Final Inspiration keystone revealed, "Looter"
"They talked about this on the stream so to recap "Coming Soon": Looter - attacking an enemy grants bonus gold and a chance at a consumable"
"They talked about this on the stream so to recap "Coming Soon": Looter - attacking an enemy grants bonus gold and a chance at a consumable"
Few more details:
What happens if the looter has a full inventory?
maybe it auto consumes the consumable?
What about an elixir that's already consumed? Do we remove the effect, or copy it?
Auto consume is the current functionality yeah, still playing around with whether that's the right call or not though.
Please please oh please give us a consumable slot. Life has been awful since the removal of pink trinket*[cass-cry]*
I remember calling out that the loss of bandit will hurt supports, I am guessing this is what you meant in the replacement.
Does it follow sheen's ICD?
Will the bonus only be able to apply to champs?
I'm not a big fan of this design. It feels like massive RNG. What if you do manage to high roll and get an oracle's? Then you are a ward sweeping machine. An Elixir of skill to get lvl 3 ult to slash the CD can be gamechanging. I think you should find some more moderate Consumables, and maybe some predictability, rather than raw chance.
Muahahahahahaha
gonna be partying with you.
can come too?
By "a small chance to get a consumable", you are referrering to a pseudo-RNG effect, aren't you? While its not something that I see being as immediately impactful and thus complained about as Critical Strike, I don't feel like the addition of any RNG effect to the game is a good idea, especially since almost all such effects have been removed (with the only notable exception, Crit, being much complained about). Have you considered any other mechanism for granting the consumable, such as having them drop every Xth Looter proc?
Yes, a pseudo RNG effect, with the pseudo part controlling extremes for any particular game. We like the variation that getting power at somewhat different and not completely predictable times adds. Crit chance is problematic because there's nothing to do about, beyond hope you crit/don't get crit. Looter by contrast has its power offered through items you have to use, that will offer power over a period of time rather than a burst of instant damage, so there should be a lot more play both for the user and other players.
While I understand the appeal of varience in reward timings, there will still be times when the RNG of when and/or what consumable drops could dictate a fight. For example, getting a health pot off a proc at the beginning of a fight vs at the end, or a health pot rather than a mana pot. That 150 HP could be the difference between winning and losing a close fight. If you're the one losing a fight you should have won because your opponent happened to get a health pot off a looter proc at the beginning of a fight, or if an enemy survives ignite off such a pot, you're going to feel cheated the same way you do when a 20% crit Draven crits you twice and you die. You wouldn't feel cheated if that HP Pot was something that was timed/on a set cadence, because then the opponent knew they were getting it and could play knowing they had a surprise extra 150HP.
you could build up "stacks" that then trade themselves in for items automatically once you're 5 sec out of combat.
Or the items could appear in inventory already on a 30 second cooldown before they are available to use.
That way the stolen goods would only help you in future battles, and not right when you get them.
can you still get a health/mana potion if you have a corrupting pot?
did u just say a mana pot?
That's the current plan.
Will you consider adding some new special consumables maybe?
Like maybe instead of getting a health pot, you get a red buff esque pot that gives a 3-10 hp burn on hit over 3 seconds while giving 10-35 hp per 5, all based on level. Like regular red buff, but weaker, with a 30 second duration or so.
Or an Exp pot that gives 5% bonus exp from minions or 5 exp per second for 30 seconds. (150 exp or 2.75 melee minions)
Or maybe a spell shield elixir that gives a spell shield for 1 second on use. Like nocturne's.
Maybe a gold touch elixir, where you gain 2 gold for every auto or 1 for a damaging spell you use on minions for 45 seconds. max 3 procs per ability. This way you can exchange mana for gold.
What if it gave us the old pink ward, which revealed invisible units?
Give this keystone some real unique value other than GP farm. A real reason to risk taking a risky poke to get a really good item. Hell If the consumables were good enough, I would give up the gold gen on hit entirely.
Thanks Meddleroni Pepperoni
Few more details:
- This works like Sheen - after you use a spell your next auto attack gets bonuses.
- At present those bonuses are slightly increased AA range (50 for ranged/125 for melee), gold generation on hit (like Spellthief's) and a small chance to get a consumable item (could be a health pot, a mana pot, or occasionally, late game in particularly, something like an Oracle's Elixir or Elixir of skill).
- Looter (not final name) is still more work in progress than other keystones, so details will change more. It'll hit PBE tomorrow, but balance will probably be off and there'll almost certainly be some noticeable bugs still with it.
##At present those bonuses are slightly increased AA range ... 125 for melee
hell. yes.
Hey meddle jw, while I'm not surprised the trap ward with a CD etc didn't work out, what were the issues with it when you sent it to get "beat up" by the team
Issues around the output (zone control) and how much traps, especially in lane, can alter play. I suspect we'll look at the space again at some point, for a launch Rune at least it didn't seem like the right fit though.
That's cool looter sounds pretty good too... Interesting idea making a really strong keystone out of bandit. That conversation around game design interests me though so I was extra interested since it was my suggestion
What happens when you have a full inventory?
Might be worth looking into a new 'consumables' slot and perhaps limiting people to 1 consumable at a time. Pots in it early, elixirs in it late, and if you have this mastery it'd go into that slot.
Would manaless champions have a chance to loot mana pots?
Would you be able to sell these consumables for gold?
Irelia approves :p
after a hit : a wild infinity edge appeared :D
I see this more like a non keystone rune, otherwise all healing supports will lose their "windspeaker" if they have to choose this to get gold instead.
This might be how you get a total biscuit in the new rune system.
there's a normal rune in the inspiration path that sets up a total biscuit delivery service.
are there always going to be an equal, predetermined number of runes for each tree, or would you be interested in having more and more runes added over the course of the game?
I love the idea, but for the life of me, I can't feel good about my choices here.
My core problem with setting it as a keystone is that, as someone who plays support, it would feel bad to have to forego what seems like two well fitting options for supportive casters and tanks in two trees respectively, buffing your own shields as an enchanter and giving you shields as a tank, as much more team oriented runes to take what could inevitably be a core for supports on the sheer fact that it's one of maybe 2 non-farming/kill oriented gold runes, and that my gold generation will be gimped unless I forego the more team oriented rune.
It sort of brings to mind the illusion of choice, as while other classes get these options based on flexible core picks in their given tree, it feels like if Looter must be made a keystone, then it really cuts off the strategic aspect. I understand that it had to be somewhere and that Inspiration couldn't have all the utility, it'd at least feel nicer to have Guardian or Aerie in the same build as the Bread & Butter for supports.
That brings to mind a another question: with the removal of gp10 runes and re-working of Bandit into Looter as it is, will there be any buffs to the gold generation for support items/supports in general? It might get dicey like how
became something for midlaners for a while.