: do you guys ever look at a champion and just think "yeah this kit is just a bit overloaded"
Sometimes. Usually the designer at least _feels_ like there's a good reason for everything on the kit - at the end of the day you often see extraneous things being removed from kits later on.
GreenKnight (EUNE)
: When did you come up with the idea of ult stealing? Is it something recently developed or did you guys toy around with that idea before?
Ult stealing was the first thing I had when starting on Sylas' kit. The idea has been around for a while, but most people didnt think it would be possible to make!
: > [{quoted}](name=Squad5,realm=NA,application-id=A7LBtoKc,discussion-id=TEs9dPP7,comment-id=000e0000,timestamp=2018-11-06T20:18:49.141+0000) > > At the moment it works on an internal priority system. I've been thinking about some other options, like maybe whatever is in the earliest slot? Curious what you guys might think would work here. Have you considered cribbing a Viktor / Kha'Zix / Kai'Sa style of upgrade system? I think that might be the most visible to the ally with regards to what precisely is happening. Either that, or a Kindred Hunt-style interface that pops up (which might have greater clarity).
Only problem is Ornn already uses that interface. There's a risk there that we get too convoluted.
: Do you expect one to be a clear favorite? Usually it feels better when the level up order is pretty easy to understand, esp for newer players to a champ
Agreed, I expect Q to come out as the best max now - but I want to try out some more E max jungles.
Siqsa (EUW)
: Hey, I run a jungle YouTube channel, my main love is Ornn jungle and the nerfs over the year kinda made that hard. I like the passive shift - including gold efficiency with the bonus items. Might make it really nice in support too given I play him there also. I'm slightly concerned about the W change. I like the unstoppable being brought back for skill expression, and the damage increase would be nice and offset the shield removal in terms of jungle clear, but concerned about the flat CD... it's a 5 second increase at max rank with the shield removal. If the shield was still there in some capacity, that might make more sense to me. I'd have to try it out (I'm not on PBE though) to see with the E/Q changes to see how would it feel. Early game it should be better for the clear but worried about when you have 4/5 points. But with 500 plus games, almost all jungle/support, I worry about removing that viability just to control top lane. Just some of my early thoughts...
The W CD change is intending to make it feel better to max another ability early on in the game - my thought is that you can max Q and E more easily if you're not so heavily incentivized to max W all the time.
: Hey Blake can I ask for your thoughts on ornn building Warmogs, IBG and Abyssal for sorta infinite sustain?
I think that's a good build for him. In this changelist warmogs is even better tbh.
Flemman (EUW)
: " For the next 4 levels after 11, each level will allow Ornn to upgrade an item for an ally (max 1 per ally) at no cost. Ornn must get close to his ally and click on them, which will cause him to forge his ally's item and replace it for them when he's finished." how does it work if, for exemple, the ally garen has BC and sunfire? How does the game decide the item that got upgraded?
At the moment it works on an internal priority system. I've been thinking about some other options, like maybe whatever is in the earliest slot? Curious what you guys might think would work here.
: As a tank, it feels really good to have some skill expression in your tankyness. It felt really good to use his shield as a way to be beefy. that said, I see how an insta-cast self shield is low on skill expression, and lends its self to an "I win" button. Your reasoning for removing his shield is sound. Overall the changes sound really positive. Is there anyway to get his shield back, perhaps on a different ability. Perhaps different scaling for his damage vs shield build? Maybe if Ornn targets himself with his W it becomes a shield; could also make it delayed and/or channeled, rooted or self-slowed. Maybe its accompanied by a really small Aura burn around him (like sunfire) but doesn't apply the brittle debuff. Is there any desire to add his shield back?
For now I'd like to test out sharpening his identity as a higher damage and CC but lower durability tank. It's definitely possible that something might need to be added back onto the kit - and it could just be placed somewhere else that gives more play for the enemy.
: Hes a laner, he needs that damage for trades. Hes a tank that can fight back to back with bruisers instead of hyperscalling with items and health. Dont kill that.
Trying to maintain his ability to scrap in lane by allowing him to cast more spells and get stronger trades with brittle. At the end of the day he needs to be a bit more vulnerable to taking damage back during those trades though.
