: Yes, as a sticky on the subreddit! Currently, this Boards post from you is stickied so that people can learn about what's happening. But sometime next week I shall post a discussion sticky on our subreddit so that you and everyone else can discuss! :)
Cool I'll put a reminder on my calendar to take a look. Thanks for the heads up and I hope I can do you guys proud!
: Hello Shrieve! I am a moderator of reddit.com/r/thesecretweapon which is a subreddit for Zac mains! We have almost 900 subscribers, and have members such as Gankr and FlyingBaklava who are Master/Diamond-level players. Gankr also hit Challenger at one point I believe. We would love if you would discuss the Zac changes with us in the coming months! You are always welcome, and we will sticky any posts you make. We will also be posting a discussion in a week if you would like to join. Beluga did something similar with us on /r/VelKoz as well during his update, and it was extremely helpful! Thanks, and have a nice day!
Hey Squidblimp! Thanks for the link I'll be sure to drop by. Are you suggesting that you'll put a post up about the update in a week to talk about the direction?
: How do you expect AP Zac to change as a result of this update? Will he still be viable?
With these tanks updates we're shuffling a lot of their burst into either more sustained or less reliable damage patterns so I'd expect some playstyle changes. We're focused on tuning and supporting tank builds but we aren't going out of our way to remove AP Zac.
Dolasaur (NA)
: Gut feeling on the likelihood of E max range changing? I've played a lot of Zac over the years, and the extra 50 range on E per level was *really* satisfying. I agree with all the points you brought up, and I'm super excited for the update. I'm just hoping that pretty much anything else on his kit gets numbers nerfs before his E range.
We've been avoiding range changes on the E.
Maxxston (NA)
: > [{quoted}](name=Shrieve,realm=NA,application-id=A7LBtoKc,discussion-id=vLEjALxZ,comment-id=00010002,timestamp=2017-02-28T21:22:19.387+0000) > > Also you can expect something more interesting than a slow. Is it safe to say that new Zac is going to have a "stick/drag" mechanic somewhere on his kit? (e.g. dragging around champs hit by the ult, or comboing Q in some way for the same). Based on your post, it seems like CC mechanics that emphasize the "stuck to me" part of his gelatinous-ness could be interesting/in-line with your goals. Or maybe some sort of "decreased MS away/increased MS towards" Zac mechanic for that rubber-band feeling?
Your head is definitely in the right place!
: Oh yeah you are lead on Zac then i'm guessing, same with SolCrushed on Sej and Beluga on maokai, do you feel as though his Q could afford something more interesting with how his power budget is
The trickiest part of these updates is that adding something new typically means you have to pull from somewhere else on the kit. Part of this power shift can come from new spells (such as the new Q having a longer cooldown than his current one) or number tweaks on the abilities we are not mechanically changing. If we feel that the promise of a new spell is worth it, we'll spend the time to extensively playtest number tuning across the kit to find a changelist that respects the new spells without gutting the old ones that we liked.
: > [{quoted}](name=Shrieve,realm=NA,application-id=A7LBtoKc,discussion-id=vLEjALxZ,comment-id=00010002,timestamp=2017-02-28T21:22:19.387+0000) > > The Q we're tinkering with has a different range and width profile from the live _Stretching Strike_. Our end goal is to have something that feels a little more physical and Zac 'goo-like' instead of an instant pop of AoE damage. > Well that definitly means it is no longer instant, and has a different range/width i mean i understood it since you said "instead of instant aoe damage" so i hope the instant is going out > [{quoted}](name=Shrieve,realm=NA,application-id=A7LBtoKc,discussion-id=vLEjALxZ,comment-id=00010002,timestamp=2017-02-28T21:22:19.387+0000) > Also you can expect something more interesting than a slow. thank you Riot Shrieve for your time, those 2 informations are extremely satisfying
: > [{quoted}](name=Shrieve,realm=NA,application-id=A7LBtoKc,discussion-id=vLEjALxZ,comment-id=,timestamp=2017-02-28T20:16:50.260+0000) > > > * _Stretching Strike_ does little to explore the stretching punch idea and ends up having a very similar output to _Unstable Matter_ (AoE damage when you’re right next to someone) > Am i allowed to say that the range is too short for the spell to explore the stretching punch idea? i mean it feels like zac does just a normal punch due to the range additionally the spell has little counterplay, while it isn't instant am i the only player who doesn't manage to do something against it? once zac presses Q it's hard to dodge it Feedback: i feel like riot needs to increase his Q range while delaying it more then maybe change the damge/slow effect to something else, that's up to you friends sincerly, the doctor
The Q we're tinkering with has a different range and width profile from the live _Stretching Strike_. Our end goal is to have something that feels a little more physical and Zac 'goo-like' instead of an instant pop of AoE damage. Also you can expect something more interesting than a slow.
