[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=8l9xVKoY,comment-id=000100000001000200000001000000000000,timestamp=2018-12-06T23:02:17.498+0000)
@ Rylas… again.
Brooooo. THE SLOWDOWN IS WORKING! when you see the animation it means the debuff is applied. The games mechanics are that slows don't stack, the most effective one takes priority. The animation IS a visual que to alert players the debuff is applied, its relevant because Visual ques + game knowlage provide player with an expectation for duration. Not all slows are the same duration. in a teamfight not all players can track every ability. Getting Tagged with multiple forms of CC, then hiding the animation for the ones that are not actively disabling you, throws off a players ability to accurately gage how much longer the duration is. the CC duration would hide behind other ability's.
BROOOO!
When you see a moving car... you thinking - this car is moving!
When you see a car that standing... you thinking - this car is standing.
When you see a Rylais that "slowdown" (animation) is working... you thinking - "slowdown" is working!
When you see a Rylais that "slowdown" (animation) is not working... you thinking... why? what? How the Rylais slowdown in this case can not work if animation working always even "slowdown" is not working?????
You trying to convince me that car which standing... is moving.
It is becouse fuzy logic exist does not mean that everyone understand it. Most of players are 10-20yo kids.
For gameplay reasons the animations need to be clear and consistent. Removing the animation despite the debuff being applied is messy. Its not just the guy using the
and the person getting hit by it. The Visual animation is providing information to the other 8 players in the game.
What kind of information?
If Rylais "slowdown" could work - it could give information that it is working.
If Rylais "slowdown" not working - what kind of information it will give them?
If the visuals become Randomized by abilitys then the visual is not setting a proper expectation for players to judge duration off. You would add a burden of knowlage to literally every single ability that's a slow. Because multiple abilitys can land on 1 target, and many ability can applies Rylias, with no animation on application you can not as easily accurately judge its remaining duration.
Just only the way how the items are described should give information how it is working or not.
Look im sorry you don't like how slows function but removeing the animation creates far more problem then it solves. The visuals need to convey information in a consistent manner. Banshees has the orb around you for that exact reason, the buff is up. Rlyas makes you blue because the debuff is up. The ability is applied regardless of if it has an effect.
I do not mind how "slowdowns" functioning. I do -mind, that there is no logic in visual effect connected to Rylais slowdown.
its literally that simple. Hit by ability? your debuffed. Various buffs and debuffs need a clear animation to alert players so they can make informed plays. If your visuals are not consistent then players pay for that.
Visual and Audio ques need to be a constant for gameplay reasons.
You are look a like a programist who can see a problems in the programing of this specific issue, but not like a player that expecting a consequence in logic environment behaviour.
By the logic (in the greatest possible way) it should look like this:
Let we say that we have a champ whos one of skills (E) slowing down enemy for 2 sec with 35%
another skill (Q) slowing down for 0,5sec with 40%
Rylais slowing down is = 20% for 1 sec
If I will use E, effect should be: 2 sec animation eqivalent to "E" skill
If I will use Q, effect should be: for first 0,5 sec animation should be equivalent for "Q" skill, and next 0,5 sec effect from Rylais
That is the logic how it lead us to think