User:Emptylord/Template:CPN-top
Crowd Control
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- Template:Cctip
“ | I'm reworking Blind into a archetypal crowd control effect: as with Disarm (cannot attack); Silence (cannot cast); and Root (cannot move). Blind now prevents the target from seeing. |
— Emptylord | |
- No longer causes champion attacks to miss. Minions and monsters will continue to miss their attacks.
- Now reduces champion vision radius to 250 and removes their allied vision for the duration. The radius is negotiable, and could even be on a per-effect basis.
- and are now described as persistent-area-blinds, similar to .
- Being blinded will now reset the target's auto-attack timer (cancelling any in-progress attacks). Due to , 's attack will not be cancelled but due to the miss-on-sight-loss mechanic it will function the same.
- Template:Cctip, Template:Cctip and Template:Cctip now apply Blind.
- now disarms instead of blinds, and is renamed Dazing Assault or Dazzling Assault.
- Smokescreen and Paranoia currently prevent the activation of "long ranged" abilities, such as Teleport, Gate and Stand United. I am undecided if this should be a feature of Blind.
- Template:Cctip
- Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target will always have vision of the source.
- Unlike other vision reduction/blind effects, the screen is pink and hazy instead of black.
- Template:Cctip
- Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target always have vision of the source.
- Template:Cctip
- The terms Root and Immobilize will replace all instances of Snare.
- The following abilities are now disabled while rooted:
- The following abilities are will not gap-close while rooted: They could be compensated with a reduced cooldown if interrupted.
- - "... Amumu will not pull himself forward if his movement is inhibited."
- - "... Nautilus will not drag himself forward if his movement is inhibited."
- - "... he pulls himself forward... This will not happen if Jarvan's movement is inhibited."
- - ... dash to the last enemy... This will not happen if Leona's movement is inhibited."
- Alternatively, each of these effects will explicitly break free of crowd control effects.
- Template:Cctip
- Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target always have vision of the source.
- Template:Cctip
- No longer halves healing effects.
- Now reduced the target's base health regeneration to 0 for the duration.
- The effect has been removed from all sources except
Channeling versus Interrupts
“ | This is partly a standardization sweep (Template:Cctip can interrupt but not ); partly to modernize all champions ( is considered an "attacking channel", but isn't?); and partly to enforce Silence's role as "prevents casting", rather than being all-powerful against all variates of abilities. |
— Emptylord | |
- Charged abilities will no longer be interrupted by silencing effects unless otherwise stated below. Silencing effects will continue to prevent the secondary activation of all charged abilities, but it will now only cancel them if they time-out.
- Channelling would be split into three categories that are consistently applied: casting channels, attacking channels and movement channels. Each of the channel types would be countered by a specific crowd control archetype (silencing, disarming and immobilizing, respectively). Unless otherwise stated, the below abilities have all changed from being interrupted by silencing effects.
- The following are attacking channels and are now interrupted by disarming effects instead of silencing effects:
- (shown for reference)
- The following channels are now interrupted by immobilizing effects instead of silencing effects:
- (changed from both Immobilizing and Silencing)
- (changed from both Immobilizing and Silencing)
- (changed from both Immobilizing and Silencing)
- (changed from both Immobilizing and Silencing)
- (changed from both Immobilizing and Silencing)
- The following channels are interrupted by multiple types:
- - Disarming and Immobilizing
- - Immobilizing and Silencing
- The following channels continue to be interrupted by silencing effects: For reference
- The following abilities are no longer considered to be channeled abilities:
- 「 Click to reveal a fun idea. 」「 "Aiming" channels could also be added that would be interrupted by blinding effects (as per the new blind above). This would be applicable to effects such as , and (although perhaps in addition to the above effects, rather than exclusively). 」
Mobility versus Crowd Control
- Dashes, Hastes and Slows
- Dash speed is now increased by bonus movement speed and Template:Cctip.
- At the moment, movement speed slows are hard capped at 110 and hastes are soft capped above 420. However, if you imagine going up against Thresh's 99% slow, a dash would be no faster than walking as both would very easily be reduced to nearly 110 - which isn't right, dashes should always be superior.
- The neatest solution that could be easily tracked in the tooltips is to have the base dash speed of all abilities be substantially reduced and give them all a high (+X% total MS) scaling (e.g. 200%-300%, which could even vary between champions). So LeBlanc's Distortion speed could be 930 (+200% total MS) for 1600 with base MS, 1250 versus Vel'Koz, 1153 versus 99% slows and 1776 with Ghost. (And suddenly Ghost is an interesting spell, although maybe not on LeBlanc).
- Knockdown
- All immobilizing effects now innately apply Template:Cctip.
- At the moment, Template:Cctip, Template:Cctip, Template:Cctip and some special-cased stuns will knockdown enemies who are dashing; while Template:Cctip, Template:Cctip and Template:Cctip will not. The intent here is that immobilize should immobilize you regardless of how you're moving, unless it makes thematic ("logical") sense not to.