  Rioter Comments
: Oh, Riot removed one of the few masteries that benefitted tanks more than damage dealers.
: Is Mordekaiser on that list? :9
The biggest callouts were Morde, Mundo, Olaf and Shyvana. Others of course could be affected, sometimes the ripple effects of changes like this can cause unexpected results as well. Like if a meta-favored champion gets nerfed a very specific one could take it's place that was previously held back.
: Might I ask if you considered letting it proc on Slows but making it melee only?
We actually tested a version for a while that proc'd on slows in general. Generally it felt too indiscriminate and would trigger at a lot of times you wouldn't want it to with various effects. The hard cc version is a lot more compelling for certain characters and slots it in more nicely with the aggressive initiator characters we want to take it. We're also able to make the effect stronger the more limitations we put on it, which leads to a much more satisfying effect than if we had to allow everyone to get it.
: Question: Does Braum get a shield when someone *else* triggers his passive, or only when he triggers his passive?
Currently Braum will get the shield if someone else triggers his stun. If that gets annoying we could probably fix it, but I think overall Braum would more often than not prefer it that way.
: > [{quoted}](name=Squad5,realm=NA,application-id=3ErqAdtq,discussion-id=vYBKdE7F,comment-id=00110006000000000000,timestamp=2016-10-18T23:51:22.145+0000) > > Yea, it's something that's been brought up internally. We're going to be paying attention to those guys for sure. hey this is kind of off topic but i have a metric ton of champion ideas where do i send them to you rioters so that they can be used or not i am almost to the point where i should be keeping a notebook because i have had i think thirty seven unique champion ideas fully fleshed out sans names and numbers and well i'm not any good at art but i have a general design concept in mind i want to see these guys in lol and its driving me nuts that i cant find a good place to put them sincerely alpha
There's a concepts board you can post in. Could be a good place to get feedback from other like-minded people too.
: You're essentially buffing naturally tanky JG champs and removing the possibility of non-naturally tanky JG champs from the meta by removing SoA and replacing it with the new mastery. Champions like {{champion:32}} {{champion:113}} {{champion:154}} will now get a shield for just ulting in on top of them already being tanky. So not only will they be rewarded for their hard cc, they'll be harder to kill and have no punishment for diving/ulting. Whereas non-naturally tanky JG champions like {{champion:131}} {{champion:76}} will have less healthy to clear camps/engage in team fights and have no use for the new mastery because they have no hard cc to activate the mastery. So effectively, you're narrowing the pool of JG-champs that can be used the game by indirectly nerfing squishy JG-champs with the removal of SoA. I thought League was trying to expand the possibilities of the pool of champs that can be played in each role with the new classification of champs and mastery update not make the pool smaller.
I think the core of the problem comes back around to the fact that Diana and Nidalee feel like SoA was necessary to succeed. We don't want them to have to take this mastery, but when it exists if we buff them such that they don't need it they still just double down on it because raw stats are powerful even if they are boring. By removing the mastery we are more able to see if these characters need help, and are in a better position to buff them to make them work if appropriate. I'm not saying that either of them need a buff or not though, but we can see.
: So do knockbacks and other displacements count then? Some of those are pretty tiny windows of loss of character movement (e.g. quinn E), but they do sound like trigger it if the only criteria is temporary loss of movement.
Yea, knockbacks and displacements count.
Arakadia (NA)
: For the new mastery, does the shield scale with tank stats? Otherwise champions like Lux might become even more safe. And does it stack for hitting multiple enemies?
Yea, it scales off of your HP as well as the fact that shields inherently scale up with tank stats since you take less damage and most don't calculate damage pre-mitigation.
: What about turning someone into a squirrel? Does that count as hard CC?
Currently it doesn't I believe. Could be persuaded to add that in but I imagine Lulu doesn't care too much. I'd consider polymorph more like a silence or disarm than a cc which makes you lose control of your character.
