League of Legends I deciphered the math behind Omnistone |
- I deciphered the math behind Omnistone
- It's fine guys I'm dead..
- Riot Cactopus on the Strategies They Used to Announce Controversial or Risky Video Games
- Viktor's Hexcore mana values have been bugged since patch 9.20, long post with evidence.
- Yassuo 1v1s a viewer on his stream who claims he has “Challenger mechanics”
- UPDATE: League of Legends esports culture is spreading to high schools fast and I love it.
- Dead Tryndamere spnnning bug
- TLs sub jungler in action
- PSA: Don’t fight hentai lady in a choke point.
- What's the point of mana anymore?
- [self] Star Guardian Lux
- Assorted trivia about several champions' developments you might not have heard of!
- Jensen Goh: "Splyce had custom-made balls made of dates, nuts and cocoa coated with coconut and salt...we beat Origen with superior nutrition." | Game Is Hard
- Dragon being a bro
- K1ck Esports, Portugal's Oldest LoL Team, Just Moved to the Polish Ultraliga
- It's 2020 and Your Team SUCKS! - Cloud9
- Very nice Urgot artwork ft Viktor for season 10
- Mystic tells he left LPL and joined Afreeca Freecs for "my wife and kid", describes how AFS found its teamwork so quickly: "Our top, mid and jungle are actually all solid. We take turns to give up resource for one another, and every lane has the potential to carry the game."
- ChronoCuck Zilean Rebooted - KBVTV
- Qiyana's W gives her bonus range but her W tooltip says nothing about increasing her base range...
- Ornn PSA: If im lvl 13+ pls consider buying items i can upgrade for you. Those are free stats. Also you dont have to stay near me for the crafting animation
- Thorin's Thoughts - Perkz is LEC's Tom Sawyer (LoL)
- Game of the decade League vs Minecraft - Very interesting debate by MatPat
- Every year our family makes a gingerbread “house”. This year we made Summoners Rift
I deciphered the math behind Omnistone Posted: 04 Jan 2020 07:31 AM PST So ever since it was mentioned that Dark harvest stacks amplify the power of all keystones, it definitely caught* my interest but I couldn't find any information on it anywhere so I decided to do the math myself. I'll add all the details in the end, like math formulas, charts and examples. Some might think that I'm crazy to waste so much time on a nearly useless keystone but I'm optimistic that eventually it will be a viable keystone; I'll drop a separate post in the next couple days on an interesting and fairly simple idea concept which would solve the core problems omnistone has without ruining it's identity. For those who don't know, I am challenger TF main on EUW and I'll be testing the worst keystone in league history at twitch.tv/jebsu1v9 Edit: Europeans use commas for decimals. :) Edit: Confirmed to be accurate by Riot [ https://prnt.sc/qjgi9d ] BIG shout-out to GreaterBelugaWhale !!! Edit: I took all the official info from League wiki and NOT leaguepedia, my bad (careless error thanks to overheated brain). Quick rundown of how it works: Dark Harvest (DH) Every DH stack increases it's damage by 5 like normally and also amplifies the power of all other keystones. Conqueror Every DH stack increases Conqueror's base power by 2,5% (both AP and AD). 15% healing at 10 stacks doesn't increase. Aftershock Every DH stack increases base resist buff by 2,5% and also the item bonus resist percentage (80%) by 2,5%. Aftershock's damage gets increased by 3,75 for each DH stack. Grasp of the Undying Every DH stack increases damage and healing multipliers by ~ 3,333334%. (Check details for more information.) Every DH stack increases permanent health gain on each grasp proc by 5%, previous ones too. (That's why it might seem like DH stacks would increase maximum health sometimes.) Phase Rush Each DH stack increases base movement speed bonus and base slow resist (75%) by 5%. Lethal Tempo Every DH stack increases base attack speed percentage by 5%. Glacial Augment Every DH stack increases base slow percentage by 2,5%. Fleet Footwork Every DH stack increases healing by 5 and also the 1 second MS bonus by 5%. Hail of Blades Every DH stack increases base attack speed percentage by 5%. PTA Every DH stack increases damage by 10. Exposure percentage doesn't increase. Predator Every DH stack increases damage by 5. Bonus MS percentage doesn't increase. Summon Aery Every DH stack increases damage and shielding by 5. Electrocute Every DH stack increases damage by 5. Comet Every DH stack increases damage by 5. Omnistone's "smart" logic