- Accommodating changes
- Forced Actions (Taunt, Charm and Flee) currently do not directly interrupt movement and so shouldn't interrupt dashes. However, their duration should be queued until the target is able to act - since charming someone like Lee Sin wastes a good portion of the charm duration, which isn't fair considering you managed to land the charm in the first place. Alternatively, it could just interrupt as if it were a direct immobilize - you kiss Lee Sin out of his Resonating Strike, saving your ally in the process!
- Disarms and Silences would be queued regardless.
- Blinds, as per the reworked effect above, would apply its effects immediately.
- "Jumps" could be made distinct from "dashes" in that they are unaffected by hastes and slows, and perhaps also the change to immobilize. Rocket Jump, Unseen Predator and Elastic Slingshot (for example) would have a fixed speed, regardless of slows and hastes, and will ignore immobilizing effects (except for explicit knockdowns/airbornes effects). So using Dazzle on Tristana will not bring her crashing down, but ghost will not benefit her either.
- "Leap" abilities would be case-by-cased into either the "jump" or "dash" category. "Leap Strike" should probably be a dash, while "Leap" should probably be a jump.
- "Spinning" champions currently face in the direction they are/were last moving, and this is a recognized limitation of the engine. However, would it be possible to special-case "Mocking Shot", "Backstab" and "Petrifying Gaze" to consider spinners to be facing in all directions while spinning - so Cassiopeia one-ups her sister while Tryndamere will fail to mock Garen or Wukong (whose damage would be affected by the AD reduction, regardless of what position they think they're facing).
- The following interactions are now disabled while under immobilizing effects instead of while under silencing effects:
Bug fixes
- Abilities with casting times (e.g.
- The abilities are now cancelled upon death even if you are protected by revival effects (namely and ).
and )
- 「 Grog Soaked Blade now correctly refreshes 's cooldown. 」「 Grog Soaked Blade no longer uses the poison particle effect. 」 'Grog Soaked Blade was updated to use the poison particle effect in V5.1, but is not classified as a Template:Cctip.
- 「 The wall now correctly grant sight across the whole wall rather than just around the pillars. 」「 The wall will no longer clear the fog of war on the map except where it's granting vision. 」 Presently, the wall clears a huge area of fog of war on the map but only grants sight around the pillars - meaning a brush can look empty when it's not.
- Malzahar will now correctly form a tether with during . Currently the ability goes on cooldown and nothing happens.
- As with other cleansing effects, will now only remove the suppression and will not break the tether.
- The impact damage is now correctly blocked by spell shields.
- Targeting clones will now affect their owner, rather than treating the clone as an additional champion.
- Forced actions (taunt, charm, fear) will no longer affect Rek'Sai until she completes the tunnel (as with other crowd control effects versus Rek'Sai, and forced actions versus other dashes). They will no longer pull her out of the ground.
- The ability is now correctly negated by . Currently only the animation is destroyed, but the ability still happens albeit invisibly.
- Two opposing Wind Walls will now correctly destroy one another.
Standardization
General
- All unit-targeted abilities are now calculated edge-to-edge instead of center-to-center, as with basic attacks and most modern unit-targeted abilities.
- Becoming untargetable will no longer cause homing projectiles to fizzle instantaneously. Instead, they will only fizzle upon reaching the target if still applicable.
- Bouncing abilities whose current target becomes untargetable while en route will only fizzle if there are no other valid targets upon reaching the target - otherwise, they will bounce from an untargetable enemy as normal.
- Buffs earned by post-death champions, such as , will be retained upon respawn. This used to be the case, but was removed some time ago. However, the mechanic was reintroduced with rework.
- The "Assassin" class has been renamed "Rogue" to distinguish between the ability to assassinate (i.e. burst damage) and a mobile/agile damage dealer. This follows the same logic as why Carries were rebranded as Marksmen, because the ability to carry is not exclusive to ranged autoattackers. The following champions are no longer classified as Rogues:
- The following abilities will no longer factor enemies who spell shield the ability for the purposes of triggering secondary effects:
- - The gap closer will choose the next closest target.
- This list may be incomplete.
- The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with
Implemented.- Dangerous Game
:
Visual Aids
- The following abilities now utilize discoloured health to track their effects:
- utilizes grey health to track how much Ekko will heal when he activates the ability. Grey health starts to the right of the champion's current health.
- utilizes amber health to track how much damage she's Rend will deal against the target. Amber health replaces the champion's current health starting from the left-side, up to 100% of their current health. Amber health darkens in color when it reaches that threshold. Kalista's Rend could be reworded to say "Whenever Kalista attacks a target, she turns the leftmost X of their health amber. Rend can be activated to deal the target's amber health in damage." rather than tracking stacks.
- utilizes amber health to track how much damage he's stored against his target.
- The following abilities now utilize the per-target cooldown visual aid, as with
- This list may be incomplete.