: > [{quoted}](name=Squad5,realm=NA,application-id=3ErqAdtq,discussion-id=vYBKdE7F,comment-id=0011,timestamp=2016-10-18T23:10:39.236+0000) > > Wanted to jump in here quickly as the wording was slightly unclear on the site. Courage only grants the shield for you when you hit a HARD CC onto an enemy. Meaning an effect that makes you lose the ability to move your character - stuns, roots, fears etc. It's got a decent cooldown on it, and the shield can get pretty damn big. We'll give more context on the changes once they actually make it out. > > Nautilus really does love the mastery though. As well as other hard initiators. Ugh, so does this mean that I as darius no longer have a late gane keystone option? Grasp as it is right now kind of sucks ass and I dont want to be relegated to stormraiders surge darius every game.
Well, if you run into the enemy team on Darius lategame and pull an enemy in you'll gain a massive shield worth more health than SoA would give you. The only trick is actually getting in on Darius (which is always a struggle on that guy.)
: > [{quoted}](name=Squad5,realm=NA,application-id=3ErqAdtq,discussion-id=vYBKdE7F,comment-id=001100030000,timestamp=2016-10-18T23:35:27.518+0000) > > It works for anyone that can apply an immobilizing CC onto an enemy champion. "Immobilizing" What about displacements? I used to run SoTA on darius, it'd be kind of pissy for me to be forced onto stormraiders since there are no other great options and grasp has been somewhat gutted.
Displacements work. Knockbacks, pulls etc.
: Silences and groundings? Not that cassiopeia would want this, but just wondering.
: Btw, if SotA is considered boring, how is Fervor not considered boring? More health that scales with everything and offers tank junglers some sustain while clearing vs bonus AD that doesn't scale with anything. Honestly, Strength of the Ages is more interesting and hasn't broken the balance of the game at several points, unlike Fervor. Hell, Fervor completely RUINS the ranged vs melee dynamic by making it so melee practically can't function vs it. Delete Fervor if you know what's good for your game.
Fervor is getting some fairly significant changes too. It definitely shares similar problems, but it's not fully replaced like SoA was.
: >Also just to add, SoA was boring. We wanted to replace it with something more fun. being forced to sit on my Q as {{champion:113}} so I can fish for a bigger shield with R doesn't strike me as fun. I'm sure this is going to throw a handful of tanks into top tiers and they'll get nerfed as a result fun.
It's not based on the number of enemies you CC. It's based on the number of enemies around you when you CC anyone.
: > [{quoted}](name=Squad5,realm=NA,application-id=3ErqAdtq,discussion-id=OUwx6XQI,comment-id=000600010001,timestamp=2016-10-18T23:47:29.214+0000) > > It's kind of hard to say honestly. I would probably argue that some of those cases the mastery they moved to naturally fit their playstyle very well and give them something they actually needed (like Nasus wanting more maneuverability and sticking power) and those champions can get away with less tankiness since Juggernauts have a mixed identity between tankiness and damage. > > For the rest, I think tuning is a big point here. Many of those you listed felt fine using Grasp when it was stronger. It could be that Grasp needs a buff or the others they are using are too strong. (Not saying that either of those statements are true or false.) I don't think many Juggernauts would want something like Bond of Stone in general. > > Obviously it's not perfect, but hopefully we'll be in a better position to make needed changes going forward. i dont think its just the lack of keystone synergy. the only really interesting mastery for juggernauts is runic armor, the tenacity and resistances (which take up the same space). the entire way down to the keystones there are only 2 masteries they really want. honestly the entire resolve tree feels like a little bit of utility with health regeneration sprinkled in. no actual impactful defense. while cunning and ferocity bring very noticable damage amplification masteries in addition to godlike keystones like fervor.
There's a couple new 1 pointers that should help this a bit. (Spoiler alert I guess.)
: Are there any plans to help out non-engage champions who relied on Strength of the Ages? Or even engage champions who highly valued the health for whatever reason? Are you at least planning on monitoring those negatively affected by this change? This affects a LOT of junglers, as well as potentially Mundo, Morde, Vlad, Cho, and a few others.
Yea, it's something that's been brought up internally. We're going to be paying attention to those guys for sure.
