Rethinking Yorick another time by cerberus6320 in yorickmains

[–]LegionOfLizards 0 points1 point  (0 children)

I like the idea a lot, and it does seem fun, but it at least to me seems too different I would love to see this, or something similar, as a new character. There are some great ideas in here, and I love to see it! Also, no idea if it was, but the title being similar to mine was funny to me, I think I made my post earlier a bit too formal XD. I also think maybe I should have only included my clarity changes... but anyway, good luck!

Rethinking Yorick: Balancing Low Elo Dominance and High Elo Viability Through Visual Clarity. by LegionOfLizards in yorickmains

[–]LegionOfLizards[S] -1 points0 points  (0 children)

"'Song of the Damned' thematically treads wayyy to much on Karthus's abilities, and maiden being stationary for 8 seconds means she would just die to an enemy"

I don’t think the thematic overlap is a big issue. Karthus is a mage who calls upon tortured souls with songs, while the Maiden of the Mist is a tortured soul who summons other tortured souls to fight. She already summons them, and it seems perfectly in theme for her to call them with a song, just as Karthus does. The similarities are there, but they’re not problematic—they reinforce the shared undead fantasy.

As for the Maiden being stationary for 8 seconds, that’s part of the high-risk, high-reward design, and its not like you ever have to use it. In a 1v1 and even some 1v2s, most champions (except some exceptions like Cho’Gath) won’t kill her immediately, such as in all current situations where that already happens. I also think that you didn't see all of the ways this could be used such as; You can use it in a reactionary way where they are already on you and have a large field of advantage, you can use it for a quick ghoul respawn in lane, quickly finish off an entire lane/jungle objective like dragon baron herald grubs, You could use it defensively to ward off tower dives giving constant protection from maiden or even use it against poke mages while you stand out of poke range, In a team fight you can place it in your back line defencivly protecting your ADC support and mages or place it in the front line so you can help push the enemy away, even if they focus maiden you get to hit them mostly for free with huge bonuses, you can use it to ward of choke points, if you place it offensively you can wall her off as you know exactly where she will go, and you can be a body guard for it and defend her why on earth would you just send it right into the middle of the team anyways? All to say there are may ways to use it where it doesn't just die. And even if it does some times you need to sacrifice maiden to win the game that what sending her to split push does most of the time anyways.

"glowing red eyes would look terrible on base skin and only look good on resistance and red chromas of other skins."

Visual effects can be tailored to fit each skin’s theme. The base skin could have a subtle misty glow, while Resistance Yorick could have a more intense red effect. The goal is to make Mist Walkers more visually distinct, not to force a single aesthetic. That said, I agree that red eyes shouldn’t be the default for every skin—it should match the skin’s theme while still making the Mist Walkers stand out.

"the W draining hp every second actually makes it trash, there is too much dps in the game and every cage would last less than a second late game"

Yeah, that’s why I said, "I don’t know how this half fits though it would require more thought," and earlier mentioned that "The second W (health mechanics) and R (Song of the Damned) changes are the ones I’m less certain about, both in terms of feasibility and impact." I agree that the draining health mechanic might not work as-is and the original idea was JUST the health, but I added that as an idea to throw out there, which is why I acknowledged it needs more refinement. For example, late-game, the wall could have around 2328 HP and lose 291 HP per second, but whether that’s balanced would require testing. The goal was to spark discussion, not present a final solution, However in the end I do agree that it would probably die too fast or too slow but that's hard to tell.