Probability to roll a 'priority' keystone is around 5% ~ higher compared to the non-priority keystones, at around 11,5% - 12,5% depending on how many keystones are available & prioritized based on 5000 rolls with different setups. I can't say for sure how it is calculated or if it's always some flat value (11,5%, 12%, 12,5% etc.), but formula below seems to give very accurate values. (100 - (5 x amount of priority runes)) / amount of keystones = probability for non-priority keystones probability for non-priority keystones + 5 = probability for priority keystone Example with 2 priority keystones: (100 - (5 x 2) / 14 = 90 / 14 = 6,429% ~ (non-priority) + 5 = 11,429% ~ (priority) I'll try to answer to all questions, you can dm them on twitter too. twitter.com/Jebsu1v9 Details, charts, math formulas and examples for skeptics and brave souls :) I don't expect almost anyone to read this part through but it had to be done for credibility and to show that the math actually works. I spent probably closer to 150 hours on this project, mostly on double checking the numbers so all of this is based on huge amount of data and not just couple runs in practice tool. I had to figure out some of the key game mechanics because most data in practice tool was very inconsistent and wouldn't had formed a clear pattern. All stats are rounded down before point 5 mark (75,499 ~ 75) and rounded up after they reach point 5 mark (75,5 ~ 76) except health, which rounds up at any decimal rate (3400,01 ~ 3401). Damage texts are rounded down in every scenario at any decimal rate (73,999 ~ 73). Even though most stats are rounded, the decimal values remain same so they have to be taken in account whenever doing calculations. Most of the formulas on league wiki page are rounded to 3 decimals which can result in calculation errors but very rarely, practically less than 1/1000. (AP) Conqueror The single stack value formulas on official wiki page are incorrect, mostly because everything on the site is rounded on 3 decimals. AP stack formula is 1,824 + 0,176 x level on site and there were ton of mistakes with it but the formula shown on 10 stacks is 18,235 + 1,765 x level and dividing it by 10 to get the single stack value formula ended up giving the correct values in 99,999% of the cases. I am also 100% positive that it runs even deeper than that based on what I found but that is irrelevant here. Bottom line is that the base values are increased by 2,5% for each DH stack. (SS from official wiki page how "same" formulas are different: https://gyazo.com/8152077d10bca3fa4ea896a44a6c9d52) (wrong formula vs 'right' formula: https://gyazo.com/9fb0b536fa0e3c0ec443bc8690f5ffac) Stack base value: 1,8235 + 0,1765 x level (League Wiki) Math formula: (Conqueror stack + (Conqueror stack x 0,025 x DH stacks)) x amount of stacks Chart: (not rounded) https://gyazo.com/366c2d58876a829cfea3d5a54214d669 (AD) Conqueror Stack base value: 1.0941 + 0.1059 x level (League Wiki) Since most champions don't have a flat base AD, I had to take the decimals into account to form a pattern and even if they had flat base AD, it changes on every champion in the game as they level up. The difference can be very small but it can ruin the correct pattern and calculation. Math formula: (stack base value + stack base value x 0,025 x DH stacks) x amount of stacks Chart: (not rounded) https://gyazo.com/cf9e836efdd5a20290f54d1e0a5e787b Aftershock Every DH stack increases Aftershock's base resist buff by 2,5% and also the item bonus resist percentage (80%) by 2,5%. Base value is 35 for both armor and MR. Math formulas: base resist bonus: 35 + (35 x 0,025 x DH stacks) bonus resists from items: resists from items x (0,80 + (0,80 x 0,025 x DH stacks)) Example: Level 16 Kennen, 83,28 + 40 bonus armor & 37,24 + 25 bonus MR, 4 DH stacks armor: 35 + (35 x 0,025 x 4) + (40 x (0,80 + 0,80 x 0,025 x 4)) = 73,7 armor (+ 123,28 armor = 197,98 ~ total 198 armor) MR: 35 + (35 x 0,025 x 4) + (25 x (0,80 + 0,80 x 0,025 x 4)) = 60,5 MR (+ 62,24 MR = 122,74MR ~ total 123 MR) Bonus resistances are capped at 80 - 150 depending on your level. Aftershock's damage base damage: 19,412 + 5,588 x level + 8% of bonus health. (League Wiki) The damage based on different total health amounts didn't increase in any way no matter how many stacks I had so it can only be that the pattern is 3,75 damage flat per DH stack. I have no idea why it is like that considering how other keystones work but it just seems to be right. Grasp of the