urgot Q vs Miss fortune Q
why does
"Double-Up" proc lifesteal but
"Acid Hunters" doesn't when
is more ability based?
why does
"Double-Up" proc lifesteal but
"Acid Hunters" doesn't when
is more ability based?
Urgot's Q applying on-hit effects was broken as shit with Trin Force, as when combined with his E it allowed him to reliably bombard someone with damage while building tanky from nearly vision range.
ok makes sense. I mean riot could just lower the ratio on the Q or buff the ratio per increment to give smoother scaling. The early game nerf would compensate with a sheen/ muramana/etc.
maybe lower the radius of E because an Aoe DoT is pretty flexible in team fights and give a fun minigame for players
EDIT: nvm, I cant imagine the phage with the shield slow from such a far range even if the E is just to extend his AA range on one target
EDIT: Black Cleaver and Muramana proc on his Acid Hunters. Maybe riot just didn't want it to proc life steal because it would be too unhealthy even if his E was adjusted
EDIT: a per increment ratio on th shiled would be nice but wouldn't fix his current problems (like: 4% 7% 10% 13% etc
BC and Muramana have different proc conditions than normal on-hit effects. BC procs on ANY physical damage (you get full stacks off of landing E), and Muramana procs on single target spells as well as autos, hence why Q applies it.
BC and Muramana have different proc conditions than normal on-hit effects. BC procs on ANY physical damage (you get full stacks off of landing E), and Muramana procs on single target spells as well as autos, hence why Q applies it.
okie dokie. man I hope he gets an update soon.