: > [{quoted}](name=Squad5,realm=NA,application-id=3ErqAdtq,discussion-id=OUwx6XQI,comment-id=0006,timestamp=2016-10-18T23:28:36.402+0000) > > Someone already mentioned in this thread the fact that champions that weren't intended to want to go into the resolve tree felt forced to go into it to gain the raw stat power that SoA was offering. Whether the mastery was overpowered or not wasn't really that much of a factor when deciding to remove it honestly - SoA wasn't really fitting the goals we initially set out for when we changed to the keystone mastery system. > > A big reason other champions wanted SoA was the fact it was such generalist power. Health is almost always a good thing to have in league of legends, regardless of what champion you are (especially as a jungler). Resolve though as a tree is intended to serve specific playstyles of champion classes and subclasses (Juggernauts, Wardens, Vanguards aka tanky champions), especially when you get down to the bottom three keystones themselves. > > In removing SoA we want to sharpen the options available at the keystone level such that they feel more attached to what you're planning to do when you take them. In this case, we removed the super generalist health increase and put in something aimed at giving Vanguard initiators and tanky building Divers to choose and feel good about. > > Also just to add, SoA was boring. We wanted to replace it with something more fun. interesting that you mention juggernauts. did you realize that the resolve tree has become so terrible for them, that a lot of them arent even going into the mastery tree anymore? there is a severe lack of scaling defensive masteries right now, while cunning and ferocity bring a lot of % damage amplification masteries. ive seen nasus mains usually go into cunning fo stormraiders right now. ive seen some of the few above plat garen mains left this season also go for stormraiders. last time i checked, illaoi goes for dft. her highest win % build doesnt have a single point in resolve. voli goes for fervor, which is no surprise. morde goes for stormraider. last time i checked the new yorick goes for dft. the only juggernaut who actually still goes into resolve for grasp seems to be darius right now. removing strength of the ages instead of giving it some slight improvements for laners feels like it just removes another option for this class and another incentive to even consider the tree, since juggernauts dont even have the form of cc needed to trigger the new keystone.
It's kind of hard to say honestly. I would probably argue that some of those cases the mastery they moved to naturally fit their playstyle very well and give them something they actually needed (like Nasus wanting more maneuverability and sticking power) and those champions can get away with less tankiness since Juggernauts have a mixed identity between tankiness and damage. For the rest, I think tuning is a big point here. Many of those you listed felt fine using Grasp when it was stronger. It could be that Grasp needs a buff or the others they are using are too strong. (Not saying that either of those statements are true or false.) I don't think many Juggernauts would want something like Bond of Stone in general. Obviously it's not perfect, but hopefully we'll be in a better position to make needed changes going forward.
: > [{quoted}](name=Squad5,realm=NA,application-id=3ErqAdtq,discussion-id=vYBKdE7F,comment-id=0011,timestamp=2016-10-18T23:10:39.236+0000) > > Wanted to jump in here quickly as the wording was slightly unclear on the site. Courage only grants the shield for you when you hit a HARD CC onto an enemy. Meaning an effect that makes you lose the ability to move your character - stuns, roots, fears etc. It's got a decent cooldown on it, and the shield can get pretty damn big. We'll give more context on the changes once they actually make it out. > > Nautilus really does love the mastery though. As well as other hard initiators. So HARD cc, as in slows, or frozen mallet wont affect this? Just curious!
Right, slows won't trigger the shield.
: What about riven, Does it work on her?
It works for anyone that can apply an immobilizing CC onto an enemy champion.
: Does it scale with the number of CC'd targets? I.e. Sej?
It actually scales with the number of enemy champions around you when you hit your CC.
Squad5 (NA)
: Someone already mentioned in this thread the fact that champions that weren't intended to want to go into the resolve tree felt forced to go into it to gain the raw stat power that SoA was offering. Whether the mastery was overpowered or not wasn't really that much of a factor when deciding to remove it honestly - SoA wasn't really fitting the goals we initially set out for when we changed to the keystone mastery system. A big reason other champions wanted SoA was the fact it was such generalist power. Health is almost always a good thing to have in league of legends, regardless of what champion you are (especially as a jungler). Resolve though as a tree is intended to serve specific playstyles of champion classes and subclasses (Juggernauts, Wardens, Vanguards aka tanky champions), especially when you get down to the bottom three keystones themselves. In removing SoA we want to sharpen the options available at the keystone level such that they feel more attached to what you're planning to do when you take them. In this case, we removed the super generalist health increase and put in something aimed at giving Vanguard initiators and tanky building Divers to choose and feel good about. Also just to add, SoA was boring. We wanted to replace it with something more fun.
