Request for change on the lifebars on Zyra's plants
Can we update the
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It is seriously outdated and should be reviewed and renewed.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'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
. Yet this pseudo ward health system is so bad.
but that's only in the cases that health is hard based on auto attacks.
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.