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Point and click stun on a champion with a movement ability's a potential concern certainly and as a result there are a number of measures on Lissandra aimed at controlling the power of that effect.
1. Her ult's got 550 cast range (subject to balance testing of course, but I expect it will stay around this range). She has cross the CC ranges of most ranged champions in order to use this ability on you in the first place.
2. Her E moves pretty slowly. It's the same speed as Anivia's Q which was a very deliberate choice so that as the enemy you'd have time to react to it coming (and as the Lissandra player you'd have time to try and juke the enemy while it traveled/assess the situation).
3. It's her ult. Is a guaranteed stun, with additional AOE effects strong? Sure. But ults are meant to be strong and, in this case, you're giving up the use of another powerful effect.
Having said all that is it possible we may still find the E+R combo to be to strong at some point? Sure, could happen. To get a really good feel for balance though we'll need to see a lot of games played over a long period of time of course. We've got a bunch of angles to work with though if we need to balance that interaction and, while Lissandra's E is a long range teleport, it's got very different use cases to something like Katarina's Shunpo, which would be much more dangerous to pair with a ranged point and click stun.
Thanks for bringing this to our attention guys, we'll get a fix in for next patch!
Welll, his designer was the same guy who made Zyra and Darius..............
so what does that tell ya?
Cannot reproduce. Plants smoothly follow my basic attack command to attack a champion when that champion is in range.
working on it
thanks for the report citizen
He has a Highlander skin you can check that out' even tho William Wallace was a lowlander.
Hakkai, thanks for your interest in our skin making process. I tried to find some of the threads IronStylus expanded on the skins process, but since he is so popular, he has like a million threads. He explains things SO well I should have bookmarked those threads....
So I'm going to see if we can do something to explain more the skin making process. If of course you guys are interested....
This is a terrible one track thought process. Maybe it's not your fault. Maybe you just make the skins and the sales team decides how to market them.
But at the end of the day, we all nerd out on skins. We try to come up with the wildest ideas possible and that's part of the process I'm directly apart of. Everyone on the skins team is super passionate about making skins and we are fortunate enough to be surrounded by some very smart people who help us get the skin out to you guys.
If you want more insight on the skin making process; I believe IronStylus has some great posts on this subject and I'd be happy to expand on them as well if you'd like.
Oh and by the way; if you see any QA Reds, thank them! they do an amazing job!
theyre digging themselves into a hole, competing with themselves to do better...
In all seriousness,we love making skins so it's only natural we try to outdo ourselves. And when people notice the work we put into them; it makes us want to do something bigger and better next time.
Hope you guys enjoy Cho!
Volibear is the most OP tanky champ with moderate/good dps ever.
I swear every time I play against Volibear I would lose, either as AP or AD or Support or Tank.
The guy just flings you over and own you. He has so much HP and armor and scales ridiculously well into late game to be near unkillable.
NERF his ass to the ground please...
I recommend Zilean as a proven armored bear hater.
Heya Aphet, the feedback is appreciated, and I agree. :]
When I re-do VFX for skins, I usually make a conscious effort to preserve gameplay as well as possible -- In Amumu's case, even on his base skin the tears don't linger in any way. Obviously a big, dark oil spill is a bit more jarring when it pops out, but here's why I went with it in spite of this:
First, part of making the effect look neat involved the use of some longer-lived particles, like the slowly expanding ripples. There isn't a way to tell newly-spawned particles "Okay, start fading out early, the skill is off" which leads to point 2: The tears can rack up quite a bit of pain over time, so it's important for players to know the skill is off as -soon- as it's off. We're left with an instance where we'd either have to make the particles live too long and create gameplay confusion, or try and get as much fade as possible into about half a second before everything left over just pops out anyway. When I'm faced with this kind of thing, I find it's usually best to play it safe and stick to the way the base effects do things, for better or worse. :]
Hi, I'm glad you guys like this animation so much... while I think that we really consider this now for future champs, it's more important to us to make a champ as awesome as possible - whatever that means. There might be a champ where the recall needs no animation but we might give it two different dances, for instance. So, I think many, many champs will see this in the future, but we might leave it out for another animation on other champs given the right circumstances.
ive been getting PWND by Varus lately....i def dont like going against this champ.
Ashe's main strengths lie in her massive crowd control potential. While Varus does have the chain-root and the AoE slow, Ashe has perma-slow, and a global ranged stun. She is a much more consistent initiator and simply functions different from Varus. I wouldn't consider either champion a "version 2.0" of the other.
Comparing individual abilities isn't really fair; it's the champion as a whole that matters.
For what it's worth, Miss Fortune is one of the best counters Varus in lane.
I don't think his range is that bad. It's 525, which is only slightly below what I'd consider the "average" for ranged AD (550).
I've never found it very limiting.
Ultimately, he's a pretty tanky guy and wants to play a bit close because of how Buckshot works. I think he both survives and thrives at that range.
I applaud the effort you've made and it's clear that you've put some thought into the problem of getting rewind at level 1..
You may want to think about your solutions to see if any of those actually solves the 'levelling rewind at level 1 and having a useless skill' as only part of one solution is actually relevant - whereas the others all are just buffs that don't address the original problem.
We'll have some UI updates that we can do for Orianna the patch after Fiora, some of which is fixing stuff that was broken (W/R ranges used to display on the ball - not sure why it's broken now).
Thanks for the feedback guys, will look into what we can do to make this easier to read at a glance/in hectic fights.
If she blindly landed in a minion wave and was dealing some form of damage to them causing them to attack(sunfire im lookin at you), this creep agro should cause her to auto counter though right? Could this be what happened?
Can you say more about the circumstances where she won't start attacking automatically?
While you're here, I'd like to propose a small buff to permafrost.
Can it also apply a small attack speed debuff? I feel like I'm using it more for chasing which isn't useful in team fights really. Maybe half of the movement speed buff?
I'd just like her to be slightly more threatening in fights is all.
It's not always wrong to include such mechaincs--but in this case by removing that I was able to give her power in other places--power that you are more likely to notice and appreciate in more situations--and so when playing Sejuani you overall feel as powerful as you actually are.
Sejuani is quickly becoming my main jungling Champion, for whenever I may need to take the role. I am very pleased with the Sejuani so far and I only think she needs minor changes to be a significant force on the Fields of Justice.
But now, six months later and Riot releases their newest champion to join the league: Sejuani, The Winter's Wrath. A female warrior from Freljord who seeks to unite her scattered tribes by becoming the greatest warrior they've ever known . . . HOW COOL IS THAT?
Currently when Sejuani Qs into the fog of war and hits a minion or jungle creep she acquires the target automatically and begins autoattacking. However, Qing into a target that you can see causes Sejuani to stand there until you manually order her to autoattack.
It would be a nice quality of life fix to cause her to automatically attack after her Arctic Assault. I haven't tested this on champions, though.
That's all! Liking the champion so far! Her animations are awesome - she's the best looking champion since Graves. Great job, art team.
This doesn't sound like what you're describing, but while we're on the topic, a lot of champion abilities include an order for the champion to start attacking the target *only* if that target hit is a champion. Sejuani's Q is one such ability. So I wouldn't expect her to automatically start attacking minions or monsters in any situation, but she should start to autoattack champs after landing Q on them.