On the Topic of Plants...
Man, I feel like Zyra, Ivern and Maokai are gonna have LOTS of fun this season. Eh? Get it? Get it?
... Okay sorry that was bad. Anyway, bad jokes aside, the fact of the matter is that a lot of people are against the plants from what I've seen. They've grown attached to this system for 2 years-- that's a long time. People don't like change. What I think what we REALLY need, however, is more information about the new system, with the plants. How will this affect clears and such.
Okay, so, here's what I think we should know:
- How does the RNG for the plants work and how controlled is it?
- Is it completely randomized, or are there specific zones it can spawn in?
- What are the numbers for everything?
- Why did you choose to make the Blast Cone move people away so far?
- Will there be more plants coming?
- The Honeyfruit gives a LOT of health; maybe 300+ in total, from where the Gnar in the video was. Was that intentional?
- How often are the plants available?
Here's what I think of it so far, and what we could do:
- The Blast Cone favors ranged champions, and, if a team fight breaks out, it may create lots of disruption that they can safely execute from afar (IE: Tristana with Rapid Fire Cannon). Perhaps a certain range for it to be activatable?
- Once again with the Blast Cone; it's relatively strong, since it, from what I gather, blasts away EVERYBODY. You can remove an entire front line in an instant as, again, Tristana, by attacking it from a range, which might be a bit much...
- The Scryer's Bloom shouldn't give vision; instead, it should only reveal what it passes through. From the video, I can only assume that it's LARGE; this is an issue, as it grants LOTS OF VISION for about 5 seconds, and you can use that to scout out where the Jungler is fairly easily. It gives way too much information; instead, I opt for it to only reveal things, instead of granting full vision.
- Honeyfruit. Assuming these plants don't show up until after first clear, and about when Dragon spawns, this should be okay. Not too much to say on this one.
- I feel like this doesn't really change Jungle clear paths at all, if they're exempt from spawning during the first clear. There's no more depth to clearing certain camps under certain situations; it's just "if this plant appears, do this." I'm afraid that clears will become dull due to this, since there's no more diversity and choosing between which buffs you want. Perhaps keep both the buffs AND the new plant system would lead to some interesting interactions?
- I remember when you added the 1 minute timer to the buffs. This was interesting, as it created more skirmishes around them; so, what if we used something similar to put pressure on getting X plant before the enemy does? Something that teams will COMPETE FOR, which might spawn later in the game. I feel like that'd add some pressure and more strategic plays.
if your ranged and laugh as you kill the melee who WAS winning vs you and is now somehow losing.