:
- The following effects now show the tether radius while active, as with
- and
- and
- (only if the suppression is negated/removed)
:
- The following thresholds will now have particle effect to indicate that the threshold has been reached, as with
- - Targets with less health than you.
- - Targets below 15% of their maximum health.
- - Targets below 25% of their maximum health.
- , and could feature a pointer on their health bar to denote the trigger threshold. Whether or not the pointer is visible could also the clarity on the effect's cooldown.
- This list may be incomplete.
:
- Damage Mitigation
- All effects that mitigate damage will now display those values with floating text, as with
- Health shields will now only use white, e.g. -60 from .
- Magic damage reduction/shields will use purple, e.g. -60 from .
- Physical damage reduction/shields will use gold, e.g. -8 from .
- All other forms of damage reduction will use blue, e.g. -60 from , and . It has been pointed out the mana cost indicators use blue - thus I am open to suggestions.
.
- The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. ), such as a shield icon.
- Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
and , respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to - As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
- Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
- Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.
Auto-Targetings
- Standard behaviour is now that if you cannot see them you cannot target them, even if the targeting is done automatically. This is with the distinctive exception of effects that instantaneously hit everything nearby.
- The following abilities are now incapable of hitting unseen/stealthed targets:
- Proposed Effect: Charm now grant sight of the charmed enemy. and -
- Proposed Effect: now grants standard sight of burning enemies. -
- Proposed Effect: Fiora now gains sight of her initial target and briefly reveals enemies damaged. -
- and
- - Saplings will now behave like - capable of changing to a higher priority target after initial target selection, but will lose interest when they lose sight.
- Proposed Effect: Impure Shots is now traceable through the fog of war and stealth, similar to Dusckbringer. Double Up can hit enemies afflicted with Impure Shots regardless of sight. -
- Proposed Effect: Chain of Corruption can select targets at any point during the 2.5 seconds, not just on impact with a target. Additionally, it will grant sight of snared enemies as well as those it's locked on to. -
- Remaining nuances:
- Proposed Effect: Acid is now traceable through the fog of war and stealth, similar to Dusckbringer. The target may not be visible, but there is still something visible to aim at. -
Companions and Pets
- The following companions are no longer gyroscopically stable/trapped in geostationary orbit with their respective champions:
- and will behave as independent units, similar to .
- will swing from the chain in response to Thresh's movement.
- The following champion-summoned units now display their collision radius/attack range to their champion (and possibly allies):
- - Aura radius.
- - Trigger radius and attack radius.
- - Trigger radius.
- The following ability-damage sourced from pets will now be displayed as their ability power and will update dynamically, as with
- and - Laser beam.
- - Basic attacks. Their AD will also be reduced to 0.
- - Explosion damage.
:
- The following autonomous pets now use the same AI logic as standard minion AI, but will also change target to focus a champion recently attacked by Zyra (a cross-hair will appear marked enemies) or the current target of Zyra's basic attacks.
- and
and will specify the logic in the tooltip: - "Plants follow
On-Hit Effects and Spell Effects
- The following sources of magic damage now clarify in the tooltip that they will apply life steal: "... will apply life steal and cannot be dodged, blocked nor critically strike.
- The following sources of magic damage no longer apply life steal:
- The following on-hit effects now clarify in the tooltip that they will apply spell effects: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
- The following on-hit effects now apply spell effects and will clarify this in the tooltip: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
- The following on-hit effects no longer apply spell effects:
- (area damage)
- (on-hit component)
- (activation effect) and (persistent effect)
- (area damage)
Critical Strikes
The following effects are now trigger Template:Cctip effects:
- Triggering .
- Damaging a target with two or more .
- empowered and .
- .
- Triggering .
- Triggering .
- Slamming an enemy into a wall with .
- Damaging a target with four or more .
- Stunning an enemy with .
- Triggering mark.
- Triggering .
- versus isolated targets.
- Triggering .
- Stunning an enemy with .
- Hitting an enemy with both . Note that there is currently no benefit to landing both.
- The third strike of .
- Damaging an enemy with .
- Prey-empowered with .
- .
- Stunning an enemy with .
- .
- Full-fury .
- .
- empowered and .
- Stunning an enemy with .
- Damaging an enemy with .
- Damaging an enemy with 's empowered attack.
- Triggering .
- Triggering .
- Stunning an enemy with .
- Triggering .
- Triggering .
- empowered attack.
- Stunning an enemy with .
- This list may be incomplete.
For reference, the following are Critical Damage effects:
- Fixed a bug where the amplifier was only applying to some sources.
- +50% Critical Damage.
- - Applies a bleed.
- - 10% damage reduction from Critical Damage.
- Will now trigger on all Critical Damage, not just Critical Damage dealt by basic attacks.
- 15% healing
For reference, the following already trigger Critical Damage:
- Critical strikes
- (single target)
- This list may be incomplete.
User:Emptylord/Template:CPN-bot