Undying It is impossible to pin-point the absolute correct value because of total health limitations but I managed to narrow it down to 5 decimals, between 0,033333...34 < [multiplier] > 0,03333342. I'll be using 0,0333334 as the multiplier since I didn't find single mistake with it out of hundreds of different calculations. Riot probably had some kind of simple way to calculate the final variable like 0,04 / 3 or 0,024 / 3 but I can't say for sure. Likely there is a mistake but it would be lower than 0,000001 and practically it won't affect the outcome. I don't know why it has very different formula compared to other keystones but it just seems to work no matter what health total I pick with different amounts of DH stacks. How I arrived at the numbers above: https://gyazo.com/753297461256ba213eab109999e107fd Healing values fluctuate a lot because sometimes the bonus health is added before the healing text so instead of healing 47, it might show that grasp healed only 42. Also health regen seems to affect the numbers because I did a run without single DH stack (so only flat values on grasp) and it would still fluctuate like that. I got values like 46, 51, 52, 46, 51 in row; the bigger jumps are from permanent health 'bug' and smaller (52 - 51) changes can be explained only with health regen but it is always ½ of the damage dealt so it's easy to calculate and all the data supports that. [Melee] Damage (4%) and healing (2%) percentages are increased by ~ 3,33334% for each DH stack. Math formulas: Damage: total health x (0,04 + (0,04 x 0,0333334 x DH stacks)) Healing: total health x (0,02 + (0,02 x 0,0333334 x DH stacks)) Example: Level 11 Amumu, base health 1350,22 (+ 2000 health), 3 DH stacks & 10 grasp procs total health: (1350,22 + 2000 + 10 x (5 + (5 x 0,05 x 3)) = 3407,72 damage vs 0 resists: 3407,72 x (0,04 + (0,04 x 0,0333334 x 3) = 149,93... ~ 149 damage vs target dummy (50% resists): 149,9397072618 / 2 = 74,96... ~ 74 Every DH stack increases permanent health gain on each grasp proc by 5%, previous ones too. Math formulas: Grasp bonus health: 5 + (5 x 0,05 x DH stacks) DH stack bonus heath: grasp proc amount x (5 x 0,05) Total bonus health: grasp proc amount x (5 + (5 x 0,05 x DH stacks)) example: https://gyazo.com/2304fa6942dfb9753cb7650659017612 [Ranged] Damage (2,4%) and healing (1,2%) percentages are increased by ~ 3,33334% for each DH stack. Math formulas: Damage: total health x (0,024 + (0,024 x 0,0333334 x DH stacks)) Healing: total health x (0,012 + (0,012 x 0,0333334 x DH stacks)) Example: Level 16 Teemo, 1830,75 base health (+ 1300 health), 6 DH stacks & 6 grasp procs total health: 1830,75 + 1300 + 6 x (3 + (3 x 0,05 x 6) = 3154,15 damage vs 0 resists: 3154,15 x (0,024 + (0,024 x 0,0333334 x 6)) = 93,71... ~ 93 damage vs target dummy (50% resists): 93,7195512398 / 2 = 46,85... ~ 46 Every DH stack increases permanent health gain on each grasp proc by 5%, previous ones too. Math formulas: Grasp bonus health: 3 + (3 x 0,05 x DH stacks) DH stack bonus heath: grasp proc amount x (3 x 0,05) Total bonus health: grasp proc amount x (3 + (3 x 0,05 x DH stacks)) example: https://gyazo.com/02a5f89b17206a0aaf4b493db0fe542d Phase Rush Base value: 24,118% + 0,882% x level (25 - 40%, League Wiki) There are two soft caps for high ms values, they are applied only after slows (League Wiki); 1st soft cap: when MS is 415 ≤ but ≤ 490, the soft cap formula is (raw MS x 0,8 + 83) 2nd soft cap: when MS is 490 <, the soft cap formula is (raw MS x 0,5 + 230) Math formulas: (MS): base MS x (1 + phase rush bonus + (phase rush bonus x DH stacks x 0,05)) (Slow resist): 1 - (slow percentage - (slow percentage x (0,75 + 0,75 x DH stacks x 0,05)) (Full formula): (base MS x (1 + phase rush bonus + (phase rush bonus x DH stacks x 0,05)) x (1 - (slow percentage - (slow percentage x (0,75 + 0,75 x 0,05 x DH stacks)) and x 0,8 + 85 if the MS is 415 ≤ but ≤ 490 or x 0,5 + 230 if the MS is 490 < When slow resist goes over 100%, slows start to give you more MS based on the slow percentage instead of slowing you. MS bonus chart: (rounded) https://gyazo.com/54f8738ea2a5019143b09e0260d4655e Basic MS calculation example: Level 7, 355 base MS, 6 DH stacks Raw MS: 355 x (1 + 0,30292 + (0,30292 x 0,05 x 6) = 494,79758 (because raw MS is over 490, we use 2nd soft cap) 494,79758 x 0,5 + 230 = 477,39... ~ 477 (final MS) Example with slow resists and 1st soft cap: Level 13, 335 base MS, 5 DH stacks, 15% slow 335 x (1 + 0,35584 + (0,35584 x 5 x 0,05)) x (1 - (0,15 - (0,15 x (0,75 + 0,75 x 5 x 0,05))) = 335 x (1 + 0,35584 + 0,08896)) x (1 - (0,15 - (0,15 x 0,9375))) = 335 x 1,4448) x (1 - (0,15 - 0,140625)) = 484,008 x (1 - 0,009375) = 484,008 x 0,990625 = 479,470425 (raw MS) (484 ms before slows and slow resists) soft cap applied: 479,470425 x 0,80 + 83 = 466,57... ~ 467 (final MS) Example with slow resists and 2nd soft cap: Level 15, 370 base MS, 8 DH stacks, 30% slow Raw MS: 370 x (1 + 0,37348 + (0,37348 x 0,05 x 8)) x (1 - (0,3 - (0,3 x (0,75 + 0,75 x 8 x 0,05)))) = 370 x (1 + 0,37348 + 0,149392) x (1 - (0,3 - (0,3 x 1,05))) = 370 x 1,522872 x (1 - (0,3 - 0,315)) = 563.46264 x (1 - (-0,015)) = 563.46264 x 1,015 = 571,9145796 (raw MS) (563 ms before slows and slow resists) soft cap applied: 571,9145796 x 0,5 + 230 = 515,95... ~ 516 (final MS) Lethal Tempo Base value: 35,882% + 4,118% x level (40% - 110%, Leaguepedia) Math formula: (LT's base AS + (LT's base AS x 0,05 x DH stacks) Chart: (rounded) https://gyazo.com/e05e5412e22dbdc8091f761a6bfc8074 Hail of Blades Math formula: 110% x ( 1 + DH stacks x 0,05) Basically you get extra 6,5% AS added to 110% for each DH stack, simple. Glacial Augment Every DH stack increases base slow percentage by 2,5%. Slow soft cap: If rawMS is below 220, then slow soft cap is applied (rawMS x 0,5 + 110, League Wiki) Base values: [Melee] 44,412% + 0,588% x level (45 - 55%, League Wiki) [Ranged] 29,412% + 0,588% x level (30 - 40%, League Wiki) Slow from item actives is always 60%. Slow is calculated after raw MS but before applying any soft caps (if needed). Math formula: enemy rawMS x (1 - (base value + base value x 0,025 x DH stacks)) if MS drops below 220 then x 0,5 + 110 Example: Level 14 Nunu (Melee), 5 DH stacks, target has 375 MS. 375 x (1 - (0,52644 + 0,52644 x 0,025 x 5)) = 375 x (1 - (0,52644 + 0,065805)) = 375 x (1 - 0,592245) = 375 x 0,407755 = 152,908125 (rawMS) and because rawMS is below 220, we apply soft cap --> 152,908125 x 0,5 + 110 = 186,454… ~ 186 (final MS) Fleet Footwork Every DH stack increases healing by 5 and also the 1 second MS bonus by 5%. Base MS bonus is always 20% Math formula: 0,2 + (0,2 x 0,025 x DH stacks) and soft caps if needed Rest of the keystones didn't have anything else other than flat damage added for each DH stack. Like I mentioned before, I used so much time on double-checking the values and I'm sure that it is all at least 99,99% correct BUT in case there is something that could be improved in some way, for example simpler math solution / formula or even in the way I wrote or organized this post, hit me up and I'll adjust / fix it. [link] [comments] | ||
Posted: 04 Jan 2020 11:21 AM PST
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Riot Cactopus on the Strategies They Used to Announce Controversial or Risky Video Games Posted: 04 Jan 2020 08:14 AM PST /u/the_cactopus tweeted this thread on how Riot handled messaging behind all the announcements during L10's stream:
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Viktor's Hexcore mana values have been bugged since patch 9.20, long post with evidence. Posted: 04 Jan 2020 02:37 PM PST | ||
Yassuo 1v1s a viewer on his stream who claims he has “Challenger mechanics” Posted: 04 Jan 2020 03:48 PM PST
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UPDATE: League of Legends esports culture is spreading to high schools fast and I love it. Posted: 04 Jan 2020 09:01 AM PST Edit because I forgot to include original post: https://www.reddit.com/r/leagueoflegends/comments/9x8msa/league_of_legends_esports_culture_is_spreading_to/ About a year ago I talked about how esports was spreading to schools rapidly and how (as the title nods) I love it. It was posted on this subreddit, it still remains my top post to this day. Well let me tell you about the results a year later. I was one of the founders of the team. We had one team at first, my coach only had a few students to work with since he didn't announce the esports program to our school yet. At the time of 2nd semester, we had about 7 students to work with and we fought a neighboring school in our district, who smashed us due to have Plat average players and we had Silver average players (I'm only silver rip.) That didn't last too long though, we publicized our esports program to the whole school and two teams to satisfy the amount of new members we were potentially getting. My spot as a player on the main team was soon gone as we got two diamond players and a gold player, which added on to our already gold