Annie's W needs the chogath treatment

RankOneUganda··13 votes·830 views

For sake of consistency not balance.

13 Comments

Ahri Baka4 votes

I don't get it , can you explain more pls ?

OyddAWqJ5r2 votes

He means it should hit when the visuals hit (like a fast spreading cone skillshot) rather than invisibly hitting enemies at the edge of the effect long before the visuals catch up.

Quepha2 votes

it already got that like a year ago.

OyddAWqJ5r1 votes

It got an update to where the ability wouldn't select targets on cast startup but rather on the actual cast of the ability.

It still doesn't match the visuals (instantly deals damage in the cone, rather than "spreading"), which is perfectly fine.

Quepha1 votes

that's not how cho's works.

OyddAWqJ5r1 votes

His visuals hit at the same time as the damage, even at max range. Annie just has a more flowing fire kind of look.

Quepha1 votes

his scream's vfx expand from his mouth to the full distance over a couple frames but the actual hitbox is just a solid cone of fixed size.

OyddAWqJ5r1 votes

I confused myself. Yeah first reply is wrong about the spreading thing. I meant that Cho's hits when the VFX reaches max range whereas Annie's appears to strike you with invisible fire at the edge since the spell hits before the VFX reaches anywhere near the max range.

Here's a screenshot I just took of Annie's W hitting at max range. It looks ridiculously silly.

https://i.imgur.com/oGD9twS.jpg

The flames have barely even left her hand.

Gelmous4 votes

what cho gath treatment ? why is it so hard to provide extra details ?

Im Duke Nukem2 votes

it's already been fixed to do just that in the mage update , just copy pasted instead of giving link .

V6.9

P : Pyromania

    The current stacks are displayed beneath Annie's overhead health bar, similar to Jhin Jhin's ammunition. 

W : Incinerate

Bug Fix: Annie should no longer damage enemies who escape the area during the cast time. Note that if you escape the area in the same instant the ability resolves - it will still damage you, as with all other abilities.

    Range increased to 625 from 560. 

E: Molten Shield

    Duration reduced to 2.5 seconds from 5.
    Damage return on being attacked increased to 30 / 45 / 60 / 75 / 90 from 20 / 30 / 40 / 50 / 60.
    Damage return ratio increased to (+ 30% AP) from (+ 20% AP).
    Removed: Movement speed on Tibbers.
    Removed: Armor and Magic resistance.
    New Effect: Now grants 16 / 22 / 28 / 34 / 40% damage reduction. 

Summon Tibbers Initial damage reduced to 150 / 275 / 400 from 175 / 300 / 425. Initial damage AP ratio reduced to 65% AP from 80% AP. Burn damage reduced to 10 / 15 / 20 from 20 / 30 / 40. Burn damage AP ratio reduced to 10% AP from 20% AP. Tibbers Tibbers' on-hit damage reduced to 50 / 75 / 100 from 80 / 105 / 130. Tibbers Tibbers' on-hit damage now scales with 15% AP. Tibbers Tibbers' attack range increased to 150 from 125.

    New Effect - Enrage: Tibbers gains 275% attack speed and 100% movement speed that decays over 3 seconds, as well as the ability to ignore unit collision, upon being summoned, when Annie dies and when she stuns a champion with Pyromania.png Pyromania.

    New Effect: Tibbers will now persist after Annie's death. Tibbers must remain within 1200 units of Annie's body and will first prioritize her killer, then low health enemies (champions over minions).

    New Effect: Tibbers will now regenerate 10% of his maximum health every second if he's been out of combat for at least 5 seconds.

    New Effect: Tibbers restores 50% of his missing health when Annie dies, but then loses health periodically.

    New Effect: Tibbers now utilizes the large monster health bar instead of a minion health bar.

    AI improvements:
        Target reacquisition after being disabled.
        Target prioritization
        Longer leash range
        Annie can target herself to have him return to following her.
PrinceOfStorms1 votes

Honestly the way to make annie less frustrating to play against is to make it impossible for her to hold onto her stacks, like how Vlad can't hold onto his empowered Q. If Annie had to use her stun within 2 seconds or lose it, she'd actually have periods where she's weaker.

Either that or let Vlad sit on his double damage Q indefinitely- for consistency's sake, since both are about as punishing to get hit by early.

PopcornBunni1 votes

{quoted}

Honestly the way to make annie less frustrating to play against is to make it impossible for her to hold onto her stacks, like how Vlad can't hold onto his empowered Q. If Annie had to use her stun within 2 seconds or lose it, she'd actually have periods where she's weaker.

Either that or let Vlad sit on his double damage Q indefinitely- for consistency's sake, since both are about as punishing to get hit by early.

Except any decent Annie will sit at 2 stacks (1 with ult up) and instant combo into the stun, rather than holding onto it at full stacks.

rhintheminstrel1 votes

As of 6.9 it has a 0.25s animation (and Tibbers) already. The ability's fine on its own and good Annie players W+ flash if they want instant stuns anyway.

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