Are Yorick ghouls supposed to die from 1 auto attack late game..?
They have a lot of health but a support or full tank can insta kill them with an auto attack.
They have a lot of health but a support or full tank can insta kill them with an auto attack.
That's intentional yeah. We wanted to give the ghouls some resilience to AOE damage late game (increased health) while still allowing champions without AD to meaningfully auto attack them.
I'm going to go out on a limb here and guess that getting zerg swarmed in league as a single target champion is not on your list of fun gameplay experiences?
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I guess that makes sense but If Runaans can 1 shot them as well isnt that a problem? Im wondering if Yorick does seem to be struggling you would give his Ghouls the Zyra plant treatment and be more resistant to autos late game?
Also how come Heimer turrets arent treated the same way? The die in 1 auto.
Hmm, could see a world in which we didn't allow Runaan's secondary shots to one shot them if that ends up trivializing them, something like half damage their health instead of all of it. Not sure if that's needed, I'll bounce the suggestion off the Live Gameplay team in case they're looking at Yorick at some point though.
It'd be nice. An adc eliminating 4 ghouls in 2 autos that aren't even directed at them is a bit of a hard counter.
Speaking of Yorick, how well is he doing in the current meta since his rework got released?
I guess that makes sense but If Runaans can 1 shot them as well isnt that a problem? Im wondering if Yorick does seem to be struggling you would give his Ghouls the Zyra plant treatment and be more resistant to autos late game?
Also how come Heimer turrets arent treated the same way? The die in 1 auto.
It may not have been necessary back when, since Runnan's wasn't always a goto item on ADCs.
To be honest, I think Runnan's has gotten kinda ridiculous. Before they changed it, it was niche on a few champions. (Kalista built it, and I believe their was an AD kennen build that used it.) And then they tried to normalize it as an ADC item. (They may have been sore when Kayle abused it)
So yeah, it did benefit many ADC's by normalizing it's stats. While screwing over High AS reliant champs, who don't scale as well with crit. (nice knowing you kalista) And the end result, is ADC having access to ridiculous amounts of wave clear, with out really paying anything for it since it's the best Zeal item in the game. (has better AS and MS than Shiv (the original clear item for ADCs) or RFC, both of which are in the same price range.) The only thing that comes close to that is PD. But the Clear speed is almost entirely better utility than the dueling power form PD.
Lastly, that inappropriate levels of wave clear encroach on ADC who's kit exclusively occupied that niche. (Wave clear ADCs like Sivir, MF, Jinx with her rockets.)
can you let yorick have more ghouls late game?
i think 8 would be nice.
or 20, 20 is good
Isn't that against clarity though? I always thought that increasing hp of the ghouls was more meaningful and I invested in hp items over ad partly because I thought they weren't tanky enough and would die before they reach the champions.
Honestly it's moreso just the rate at which you accumulate ghouls lategame. Every 4th is great compared to the level 1 every 12th but with the added factor of not being able to Last Rites minions when grouped ends up making ghoul spawning a very slow process.
The thing I like the most about Yorick is those high moments when he feels like the Shepherd of Souls. But lategame you kinda just become "The Beefy Shovel Guy".
I personally feel increasing the spawn rate midgame and lategame would fix the issue. He suffers from some hard lategame fall-off anyway.
You need to address a bug with this intention. I tested it myself and Poppy's Q deals exactly half damage at all levels to mistwalkers, when they should die at early levels.
Rightfully, they wouldn't die late game to one Poppy Q because part of it is %hp and ghouls can have more HP than the rest of the damage Poppy Q would normally do. Early game, they don't have that much HP.
But the code is such that they somehow have 50% damage reduction against it.
They're supposed to. Whether or not that's healthy is another matter.
I don't think it is. It would be better if the little buggers had a better base scaling.
umm if your playing a tank it shouldn't take you 10 minutes to kill the ghouls. but idk make them like 2 autos
A ghoul's health is really only somewhere between 700 and 900 health (maybe 1000 if you do a hyper-health build) with no resistances during the end-game stages. By that point in the game, their damage is pitiful, and even tanks can swat the things down like flies. With how hard it to make them spawn without using the Maiden, you would think they'd be more effective.
That shouldn't be possible. A late game Yorick should give them 600-800 health.
Ghouls are coded to die from 1 auto attack from champions (though all that health is useful against abilities and towers/minions)
Ya even as a lowbie silver i can confirm ADC is a pain for yorick even moreso once they get ruunans i faced a support yorick once as cait... and it was just lots of free extra farm 5g everytime he sent one my way YAY