People might worry that certain champions become worse without SoA, want to add that removing this mastery actually helps allow us to make changes to the champion to bring them up if needed without worrying about them getting raw health from the mastery tree.
: why is strength of the ages being removed?
Someone already mentioned in this thread the fact that champions that weren't intended to want to go into the resolve tree felt forced to go into it to gain the raw stat power that SoA was offering. Whether the mastery was overpowered or not wasn't really that much of a factor when deciding to remove it honestly - SoA wasn't really fitting the goals we initially set out for when we changed to the keystone mastery system. A big reason other champions wanted SoA was the fact it was such generalist power. Health is almost always a good thing to have in league of legends, regardless of what champion you are (especially as a jungler). Resolve though as a tree is intended to serve specific playstyles of champion classes and subclasses (Juggernauts, Wardens, Vanguards aka tanky champions), especially when you get down to the bottom three keystones themselves. In removing SoA we want to sharpen the options available at the keystone level such that they feel more attached to what you're planning to do when you take them. In this case, we removed the super generalist health increase and put in something aimed at giving Vanguard initiators and tanky building Divers to choose and feel good about. Also just to add, SoA was boring. We wanted to replace it with something more fun.
: Oh god, this is Nautilus' wet dream
Wanted to jump in here quickly as the wording was slightly unclear on the site. Courage only grants the shield for you when you hit a HARD CC onto an enemy. Meaning an effect that makes you lose the ability to move your character - stuns, roots, fears etc. It's got a decent cooldown on it, and the shield can get pretty damn big. We'll give more context on the changes once they actually make it out. Nautilus really does love the mastery though. As well as other hard initiators.
: Notice me Senpai *Posting to Bump the Questions* 2 Questions 1. Is this going to increase the mobility creep and have potential to be abused? (Speaking of giving dashes to teammates) Whether it be Maokai, or Rengar, as well as others, it does seem like Ivern's kit could potentially change a LOT of the game and its comps. 2. Is he going to be able to be built full damage and be capable? I see him more as a utility jungler (able to go damage or tanky) from PBE gameplay, or will he be forced into "support jungler" role? P.S. I love him, and I WILL be bringing him into the botlane as support AND in the jungle. He is what I need #SupportMain
1. I think mobility creep is generally more dangerous when used in a freely targeted dash. In this case Ivern has to hit a skilshot to gain access to the dash for his allies. In some ways I actually think that Ivern evens out the odds for the characters who don't have mobility. Dashes are useful for everyone, but in particular characters like Darius become a lot more dangerous. 2. We're going to balance and tune Ivern around being a support (class not position). If a damage build becomes prominent and seems to take Ivern away from what we intended him to do it'd likely be adjusted to help bring out his support style again. That said, if a fun cheese build works sometimes and doesn't become the only way to play the character, that's fine.
Traxicus (NA)
: I intend to rejoin league after a long hiatus to play this guy! I've always liked the jungle support playstyle, and Ivern looks really promising. He's also surprisingly simliar to certain aspects of some old [champion](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/6V9FITMg-champion-concept-vern-the-wild-child) [concepts](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/WAirjt3k-champion-jovah-the-keeper-of-the-forest) (one is even named Vern) I posted a ways back, when I realized league was lacking a benevolent forest character, so I'm thrilled to see that space being explored. Some questions: 1. In your testing, how crippling is it for Ivern when an enemy takes every smart opportunity to invade? Is he easier to get ahead of by invading than other champs that can't duel early? 2. What happens if Ivern dies while groves are growing on camps? Do they continue undeterred? 3. Do you intend to make "jungle support" a more common role, or will Ivern likely stay unique similar to how Kindred is now?
1. It can be pretty rough for Ivern. Luckily as a support type character he can still provide utility even when he falls behind. I think he can be a bit deceptive though, he has a lot of control that can allow his allies to come help him really easily if you aren't careful invading. 2. The groves keep growing. 3. Most likely it depends we feel like there's a lot of room for more and the game can support it in a healthy way. It may be a bit difficult to have a jungle clear style similar to Ivern's, but I'm sure we could figure out other cool ways of going through the jungle.
