• Care Level

    I wrote a post a while back about the long-term game health implications of drawing a hard line between what is an "attack" and what is a "spell"; this'll continue in that vein.

    The basic premise is that, for the purposes of clarity and consistency, creating an intuitive, easily-identifiable distinction between attack and spell is almost imperative.

    Before I get started, *yes*, there are some edge cases where the line is unclear, and *yes*, it would take a shitload of work to rebalance everything. At the same time, *no*, it's not impossible.

    Some anticipated objections:

    • "This champion will do too much damage if they can build crit!" So basically... ADCs? Also, there's an opportunity cost: CDR and Armor Pen are great stats to miss out on, a…
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    Roberts is, in fact, a ship.

    Issuing movement commands does not move Roberts; instead, they change the direction and intensity of The Phantom Tide. The Phantom Tide affects a large area around Roberts, increasing the speed of all allied and enemy units moving with it and slowing the movement speed of all allied and enemy units moving against it. Roberts drifts with the Tide.

    Passive: You have a Crew of up to 4 / 5 / 6 / 7 / 8 Phantom Raiders. Casting this ability consumes one of your Crew. You gain one Raider per 40 / 35 / 30 / 25 / 20 seconds, up to your maximum number of Crew members.

    Active: Summons a Phantom Raider at your location that moves to the target area, attacking and chasing any valid targets it encounters. Raiders have 70% …

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    Points of Interest:

    • Support ADC.
    • Long-range and safe, but easy to force out of a fight.
    • Low kill potential outside of all-ins, but able to sustain against poke.
    • Potent in and against all-in attempts.
    • Synergy with beefy supports (Leona, Braum, etc.).

    PASSIVE: Vasrael's attacks and spells charge herself, affected foes, affected allies, and affected foes with Holy energy for 3 seconds. Whenever a Holy stack is applied, the target also gains a stack of Grace that heals it for 20 / 30 / 40 / 50 (+ 5 / 6.67 / 8.33 / 10% AD) (+ 2 / 3 / 4 / 5% missing Health) over 10 / 8 / 6 / 4 seconds, stacking up to 4 / 5 / 6 / 7 times.

    Whenever Holy is removed prematurely from an ally, the ally is immediately healed for the full remaining amount of their Grace and G…

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    I get a lot of people asking me what in the actual fuck I'm doing when I buy Nashor's and Lich Bane on Ahri, so I'm gonna try and explain it, a bit.

    My first items are Athene's, Nashor's, and Lich Bane, usually in that order, (with Sorcs injected wherever they fit, but we won't count them). That's... 8620g for the 3 items. For the same gold, I could have Athene's, Deathcap, and be well on my way to DFG with Needlessly and Codex.

    Anyway, we're talking about 200-ish AP versus 400-ish, so a pretty fucking big difference, right?

    But when you look at the damage, that extra 200 AP (I rounded up) is multiplied by .35 + .84 + .76 + 1.08, or a best-case combined AP ratio of 3.03, so 600 damage in a best-case scenario. We're not even gonna talk abou…

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  • Care Level

    On the Season 4 Jungle:

    November 22, 2014 by Care Level

    TL;DR: Smite rework for clarity, wtf scuttle crab why are you making a speed shrine, small camp buff rework/redistribution for clarity, Baron visuals for clarity, inhibitors really suck at clarity.

    TL;DR included because oh god, this is way longer than I thought it would be. It's pretty easy to navigate; if you're not interested in a certain thing, skip to another thing with the bolded headings. With that of the way, let's get into exactly what I feel could be done to improve the unclear systems:

    Smite: With Smite's new functionality, I feel it should be reworked completely to: "Spirit Hunter: marks a target monster; when it drops below a certain amount of Health (390-1000), Spirit Hunter executes them, stealing a large amount of Health (and …

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