Quick Gameplay Thoughts: March 7

Hi folks, ------------------------------------------------------------------------------- **Usual Disclaimers** These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png ---------------------------------------------------------------------------- **Early assessment of Elder Dragon and Baron changes from 8.4** We took a look last week at how the recent Elder Dragon and Baron changes impacted regular games. At that point at least (this was pre Banner of Command popularity) we were seeing: * Teams would take Baron a bit more often. There chance of winning the game after taking Baron didn't change meaningfully however, though when they did win they tended to do so a bit faster than previously. * First Elder Dragon was getting taken as often as previously and, when taken, had the same correlation with victory as previously. * Second+ Elder Dragon got taken significantly more often (50% more games with a team getting more than one Elder dragon). When that happened their win % did increase significantly (from 69% chance to win after taking Elder 2 in 8.3 to 78% chance in 8.4). On the Elder dragon side of things that's what we were aiming for basically. Securing two Elder dragons is intended to give you a very large edge, even in a game that's close enough to go 45 minutes plus. The lack of Baron change is a bit surprising by contrast. The faster resolution to games that would have been won anyway's no bad thing (not drawing out games that are already over). The lack of any meaningfully increased chance to win off a Baron take's unexpected though, given the buff did get significantly stronger. We'll need to watch that for a bit longer, see how it affects pro play (where late game stall outs were more of an issue to begin with) and whether Banner of Command use does or doesn't influence things. Also possible that teams aren't taking full advantage of the extra power yet, so there could also be a bit of learning curve still to come too. ---------------------------------------------------------------------------- **Lissandra** We've got some Lissandra changes in testing with the goals of giving her a more satisfying passive, a bit more power, more reason to play proactively in lane and a bit more to optimize around. Still very much work in progress, and no particular release date yet. Summary of what's in testing below and feedback on it much appreciated, bear in mind any of the details could still change though: * Passive - Old passive removed. New passive grants Lissandra bonus damage against targets she has previously impaired the movement of (slow, root, stun etc). Bonus damage scales with AP (0.2 at present), basic attacks get half the bonus damage spells do. * W - If it hits 3 or more targets its CD is significantly reduced and Lissandra's next spell cast costs no mana. Base CD increased somewhat, mana cost reduced. * Overall damage reduced somewhat on W, E and R to offset power in new passive (changes are intended to be power positive, but still need to take some damage from unempowered abilities to pay for extra damage on empowered ones). * Base mana regen, regen per level, starting mana increased somewhat. ----------------------------------------------------------------------------- **Health Bar Positioning** We've got a change to how health bars get positioned for units near the edge of your screen that we've just started testing. We're looking to make it so that a unit's health bar does a better job of showing you exactly where their hit box (should be directly below the health bar). At present though parallax error means that's less accurate the further from the center of the screen a unit is, especially on taller units. It's a subtle effect, but one that contributes to reported hitbox oddities on various spells. More details on that to come as soon as its PBE ready. In addition to parallax adjustments we’ll also be lowering the heights on some health bars too, which also contributes to the problem. Current healthbar positioning: https://imgur.com/DzsBMd1 More accurate to hit box positioning: https://imgur.com/awLOO5Y
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