: As far as gameplay goes, in teamfights is Ivern meant to backline whilst Daisy is sent to wreak havoc or should Ivern march into battle alongside his golem friend. Also where would you say his dueling potential lies pre-6?
Yep, you got it. Though I think Ivern can hang in the midline as well when built a bit tankier. Pre-6 I think his dueling is on the weak side, and he should generally only fight when at a big advantage.
Decrit (EUW)
: Just saying i ahve been waiting a lot a jungle- support champion, as a jungle - support main :) and then i fell in love with the character. let me say, it is just what i do need now. Thing is - do you expect him to fare well in support lane or you just mean that he is a jungler with a support-ey style?
He can lane as well. I think his success really varies on who you partner him with though. Caitlyn can obviously make good use out of his brush and doesn't need as much defense from her support so she's a great choice, but on the other hand Ivern and Graves can make a really nasty combo for catching someone out and bursting them down while being hard to kill. Most of Ivern's lane comes down to how well he can use the brush.
: Why does his passive make him lose health for taking scuttle? Many were discussing it on the pbe boards but it was never addressed.
This was brought up several times in development as well, and is an interesting situation. Ivern pays the same cost when taking any non-epic jungle camp regardless of the camp's strength. Ivern has to take the good and the bad of that fact. So, on brambleback Ivern takes a disproportionately low amount of damage compared to fighting it, and on scuttle he takes damage rather than healing like other junglers do. I could see at some point in the future if balance was a problem that we might make Ivern's costs relative to the camps he is taking. But for now, I believe it makes an already complex decision of what camps and which order etc. more simple to know the costs are the same.
: Is ivern ap or ad. And what is his difficulty
AP mostly. I think he can be fairly difficult to play as well.
: > [{quoted}](name=RainbowIcee,realm=NA,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=0017,timestamp=2016-09-29T18:01:20.577+0000) > > Some people consider candy Ivern very creepy. Did you guys feel the same way? Was that a foreseen idea that your creation would creep out players? I love it! I didn't initially see it as creepy, more like Willy Wonka. But now that it's in your hands, I can see it and completely love it, nonetheless. A man made of candy is always going to be terrifying to some. Probably people who are afraid of clowns. Why do you find him creepy?
He's definitely creepy! (Though to be honest I think the creepiness varies from person to person of course.)
: what was your thoughts on how ivern is intended to be played? Tanky, Magey, Utility focused, Something else? Also, what would Iverns opinion of Rengar be?
A little bit of all those three to be honest. Ordered probably Utility -Tanky - Magey. He can supplement a bit of damage but really needs his allies to shine.
krlpdd35 (EUNE)
: what is ivern's most favorite flower? and yes he has to pick one
I feel like it would be wrong to say anything but a Daisy...
: >From Ivern's passive on PBE: >Each grove costs X health and X mana. [by level] >HP value: 174/183/190/197/203/208/212/215/216/217/216/213/209/203/196/186/175/161 >Mana cost: 135/141/146/150/153/155/156/156/154/151/147/141/133/124/113/99/84/67 What made you choose these strange value curves? Health peaks at lvl 10, mana at lvl 8. Was there any consideration of just having a %max on each scaling for the passive costs? P.S. I went ahead and made a graph of these resource costs for people who don't like to read numbers. http://i.imgur.com/MM4Ch9F.png
Lots of tuning to try to make the costs feel right throughout the game. In particular the comparisons between Ivern and other standard junglers were a big deal. We needed to ask questions about what the differences should be, and how the tuning of the costs made you feel about using his passive later in the game. In the end, we erred on trying to make the passive stay meaningful longer, which gives you the situation where Ivern is fantastic early and actually starts becoming slower and costing more than normal, then stays slower and costs almost nothing.
: is daisy tibbers friend? :D{{champion:1}}
I'm sure they would get along, Daisy has a kind heart!
SS Swick (EUNE)
: Why the name "Ivern" ? Some people could confuse it with {{champion:92}} and it's really hard to pronounce for me as I'm not a native English speaker. Are you ever gonna be making anymore champions with mechanics like Ivern's ? Great work on Ivern, btw. You really introduced a brand new mechanic to the game really, really well! {{sticker:slayer-pantheon-thumbs}}
We might make champions with similar mechanics going forward. The key is to make sure the new champion is using them in a unique way and bringing something special to the game.