mid laner and top laner who was Plat in Korea before he moved here (Literally Korean Import LOL.) So that was cool, after the year was over we had a bunch of summer practices, my teacher established both of our teams as Varsity and Junior Varsity and when the year started, that's when everything got groovy. A few months after school started, the season started and we started competing with playvs and CHSAA holding the season. Our Varsity team proceeded to go 16-0 against 18 other teams in our entire state state, yes our entire state! Proof: https://imgur.com/a/FMckRjF As you know from the picture, we're 16-0 with our amazing Varsity teams who are now going to playoffs with a bye. (School names were hidden so we don't get doxxed lol.) Our Junior Varsity (due to financial issues on the players side) is not competing unfortunately, instead we are readying to get on the Varsity team which have 3 seniors. I think what makes this so special to me is that our school is not the best. In fact, not a lot of people like it. It's considered to be in the ghetto and many students in our attendance zone choose to open enroll to rival schools to get a better education. This makes for poor funding and a handful a fights. I find it amazing that we managed to get to 2 diamond players in an underpopulated school that was about to shutdown more times then you could count. It's also unbelievable that the school who was previously 14-0 with us is one with 5x as much students as ours (5000 of them!) They have way less minority and is sponsored heavily, an NFL players' kid goes there! There were also rumors that they had 4 Diamond players and we still beat them. It amazed me that my school who is heavily looked down upon, (often my school is used to insult me and my friends by others) is currently the only undefeated school in our state. TL;DR: My school's (considered to be in the ghetto) varsity team is 16-0 out of our whole state and going to playoffs. [link] [comments] | ||
Posted: 04 Jan 2020 01:52 PM PST
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Posted: 04 Jan 2020 02:57 PM PST
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PSA: Don’t fight hentai lady in a choke point. Posted: 04 Jan 2020 09:29 AM PST
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What's the point of mana anymore? Posted: 04 Jan 2020 06:58 AM PST None of the top tier champs have mana issues anymore because mana management has mostly gone out the window. Weren't Mana pots removed so that you could better balance mana regen? And also because they made it really hard to balance some champs to the point where they had to keep their costs high in case someone was stacking pots in lane? OG players know the terror of Yorick who walked into lane with Crystalline Flash, two health potions and two mana potions. And with the start of preseason Presence of mind was changed so that it also increases your maximum mana by 100 on kill or assist up to a total of 500... With Corrupting Potion and Biscuit Delivery covering early game, and Manaflow Band, Lost Chapter, Tear of the Goddess and Catalyst of Aeons covering the mid game there isn't a single point in the game where mana is ever an issue. So here i am asking, what is the point of mana anymore? Edit: A few people are making the case of "It's only fair because manaless champions get to spam their abilities without consequence so why shouldn't mana reliant champions be able to do the same?" My answer to that is BECAUSE THEY HAVE MANA and are balanced around not only having mana but also managing it, but if you don't have to worry about managing it then you just get to reap the rewards that being mana reliant brings and not suffer any of the consequences... If having mana is going to be reduced to a minor hindrance in the beginning and then you never think about it again i don't understand what the point of it is! And yes "there isn't a single point in the game where mana is ever an issue." is a hyperbolic statement thought i'd clarify because there were people grilling me about it. [link] [comments] | ||
Posted: 04 Jan 2020 12:00 PM PST Y'all liked my Taliyah post a few days ago, so I decided to post my Star Guardian Lux cosplay! Hope you guys like! [link] [comments] | ||
