Make his minions actually survive in a teamfight will make him viable... Just seem silly to watch em die that fast...
Hell i wuld even say make em imune to Aoe all together -.-
Never noticed the mana cost to mutch, but i guess it is a bit to mutch
Hell i wuld even say make em imune to Aoe all together -.-
Never noticed the mana cost to mutch, but i guess it is a bit to mutch
That was fast. Just about as fast as the Lee Sin hotfixes.
Sig courtesy of GrandmasterD. Go get your own sig from them. :D
Yorick has a somewhat new mechanic to screw with. His ghouls, the issue being that they die extremely fast. Secondary issue is that when using his ultimate on an AD champ the image losing 10% of their HP every second WHILE being beat on by an enemy team pretty much means they also die real quick before getting a chance to own some face. Changes to resolve this issue?
Give the remnant spawned flat HP per level of the ulti, say 600 HP rank 1, 1200 rank 2, 1900 rank 3. PLUS a percent of the targeted persons CURRENT hp. 10%/20%/30%. As well as armor and magic resist. Make them durable but not unkillable.
For his ghouls from his q,w,e give them flat HP based on his health AND a percent of his AD. Odd suggestions but he's still a new champ soooo there is room for speculation
Give the remnant spawned flat HP per level of the ulti, say 600 HP rank 1, 1200 rank 2, 1900 rank 3. PLUS a percent of the targeted persons CURRENT hp. 10%/20%/30%. As well as armor and magic resist. Make them durable but not unkillable.
For his ghouls from his q,w,e give them flat HP based on his health AND a percent of his AD. Odd suggestions but he's still a new champ soooo there is room for speculation
they didnt test him to well...
they need to look at these things.
ghoul survivability: just make them last 5 seconds and remove hp drain.
make the scale better from life and ad (id say 40% 40% seems realistic)
otherwise one could use the hp as a "timer" but make them immune to dmg (just an idea)
his ult: the lifedrain makes it die way to fast. again set duration would do it and turn some numbers on the scaling. like give it a set increasing ammount of health + % of cloned allies health and resistances.
manaproblems: the two of his skills you can max first increase with mana pretty high. why?
ghoul magic dmg: why w e scale with ad but do magic dmg? thats nonsense. pretty hefty nonsense.
Q: at first i thought the movespeed would trigger when you activate the abillity. giving movespeed when you are actually in reach of your enemy is kind of pointless making it not count as a chasing or escaping tool.
one could either summon the ghoul instantly and decrease the speed buff. or give like half of the speedbuff when you activate the abillity. the other half when ghoul is out.
also overall stats.
they need to look at these things.
ghoul survivability: just make them last 5 seconds and remove hp drain.
make the scale better from life and ad (id say 40% 40% seems realistic)
otherwise one could use the hp as a "timer" but make them immune to dmg (just an idea)
his ult: the lifedrain makes it die way to fast. again set duration would do it and turn some numbers on the scaling. like give it a set increasing ammount of health + % of cloned allies health and resistances.
manaproblems: the two of his skills you can max first increase with mana pretty high. why?
ghoul magic dmg: why w e scale with ad but do magic dmg? thats nonsense. pretty hefty nonsense.
Q: at first i thought the movespeed would trigger when you activate the abillity. giving movespeed when you are actually in reach of your enemy is kind of pointless making it not count as a chasing or escaping tool.
one could either summon the ghoul instantly and decrease the speed buff. or give like half of the speedbuff when you activate the abillity. the other half when ghoul is out.
also overall stats.
You need to log in before commenting.
Phreak:
"Things we're looking at: This means we may do one, some, all, or none of these. These are just current possibilities.
Base stats
Mana costs
Ghoul durability vs AoE specifically
Ultimate duration / durability (considering removing the -10% per sec portion of it)
Damage output of various abilities"