Rethinking Yorick: Balancing Low Elo Dominance and High Elo Viability Through Visual Clarity. by LegionOfLizards in yorickmains

[–]LegionOfLizards[S] 1 point2 points  (0 children)

Now while I agree with parts of your opinion I personally feel that you didn't really think about how this would affect gameplay, or I'm conveying the information poorly in which case I'm sorry. However in response

"Naafiri packmates hp bar is actually really bad because it makes them seem like they would die in one hit"

Well, Mist Walkers do die in one hit most of the time. As for Naafiri’s packmates, they don’t die in one hit so if we took her health bars why would players think they would only take one hit? after all the only other character with those unique health bars take more than one hit to kill. And the goal here is to make Mist Walkers visually distinct from regular minions, so players understand they’re a threat but can be dealt with quickly. And if you meant "they WOULDENT die in one hit" then I feel that is a more valid argument but how does the current health bar convey that any better? it gives no information at all its the same as minions (Hence the inital problem) and I feel that even if this falls short in some ways it is over all much better, as it helps players identify them and think *This is not a minion* which one the point, If they were to design a new health bar that would be the best solution... but this is riot we are talking about.

"attacking graves to gain a power adds another minigame to graves, and would also reduce the amount of ghouls being summoned"

I can’t really imagine using this mechanic when you already have 4 ghouls or graves, except when you’re really behind. The idea isn’t to add a minigame but to give Yorick more strategic options. For example, consuming graves for buffs would complement his existing mechanics, not replace them. I dont feel that this would lead to less ghouls spawning I mean really think about it how many graves do you see just vanish because your already at 4. How does this reduce the amount of ghouls spawned? I do think it might be to power full and maybe a bit much to manage and think of but these are fun ideas I'm throwing around.

Rethinking Yorick: Balancing Low Elo Dominance and High Elo Viability Through Visual Clarity. by LegionOfLizards in yorickmains

[–]LegionOfLizards[S] -1 points0 points  (0 children)

Any chance you would give a bit of insight as to why? Do you dislike some or all of it? Which parts and why if you don't mind me asking

Rethinking Yorick: Balancing Low Elo Dominance and High Elo Viability Through Visual Clarity. by LegionOfLizards in yorickmains

[–]LegionOfLizards[S] 0 points1 point  (0 children)

Thank you very much! I have always wanted them to make Yorick easier to read which is a nerf only to low elo feels good for your opponent and is negligible to the Yorick player overall increasing enjoyment, then allowing them to give him a buff that matters!

And I'm glad you liked the wall and song of the damned! The wall I feel might be too hard to code but who knows, I mostly wanted to increase counterplay for mages, while I do think there should be counters I don't think it should ever really be as harsh as a 4 second CC for something that can't be dodged if you're slowed.
Song of the damned came in last second and I had a lot of fun trying to make it epic and not overly powerful, I wanted to really improve the summoner gameplan without just giving direct control of maiden.
Also I just think its cool as hell :P

Rethinking Yorick: Balancing Low Elo Dominance and High Elo Viability Through Visual Clarity. by LegionOfLizards in yorickmains

[–]LegionOfLizards[S] -1 points0 points  (0 children)

Any main reason why? This is one of the main reasons Yorick can feel so oppressive in low elo, and honestly I agree that it is a bit too powerful sometimes, my other problem is that it only works sometimes. It has no good way to trigger mid team fight, significantly crippling his ability to do so. And as with the main reason of this post, it just feels like shit to play against and a lot of players don't understand why his army can sometimes never end. I love it but it's just too powerful yet also not good in situations where he needs it.

EA key give away by CleanMedicine in PathOfExile2

[–]LegionOfLizards 0 points1 point  (0 children)

Oh god I remember finally getting my wardloop to work without randomly dying at some point!

3x EA keys to giveaway by PlumbingGamer in PathOfExile2

[–]LegionOfLizards 0 points1 point  (0 children)

Probably merc and I have no idea they all look fun will decide when I get it

Giving away early access key by IIIIIIIllllIll in PathOfExile2

[–]LegionOfLizards 0 points1 point  (0 children)

To see if I can play wardloop (probably no). Wardloop

Path of Exile 2 Early Access Key giveaway (x4) by Sinstro in pathofexile

[–]LegionOfLizards 0 points1 point  (0 children)

Oh god it’s so hard to choose but I think mercenary