: >P.S. we’re not supposed to give you details yet… **but yes, his voice now pitches up and down as he changes in size ** You're doing god's work.
Gotchu fam. (really props to our audio guys... they did all the work there)
  Comentários de Rioters
Penns (EUW)
: What Id love to see most out of those changes are the ult scaling increase and the 100% mana refund on W active. I dont think Qing and then using ult in melee range is too healthy, so the damage can stay fairly low. Medium range shark is doable, but also not that "unfair" to play against so Id love that .9 ap scaling. What I think might be pretty cool too, is giving him more range on his W active to farm at least a bit safer. Maybe like 225? 250? 275?
Activating W does give him 50 extra range, so 225 effectively! Thanks for the feedback Penns!
Niyumi (NA)
: Yep! And I saw you saying you don't quite get what the W is doing, so I'll explain it a bit better. ^^ So, you passively put that DoT on people when you auto, yeah? It has a duration that it ticks for, and then it goes away. The new active of your W does damage based on how long the DoT was on the target (capping at 2 seconds, I believe). If you activate W and then poke something after the DoT has been ticking a while, you do a huge chunk of damage. If you last-hit something (doesn't matter what) with it, you regain some of the CD and mana. Your farming is a little easier, but you also have a lot more counterplay involved in your kit now, and you have to creatively use your Q and E to stay on your target for the big W damage.
Great summary! One thing to note about last hitting with the W: you receive the mana and CD refund regardless of how long the dot has been on the target (including even if the DoT wasn't even applied yet!). All that matters is that the W active kills the target.
Sunrize (NA)
: A few more questions for the developers: Does the knockback radius of the shark increase as well, or just the damage? Will the active on Seastone Trident still apply to the target of Urchin Strike, or does it have to be a basic attack? Does the new Seastone Trident passive reset basic attacks? Thanks!
1) The knockback increases as the shark grows bigger 2) Urchin Strike applies both Seastone Trident's passive and active (if you turned it on) 3) Yep!
Landorin (NA)
: @Meddler/Statikk: Fizz rework question
Hey Landorin. Your questions are totally understandable with or without access to PBE so no worries there. Let me start off by saying things are not finalized; with PBE we often start with a changelist that tested well during internal playtests and iterate from there. We're keeping a close eye on Fizz's performance in PBE games and feedback from the boards. We've heard concerns over the strain of W on Fizz's mana pool and changes to his damage output. Here's a breakdown covering where we're moving the needle next on the PBE: * **W - Seastone Trident** * ** Mana Refund**: _50% -> 100%_ * _Note: mana is refunded regardless by any Active hit, charged or uncharged (not a new change)_ * **AP Ratios**: * Passive (DoT): _.3 -> .33_ * Uncharged Active Hit:_ .3 -> .33_ * Charged Active Hit: _.9 -> 1.0_ * **E - Playful/Trickster** * ** Mana Cost**: _90/100/110/120/130 -> 90/95/100/105/110_ * **R - Chum the Waters** * **Seastone Interaction**: W Passive is applied to all enemies hit by the shark * _Note: this is in addition to being applied on initial application of the fish_ * **Fish Orbit**: made long range R more reliable by increasing fish attachment radius * **Base Damage**: * **Small Shark**: _140/290/440 -> 150/300/450_ * **Medium Shark**: _240/390/540 -> 250/400/550_ * **Big Shark**: _340/490/640 -> 350/500/650_ * **AP Ratios**: * **Small Shark**: _.5 -> .6_ * **Medium Shark**: _.75 -> .9_ * **Big Shark**: _1.0 -> 1.2_ On to your initial questions about the laning phase... I do agree that output-wise the new W is functions similar to live W when last hitting minions. However one aspect that's not apparent from the new W's tooltip is that it now also resets your auto-attack timer. Between the auto-attack reset and higher bonus magic damage at all ranks (charged or uncharged) it's pretty effective at last hitting minions. Spread your W Passive with a couple of auto-attacks or Q's dash, let the DoT tick a couple of times, auto-attack, W hit, rinse-repeat. If you're being pressured under tower forgo the DoT and charged damage and go for some simple auto, reset with W attacks. The average CS and hence gold has gone up quite substantially from our tests. Updates like what Fizz is going through are quite iterative, and PBE is just another step in that process. Depending on how things shake out over the next few weeks we have quite a few possibilities in mind for our little Trickster. Let me know if you have any other questions!


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