Assorted trivia about several champions' developments you might not have heard of! Posted: 04 Jan 2020 02:37 PM PST I am fascinated by champion design and am excited to learn about what champions didn't become as much as what they did, not because I believe that their initial designs were better, but there's just so much damn creativity and awesome ideas that I believe should've been allowed to exist to some degree in a better world. I don't have trivia on every single champion because Riot doesn't publicly disclose every idea they tried out (they "icebox"/"put on hold" rather than outright cancel, as some ideas may be revisited in the future, so they like to keep their better ideas under wraps), but here's a list of some of my favorite ideas from the champions Riot has spoken up about. (note: these might be common knowledge to some, but I felt like making this post on the offchance you don't because chances are that nobody's aware of all of these. If you do, congrats!) AATROX: For his 2018 VGU, a few abilities were tested:
AHRI: From Riot's ORIGINS post:
AKALI: For her 2018 VGU, they considered letting her "ride" projectiles from other champions (say, a Jinx rocket), but it was too impractical and annoying to work with. They also made it so her smoke bomb created a dragon-shaped billow in the center (which was shown in her rework's teaser image), but it was cut for clarity. APHELIOS: From Riot's Champ Insights post:
AURELION SOL: As some of you might know, ASol was originally planned to be a different champ: a long, serpentine storm dragon named Ao Shin. He was reworked because Riot had a lot of trouble with the technical aspects of the idea -- He was apparently "10-12 Teemos in length" and they wanted him to be able to wrap his body around enemies, but this made it hard for him to hide in bushes, and it consumed a ton of his power budget (he needed to be fast enough to move around enemies and tanky enough to survive them fighting back). AZIR: Lotttttt of stuff from his ORIGINS post, too much to include here. the tl;dr version was that he was envisioned as a sand mage named Seth since 2013-14, and was reworked countless times due to technical and creative issues. BARD: Originally for his passive, Riot gave him the ability to go through several different color versions of Meeps that would boost his abilities, and they would all continuously follow behind him like Pikmin. Testing made them prefer simpler upgrades to basic attacks over his abilities, resulting in his passive's current state. DIANA: Yknow how that recent rework where they made her Moonfall (circle-surrounding ability) her ultimate? It turns out this was (kind of) the original plan when she was first made: it was a channeled AoE that dealt true damage based off a resource called "Scorn", but was replaced for being "toxic and nearly impossible to counter." EKKO: They wanted to make his ultimate be able to properly rewind enemies along with him, but no matter what they tried, it was considered too busted and confusing. Also, they were developing Bard alongside him, and during a phase in playtesting, Bard had an ultimate where he would globally silence enemies, making games with both of them being globally annoyed no matter what. EVELYNN: From her Champ Insights revolving her 2017 VGU, Riot originally wanted to make her scarier and demonic, with "spider legs, cracked porcelain skin with shadows pushing their way out, the cavity of a missing eye you could peer into and see three eyes within." They thought it was too much. GNAR: Originally, Mega Gnar's ult had him swallow a unit whole, and was directly said to have inspired Tahm Kench's entire "devour" mechanic. This is a case of a good idea being reused for later -- the ability tested well, but they preferred it be the core mechanic to a new champion than tacked onto someone as uncontrollable as Gnar. JHIN: From his Champ Insights, Jhin was originally envisioned as a "mysterious robot cowboy bounty hunting sniper" codenamed Deadeye. His design was fragmented, but while Jhin became a new psycho artist gunman, the design inspired his High Noon skin. JINX: From her ORIGINS post:
KAI'SA: She was always meant to be a marksman, but went through different ideas in ideation. Concepts included an ex-Purifier (Lucian's faction), a Vampire hunter that became a vampire, a Zaunite life-essence-drainer, and even an idea that she was part of a new breed of void monster trying to imitate humans. KAYN: Originally they wanted Kayn to be Xayah and Rakan's nemesis (and was codenamed during development as "Nemesis"), but they decided to cut this because his relationship with Zed and conflict with Rhaast was more interesting. MISS FORTUNE: Riot toyed with giving her a new voiceover around 2018 (around the same time they recorded the voiceover for her Gun Goddess skin), but it was scrapped after they tested some lines out and internal feedback was mixed; nobody could really agree on what they were looking for from her characterization, and they concluded that changing it was a worse decision than leaving it be. MORDEKAISER: Lots of really cool ideas were thrown around for his 2019 VGU:
MORGANA: For her dual VGU with Kayle, they tested some new abilities on her just to see if there was anything worth changing. One significant ability was making her ult have tiers like with Kayle, with each rank giving her new stats, but the only one that stuck was giving her bonus movement speed. ORNN:
PYKE:
QIYANA:
RAKAN and XAYAH: The two were conceived as a "botlane duo", so different ways they could do duo mechanics were tested:
RIVEN: From her ORIGINS post, Riven went through a lot of kit experimentation, especially with her ultimate. The descriptions of what they tried with her are much funnier than anything I can relay. RYZE: Not exactly to do with the champion himself, but for his "Call to Power" short, there exists an unused model of a Zaunite assassin and concept art of him with a little girl (who I believe is Daisy from Annie's short?) SHACO: Sometime around 2017, they tested giving him a rework. One of the tested abilities was an ultimate where he turned himself into a missle that fired in a direction. When he collided with Yasuo's Wind Wall, he never came back. "The entire design team stood up and gave the Yasuo player a standing ovation." SYLAS: He was envisioned as a "copycat" champion since the beginning, but went through different ideas:
TALIYAH: From her Champ Insights:
URGOT: A few, kind of wacky ideas were tested for his 2017 VGU:
VI: One early stab at her "Piltover Enforcer" idea was that she was a steampunk capoeira fighter with dreads and robot legs. It apparently sounds cooler than it actually looked. WARWICK: One idea for his 2017 VGU was to be able to turn other allies into werewolves, allowing them to roam around the map as a wolf pack. Not exactly "Warwick", but very cool. YORICK: One ability was tried out for his 2016 VGU where could resurrect allies, with one version of them exploding like Kog'Maw. It was cut because 1) there wasn't a way to make it fun, and 2) this meant Yorick's power relied on his team dying. YUUMI:
CANCELLED CHAMPIONS:
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Posted: 04 Jan 2020 08:28 AM PST | ||
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K1ck Esports, Portugal's Oldest LoL Team, Just Moved to the Polish Ultraliga Posted: 04 Jan 2020 12:40 PM PST
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It's 2020 and Your Team SUCKS! - Cloud9 Posted: 04 Jan 2020 10:37 AM PST Some people are fans of Cloud9. But many, many more people are NOT fans of Cloud9. This 2020 LCS team preview is for those in the latter group. This is meant to be a parody of Deadspin's WYTS NFL team previews. I'm a salty LCS Redditor who's near the end of his rope watching these teams shoot themselves in their collective feet, so I inhaled a few markers and made this. I might make more. Enjoy. Your Team: Cloud9, aka the esports equivalent of Playboy magazine. Seriously, how many people have busted a nut to stuff like this? You know who you are, I just want you to know I'm silently judging you from behind my sticky keyboard.
Your 2019 Record: Before I start shitting on them mercilessly, I'll give C9 a bit of credit. No team in the LCS is better at developing and using talents to their max potential than Cloud9. Unfortunately, they have a bad habit of being the LCS equivalent of the Tennessee Titans: A glorified farm system designed to grow then sell off players to teams desperate for slightly above average NA talent because they can't be assed to do it themselves. Jack won't tell you this, and he hasn't won any titles in years, but you know what he's getting out of all of this.... CASH CONSIDERATION$$$$$$$$$$$$$$$$$$$$$$$$$ Anyway. Jensen, probably the League's greatest coattail-hanger of all time (yeah I said it, shoot me) got fed up of all the C9 craziness and losing in finals because he can't press buttons in key moments to save his life. He skips off to TL, so C9 is forced to look for other options. Goldenglue? Fuck no. Simple math: Goldenglue is NA and NA is bad, therefore Goldenglue is bad. It's math, can't dispute. C9 says fuck it and picks up some random mid from Europe, Snitsky.
