Why cant we see how much we shield our alies yet?
Seriously wasnt this supposed to be added months ago? Riot whyyyyyyy... Us semi and full support maims want it so bad...
Seriously wasnt this supposed to be added months ago? Riot whyyyyyyy... Us semi and full support maims want it so bad...
I don't particularly care how much I've shielded. I'm actually more wanting a range indicator for allies for my shields and ally dashes so they'll stop running out of the goddam range.
in fact I think I'll go make another post about that so people don't forget that's a necessary thing.
because riot is too lazy to program one
even the current healing done stat is ineffective
I play a lot of raka, and what happens I've noticed ( you will too if you play this champ a few times), is you heal damaged teammate immediately after the teammate presses B
congratulations, your heal literally did nothing (since they were going to get topped up by fountain), but it will add into your "healing done" stat at the end of the game.
in reality it should be "effective healing done" which would involve calculating the damage taken by a teammate either before or after the healing.
Hopefully it will be added in with the addition of rune in the end of game screen. They said that would be coming in a couple patches so hopefully we will get an a damage shielded stat then too.
Aw, I read this and it made me sad - we're not adding anything but the runes stats specifically for that update. :c
I wasnt sure whether to post because I really don't want to crush your dreams but I also really don't want you to be hoping for something that's not coming with that update and then be disappointed.
I can check in on the status of the shielding stat in EoG when I get into work tomorrow but I wanna be up front and say that I'm pretty sure that feature is on the back burner while we iterate and bugfix for runes in preparation for the ranked season (it's our team that would do the work to make that stat happen).
also are u allowed to say the status of the death recap update? Right now its bugged and many sources of damage aren't properly recorded
I remember something about a Crowd Control score. Is that still planned?
Can you tell me what took priority? Or was it just hard to implement? Thanks for checking for us! :D
He literally said Runes took priority and bug fixes.
Thats currently i mean from back when they announced it.
Would it at least be a priority once the season proper begins?
When we got the new End of Game stuff last year we were assured that this and clutch heals, etc, would be added but that has yet to happen.
about bugfix.
Unflinching's second passive currently doesn't grant any slow resistance (the one with summoner spells on cooldown), unlike what it says in the description. Only the first passive grants the slow resistance.
There're a lot of adaptive runes who don't have shown in the description the ad value. They only have the ap value (for example celerity) and Kleptomancy's potion. (In game they give the ad value but it's not written anywhere)
i didn't want to make a thead about it since i feel much better if i'm sure someone read it :)
it would make it even easier to complain about broken shit :^)
A better question is when are we going to get a shield breaker item or something similar.
When it won't make shielding supports more useless than
, while also somehow remaining useful (and not overpriced) itself.
So...essentially, never.
Something something something niche items. Even an active on a good cd that removes shields would be pretty good. We did just come out of a meta where shield supporters were god tier. Granted items played a big part.
You'd still be stuck with the same issue: Either the CD is too long, and makes the item irrelevant, or it's too short, and makes shielding supports irrelevant.
There is no possible in-between. A balance between the two is literally impossible. Up every teamfight, and it's too useful, and completely invalidates shielding supports. Up only every other teamfight (or less), and it's just not useful enough. The only possible way it could be good without being broken is if it gave good stats, and the active was a 5-min CD, tacked on. And then it'd essentially just be stats with a tacked-on, almost-forgotten active. And then it'd see prevalence in every game, anyways. And then you'd have the exact same issue, because nobody would bother picking shielding supports, when there's an item picked every game that can still render them irrelevant.
Think of it like a Zhonya's that you choose the target for. Now think of how the hell that could ever be balanced properly. Either the CD will render it broken/useless, or it'll have such great stats that there's no point to picking an assassin, because it's bought every time.
See also: how stupidly hard it is to balance healing around the existence of GW.
True as this may be it really does come full circle and there really is no counterplay to shields/shield comp. To where the only idea that would work that might appease both sides is an item that would make you deal extra damage to shields so a team of shields and a kog won't be complete ass to play against. Plus as was said before it's a situation close to drain tanks and gw.
As I am both an Orianna, Janna and Support main in general this feature is very much welcome!!