Dumb question: How could they pass through terrain when they and the snowball stop with terrain? Because that sounds contradicting. No gameplay I've seen have they been able to go through terrain, nor the snowball.
Do you realise that's a bug, right? That being the case better fits for the Ability's Details, not the description, and for the looks of it only happens on narrow terrain by accidental wall-clipping, and only once on the initial cast.
i keep on quoting Caenen since he tested this stuff. He said "but he can do it over the entire duration
yu can kinda drift into walls sidewards on some curves"
on some curves nunu can go into the wall without being blocked by it.
This is because when activating W the only considered hitbox is the ball's.
Also, you cannot be sure this is a bug. We just gotta wait until it gets fixed
ps. there're many other bugs we list in the main description in other pages, because that's how the code is.
Is true that the ball's hitbox is what is considered, but being able to drift on curves isn't different from Sion during his ult, rather he was granted easier time with the increase of turn rate over time on straight pathing.
At worst is a bug, at best is an unintended feature, either way is an unintended effect that wasn't meant from the designer, so goes into the Ability's Description until a Rioter gives a proper explanation and if they say it remains as a feature, then it stays. Same happened with Pyke's ultimate resetting from spell shield and invulnerability.
Also, for clarity purposes, commonly on the Wikia is in the description where forms of mobility are specified whether can go through terrain or not.
UPDATE: Found out why - Isn't precisely "wall-clipping", is that since the hitbox of the entire system belongs to the ball, when they summon the ball at the other side of a piece of terrain then they proceed with the charge as if it didn't exist because the hitbox skipped the terrain, but then acts as normal (if the ball hits terrain the charge ends). Notice in the video that when attempting to do the trick on Krugs they collide once with the terrain they attempt to clip because the ball manifested partially inside terrain so it was considered a collision.
that's not true. As you found out the barrage is affected by cooldown reduction. If you spam those snowballs you'll see that at 40% cdr you still have to wait for those 3 seconds to finish until the aura explodes.
By the logic of the two instances of damage values, the first is the one to stay, but with how the two are distanced by the paragraph between, as well as the clarification that the storm's damage can vary too depending of the distance travelled by the bola, it would be prefferable to keep both.
As for the "Not being affected by the storm" being moved to the 2nd paragraph, I won't touch it. I put it at the end of the sentence rather than the end of the descriptions to clarify that everything that will be mentioned about the storm doesn't affect the initial target, rather than what was mentioned about it, but whether can affect clarity is beyond me.
the storm's damage can vary too depending of the distance travelled by the bola, it would be prefferable to keep both.
the storm only activates if the bola goes beyond 400 range, so it only does the empowered damage.
hmm anyway, i think i would still leave it at the end. I don't like the will part, since we're considering effects that people not knowing about the champ have no idea about them. I mean, yea for clarity i would leave it at the end. How did we do it until now?
Commonly clarifications such as mulltiplicative or additive stacking is done in the Ability Details for cases such as these where there's no upper cap, if it had a cap it would be stated in the description of the ability instead. The best I can think of is changing it to 0% - ∞% (based on duration) from "70% per subsequent tick".
I presume by omitting my amendment that you can justify this change, or perhaps provide an alternative solution that can iterate the distinction I've noted between the first and second parts of this ability?
Because is already clarified in Bladesurge's Passive (it doesn't exists in-game, is for clarity's sakes here on the wikia) the marks application on Flawless Duet and Vanguard's Edge, otherwise adding an individual instance of clarification on both abilities is a redundancy.
This would be sufficient if the mechanic was that simple, however, the denotation of the tooltip clearly indicates that the second part of the ability (that deals its own damage and applies disarm) procures after the mark is applied.
Tooltip proof link
My amendment written on the actual description of the ability was justified for the importance of Bladesurge's interaction. It is a very important note that allows Irelia understand the full extent of her undefined marking when chaining combos and winning fights. If it is not written in the description, players glossing over the page will assume that all components of the ability will apply the mark, as defined in the Bladesurge tooltip.
Repeating the same text over multiple applying sources rather than resume it into a single instance on the origin source (if it comes from an ability) is risking into being redundant, the same is true for other champions on the wikia that apply marks through abilities without specific application, and the wikia gives itself liberties for clarity sake that in-game tooltips have slight discrepancies (e.g.: Zoe's Q saying in-game that is its damage plus her Innate, although when they add up don't match in value to the actual damage dealt, or Orrn's ability to knock-back targets through basic attacks being listed on W although isn't exclusive of it nor depends of it to have the effect).
I thank you for your help and contirbution with Nevon in my Sandbox 3. Initially, I was going to refine it further, but seeing your edits (and clean-up of the ability box formatting, I thought a sandbox collab was a nice idea. Thus I've invited others to edit it too (of course adding comments so it doesn't go out of my hands). Please feel free to revisit it if time allows. Otherwise, once again, thank you. I hope to see you around.
A man fashioned much like a Bilgewater pirate, with the blood of a Freljordian war chief in his veins. And to whom he pledges his loyalty, it is none other than Marine Snow, the goddess of the cold seas.
I've been checking the progress on the rework, and got to say: I fuckinglove the Innate, is perfect.
I was tinkering of a musical concept (but rather someone that lures and brainwashes people with music, and more than that wanted music to be part of her gameplay and not just flavor... blame Bard's original design of having a build-in Guitar Hero for that. :P), but personally what I could do for that couldn't be better with an Innate other than this. <3
As for the basic abilities, I see the sense of not having a cooldown, but does it actually needs to be force to cast the spells on the current quarter note? However, does make sense that the used quarter note is locked until the cycle ends. The effects are nice, but still as meh to me as the current Sona: effective, but that's it... also you and your angular defense fetish.
The only thing I could think of as suggestion is that, to make something befitting of the kit, the prism that indicates the tempo empowers or causes a "spell crit" if a spell cast in sync with it. Say that it passes through the quarters as it rotates, and there's a meter on each (akin to metronomes), the closer to the center at the moment of cast, the more powerful it is (with the increase scaling with the selected melody, the higher the beat, the more powerful it is, or make a unique empowerment depending of the current beat).