No more import slots, so the rest of the team is back on board for 2019. Spring is here, the team abuses strong roster continuity while occasionally swapping in Glue & Blaber to flex on weaker teams on the way to a 2nd place finish. Things are looking good, they're up 2-0 on TSM in Semis, then Bjergsen goes b-a-n-a-n-a-s on Akali to reverse sweep C9 and send them home early.
Okay summertime is here, that series was a fluke that we only lost because our coach forgot what a counter-pick was. Aside from a few hiccups (RN-Jesus claiming Licorice's wrists for a few weeks, bringing in Deftly for a few games because Sneaky's patreon was losing subs and he needed to get it back up) they finish 2nd because NA has somehow gotten worse. Fucking NA man. C9 quickly dispatches CLG and meets up w/ C9 for their long awaited re-match. This is the year right? TL is looking weak after their 5 game set with Clutch, so this is perhaps their best chance, right?? It goes to 5 games, but nothing is more representative of DL vs Sneaky historically than DL giving him a hard ass-pounding in a super-important series. Hashinshin is rolling in his grave. But it's okay. C9 always gets their revenge at worlds, no matter how bad the circumstances, C9 will get out of groups and at least be competitive. Then the group draw happened. I won't waste time describing how C9 did in groups, this video is already plenty descriptive enough. 2-4, out in groups, NA's suffering continues.
Your Coach: Reapered, Westrice, Rapidstar, and
What's new that sucks: C9 fans, it's time to PAY THE TOLL. In today's LCS, you can't have your cake and eat it too. TL has won that last 4 LCS titles in a row, and it's clear that Twizzlers & Snitsky are itching for an LCS win. So that means it's bye-bye to to poor Sneaky. At least we'll have this great spank bank material to remember him by. Oh, and both Sven/Zeyzal gone too, off to whatever the hell EG is doing (Jiizuke, lol. Enjoy NA soloQ). Jack's getting paid tho, so it's all good.
Fresh from a disastrous split on TSM, Zven is here! Jack is back it Wolf of Wall Street style, buying low on disgraced Europeans that came to NA to cash out. Provided Vulcan can keep Zven from choking on his food (or DL's dong) long enough to let top side carry, this is actually could be a scary roster. "I would have paid $2.5 million for Vulcan, but don't tell DIG that"
What might not suck: Enjoy C9 fans, this is what you signed up for. At least memes are opioids for the soul.
HEAR IT FROM C9 FANS!
oh you.
This article is meant to be tongue-in-cheek, so don't get pissy at me about it. To be honest, if you get mad at a random redditor's opinion, you've got bigger problems, lol. lmk what team you want me to roast next. [link] [comments] | ||
Very nice Urgot artwork ft Viktor for season 10 Posted: 04 Jan 2020 02:40 PM PST | ||
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ChronoCuck Zilean Rebooted - KBVTV Posted: 04 Jan 2020 08:06 AM PST
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Qiyana's W gives her bonus range but her W tooltip says nothing about increasing her base range... Posted: 04 Jan 2020 04:40 PM PST Qiyana's W gives her 25 bonus range. Yes, it does, and it's not written anywhere in her kit. I'll show you. This is her base range: https://prnt.sc/qjgsg5 This is her range with W on: https://prnt.sc/qjgrqj And this is her W's tooltip: https://prnt.sc/qjgswr I know it's not thaaaat important, but sometimes it can be helpful, specially to new players and since she is a relatively recent champion. [link] [comments] | ||
Posted: 03 Jan 2020 10:50 PM PST So many times I have games where people outright refuse to buy "Ornn items" At the start those items were very limited, but meanwhile there should be an item for everyone. Also same as Zilean. Once I started the crafting, you can move. Dont waste time and get on the map asap Hope that helps [link] [comments] | ||
Thorin's Thoughts - Perkz is LEC's Tom Sawyer (LoL) Posted: 04 Jan 2020 10:34 AM PST
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Game of the decade League vs Minecraft - Very interesting debate by MatPat Posted: 04 Jan 2020 01:39 PM PST
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Every year our family makes a gingerbread “house”. This year we made Summoners Rift Posted: 04 Jan 2020 07:21 PM PST https://i.imgur.com/nigQ0W6.jpg Our family makes a themed gingerbread creation every year around New Years. This year we tried our best to make Summoners Rift. All the kids and I play League and had fun making this year's gingerbread. [link] [comments] |
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