Naikó (EUW)
: Hey there, just wanted to ask some (many) Questions about Ivern, but also some other stuff. 1. What does Ivern think about Yordels, specially Mini-Gnar? 2. What's Iverns Favorite Food and drink? 3. Have you thought about giving other Champions abilities Ivern has in the past, like his passive or the Q? (E is pretty "common" and from my knowledge you already thought about giving champions the ability to place bushes some time ago) 4. If Ivern has 3 Wishes he can make true, what would they be? 5. What was the funniest bug you encountered in Ivern design evolution? Now three not Ivern related Questions: 1. Did you thought about giving a champ an Ability like the ultimate from Abbadon (dota 2) where people heal when they get attacked or stuff which require more knowledge to counter? like strong DoTs, but only if you move or abilities that are Point and click but only can hit moving targets etc.) 2. Which was the craziest Ultimate you ever thought about bringing into the game? 3. I dunno if you can answer this, but what was the craziest skin Idea you had planned? And a Lore Question: which was the coolest/craziest scrapped lore Idea? Thank you for your answers! (sry for long post, but I need to compensate for my silver V noob skills)
For 3. Yea, brush is the big one. Often in the past we felt like we were just adding brush to a kit to add it, and not really making sure the champion's kit and theme really made good use of it. In particular for Ivern when we were testing the brush initially the point was brought up that Ivern had better care a lot about brush in his kit to justify the amount of complexity it's going to add to the game. I think we were able to do that successfully. For the not Ivern 1. Those types of abilities are definitely doable, the key there is clarity so people can understand what is happening and when. Oftentimes those abilities have to be baited to work once people know what they do though. For the other number 2. This wasn't my idea - credit goes to 20thCenturyFaux - but he was actually messing around with an ultimate that slowed down time for everyone in the game for a duration. Absolutely wacky, my personal pick for craziest ultimate (that I suppose could maybe actually work).
: _**Do you guys consider Ivern to be a 'stealth' champion?**_ I know his brush interior is revealed for the first 3 seconds, but it's the closest ability we've gotten to an invis ability since Kha'Zix back in 2012, and it turns an ally invisible to boot! As someone who wants to see more invisibility in the game, I really appreciate Ivern's design, since his brush demonstrates that there is tons of design space left for invis and it implies all sorts of neat stuff about the vision game. {{champion:35}}
At least personally, I do in a lot of ways. Remember his brush is only revealed to his allies, not to his enemies. Vision is a complex space, so I'm sure we'll find more cool ways of using it going forward. I will say though that oftentimes vision based gameplay can become some of the most frustrating to play against, so we need to be careful how we approach it.
Salron (NA)
: How do you guys feel about the fact that every red after the first will go to his ADC if he is blue side? This is going to heavily warp how bot lane plays out imo
We want you to feel like this is an advantage to have when picking Ivern. It's a cool thing to think about when you see him on your team, and is completely unique to him. Of course, going forward he will be balanced around the fact that he can do this, so if it looks like things are out of line we'll pull him back in.
EMeta (NA)
: Invades look really tough to defend against with him--specifically taking his camps while he's setting up others. Was there any thought to give monsters in his groves defensive buffs while in a completed (or even growing) shrine? Alternatively, how does he defend against those invades?
Invading against Ivern has always been one of the intended weaknesses that can be exploited against him if he starts trying to overextend. Of course we had thoughts of letting Ivern buff the monsters or try to protect them when he is around to make it harder for enemies (At one point he could shield the monsters as well as allied champions and Daisy), but generally with Ivern's flexibility we wanted to make sure enemies felt like they had options too. As far as defending goes, Ivern is pretty slippery and can delay enemies and kite them long enough for his allies to come in and grab a rootcaller dash for a kill. Or if none of your champion friends are willing to come help, Ivern can summon Daisy to bash on them for him.
: In Jhin's laugh animation he takes off his mask to reveal a black head with no face, I am very interested to know if Jhin has a face.
He has a face! He's wearing a hood/mask underneath his mask. Of course, who knows if that face is just another mask?
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Squad5

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