be deciding less 'when' these champions get to be strong (I don't believe in Strong->->->->Weak or vice-versa power curves) but rather 'how' these champions get to be strong. What hurdles must these champions overcome, or what rules must they adhere to in order to access their particular brand of power? Jinx is a great example - she is a scaling monstrosity and has a lot of tools for control and cleanup, but possesses a core weakness (lack of on-demand mobility/saftey) that both the player and team can build/play around from minute 1.

 

 

 

Riot Ricklessabandon o zmianach mf :

Miss Fortune

  • Double Up
    • Mana Cost reduced to 55 (from 70/75/80/85/90)
    • Cooldown changed to 7/6/5/4/3 (from 9/8/7/6/5)
    • Damage to 1st target changed to 110% AD (from 25/60/95/130/165 +75% AD)
    • Damage to 2nd target changed to 120/130/140/150/160% AD (from 30/72/114/156/198 +90% AD)
    • Criteria for 2nd target selection reworked*
  • Impure Shots
    • Mana Cost reduced to 30 (from 50)
    • Cooldown changed to 15/14/13/12/11 (from 16)
    • Passive's damage changed to 6% AD per stack (from 4/6/8/10/12 damage per stack)
    • Active's Attack Speed buff changed to 20/30/40/50/60% (from 30/35/40/45/50%)
    • Grievous Wounds duration reduced to 2 (from 3)
  • Bullet Time
    • Damage reduced to 45/75/105 (from 65/95/125)
    • Bonus AD ratio reduced to 30% (from 35%)
    • Now applies stacks of Impure Shots (does include bonus magic damage; does not include Grievous Wounds)

*This will be a fairly significant change—details will accompany the PBE post.

Źródło : Reddit i

http://forums.na.leagueoflegends.com/board/showthread.php?p=44680152#post44680152

652601399840421198520.png

 

Opublikowano

I tak MF będzie słaba.

Damage to 1st target changed to 110% AD (from 25/60/95/130/165 +75% AD)
Damage to 2nd target changed to 120/130/140/150/160% AD (from 30/72/114/156/198 +90% AD)

Będzie spina, że O KUHWA CO TO ZA DEMEJDŻ DELETE MF RITO PLZ i zajebią nerfa do 10% AD.

Opublikowano

O i git! Akurat bardzo często nią gram i już bez tego buffa potrafi zrobić krzywdę jak się ją dobrze ogarnia.

e78af1e09121015a74fd8f502d1985b2.jpg

Nie rozumiem, mogłem urodzić się w Śródziemiu, Rivii, Skyrim. Mogłem dostać list z hogwartu, a jestem sobie w jakiejś tam Polsce, w której nawet nie mogę nikogo porządnie pieprznąć fireballem.

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