Is this Xerath change accurate?

AATTRROOXX·4/21/2016, 2:05:37 AM·2 votes·10,520 views

Barrages that successfully hit enemy champions grant an extra barrage, up to a maximum.

This is part of the text that pops up when you hover over the Xerath icon in the update page. Is it accurate? It seems that there is no change like this on the PBE so I wanted to reaffirm that this change did ship/is shipping.

30 Comments

TheThundersRoar4/21/2016, 2:08:49 AM10 votes

Testing this change involves actually hitting a Xerath R, so we'll never know. :^)

ModWulf Helhammer4/21/2016, 2:19:07 AM2 votes

That was an incorrect tooltip. As Arcane Flux said, the R change is additional shots based on rank

SpiceIsRight4/21/2016, 2:08:39 AM1 votes

Seems like they are just increasing his barrage count by 1 per rank of ult. In my opinion it isn't a valuable change to his kit. I feel like a ramp up of damage upon successful hits would be more useful or some sort of engaging mechanic. Increasing number seems like a cop-out :P

SpiceIsRight4/21/2016, 2:17:46 AM1 votes

It's too bad that I feel Kog'maw is a better artillery mage and his main role is adc. I think with MYMU they really had a chance to do something unique like something I suggested http://boards.na.leagueoflegends.com/en/c/gameplay-balance/NwNPFVeF-mid-year-mage-update-xerath or something even like their old spammer ult...

Fawstus4/26/2016, 6:09:00 PM1 votes

Personally, I think RIOT has the wrong approach on Xerath's ULT. Overall, I think they are worried too much with range and not worried enough with actual design that has something to do with his lore overall.

It is 'nice' to have a few absurdly ranged shots now and then, but I doubt anyone actually plays Xerath for the Ult (I mean, taking the ult as a major factor in the kit). IMO, his ult should have the ammo mechanic and I will explain why.

I've posted somewhere else on the boards that the whole roots himself concept is outdated. I still do, but now I think it maybe renewed if (it will sound a little bit contradictory) it was closer to how it was before the rework.

Xerath's ult could be a toggle where he roots himself and has access to up to 3 to 5 CHARGES (levels 1 to 3) of Power Overwhelming (or any other name). Press R to root and unlock the charges and click to move to uproot.

What could he do with those charges? Primarily, shoot them more or less like he does now. The only change here is that if he decides to move, the remaining charges are not lost. They recharge one at a time and would be designed in a way that he more or less always has a charge but takes a while to have all charges available.

Second use, and here is where things actually make sense lorewise. Since Xerath is trying to escape his prison, his Power Overwhelming Charges would represent his outbursts of energy while trying to break free (the number of charges available at later levels showing how close he is to breaking free). And how he uses those outbursts (besides artillery)? By modifying his other skills. Xerath's kit is not disabled while Ulting, but any other skill he uses consumes a charge of Power Overwhelming for and additional effect (and not damage, unless his kit becomes too lightweight there). Like, using an Arcanopulse while Ulting? Max Range, no charge time, grants speed after Xerath uproots. Use an Eye of Destruction while Ulting? Eye of Destruction gains a few extra units of range and leaves an area of slow for a few seconds. I confess I have not thought of an empowered Shocking Orb, but I think someone can come up with a nice idea here.

Just my thoughts. Cya.