Request for change on the lifebars on Zyra's plants

Jabwm··34 votes·1,053 views

Can we update the Zyra Zyra plant bars? I mean they literally mean nothing... sometimes they take 3 hits, sometimes they take 2, a tower 1 shots them, but they have 5/5 health... seriously how does that even work... There is nothing useful from the life bar it is even misleading, you guys put 2 bars on the life bar, but its 5/5, and it takes 3 hits autos from a range char to kill it... either put it in number of hits to kill it (for example 5/5 would mean 5 attacks) or make them have life like other minions... but in my opinion, the current system has to change. I can understand that the amount of hits is to make them relevant against fed teams (like so they don'T insta-die, but the way they are now there is no way to visually predict if you can kill it with the next attack or not...)

So, I'm playing Veigar mid, and this Zyra shoots a plant with a 2 bar life bar (so I'm like ok it's 2 hits?), the life bar is a 5/5 health health bar with 2 bars... so I auto attack it and it falls to 1/2 bars so it's like ok perfect to time q it with another minion, and guess what, it doesn't die... same situation, I auto attack it, doesn't die either... this makes decisions in a fight against a Zyra really confusing... several fights I auto attack the plant and decide to keep fighting cause it is going to die, but it doesn't and I end up not catching up to the Zyra or dying to her cause the plant does several hits more than expected.

It is seriously outdated and should be reviewed and renewed. I know some of your priorities is making things 'Clearer' or have more visual 'Clarity' so that things in league can visually bring you information and Zyra's plants are literally just a visual bug trap that currently misleads the player with visual cues that falsify the information the player understands from what he sees.

I would appreciate if you could maybe add them to the list of updates that should be worked on in the future... thanks in advance. Also, while we are at it, Veigar Veigar's ult is not in the drawn circle when you press R, champions on the outside edge that are visually within the circle are never targettable, if that could get fixed as well it would be appreciated (It is as if the visual range circle that we can activate the spell in is bigger than what the actual cast range is)

People's opinions would be nice, thanks in advance and keep up the good work.

Jabwm

7 Comments

Altonius Amakiir7 votes

Plants can have 4-6 hp, a basic attack does 2 damage, aoe abilities do 3 damage, minion autos do 1 damage, non-aoe abilities do 4 damage(same with dragon's autos), turrets do 6(as well as smite, nunu's consume, and cho'gath's feast). It's just a matter of knowing or not, just like with other champion's abilities theres a certain amount of knowledge that you need to counter them properly. As for why it didn't die in your example, it seems like you missed your q on it.

Velzard of Koz4 votes

Holy crap, the plants could go with a manual.

ZapMyHeart2 votes

[{quoted}](name=Velzard of Koz,realm=EUNE,application-id=3ErqAdtq,discussion-id=B484z9Zf,comment-id=00000000,timestamp=2017-06-12T20:40:34.623+0000)

Holy crap, the plants could go with a manual.

Gardening is srs business.

RiverWind04071 votes

What about empowered auto attacks?

Altonius Amakiir1 votes

Honestly not sure, I would suspect it either counts as a regular auto(2 damage) or as a non-aoe ability(4 damage), with the most likely being 4 damage.

Tiddy Twister1 votes

When it takes 2 hits to kill Zyra but 4 hits to kill her plants

deadlychuck1 votes

I wouldn't even call it confusing, just inconsistent.

This is the same problem that the malzahar voidlings had, and a problem which doesn't exist on the champions which don't have it Yorick Heimerdinger Shaco . Yet this pseudo ward health system is so bad.

There are a few cases of the actual ward health system working to fine for champions Gangplank Illaoi Yorick Kalista but that's only in the cases that health is hard based on auto attacks.

The pseudo ward health stupidity that they added basically just assigns flat values based on what the damage source is, rather than how powerful it is, which seems like it would feel consistent, until you actually put any consideration into the fact that just about every spell, and many auto attack modifiers, behave completely differently.

In fact, as a result of this system, you get really annoying bullshit like Jinx item 3085 which double dips into the system. So while everyone was complaining about support malzahar, i'd just rush this combo, and passively kill all the voidlings. Basically from what i could gather, jinx fishbones (her rocket auto) is coded as a kind of auto attack modifier like teemo poison or varus W. Which means it triggers the +1 damage for auto attack modifiers. Although, the actual explosion damage is considered a form of auto attack damage, so it also deals the appropriate amount of damage for a standard auto attack. So in the case of malzahar's voidlings, you'd deal +1 for the auto attack, +1 for the on hit, +1 for the explosion AoE. Which was the 3 damage and insta-kill on voidlings. Which would apply even if they were secondary bolt targets.

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