aren't we tired with "i hit my enemies X times" passive?
i'm saying we but i don't play the game anymore, just asking if people still don't have enough of those.
i'm saying we but i don't play the game anymore, just asking if people still don't have enough of those.
Because bonus damage on every aa is super fun and original!
I don't mind it so long as its not the exact same thing every time. It's a great tool design wise since it essentially means you have to keep fighting to ramp up your effectiveness while providing a reasonable threshold (3-4 attacks makes non-attack speed builds fine while still making attack speed builds significantly more effective in proccing the extra damage/utility)
I however wouldn't mind going 2 champion releases without it in their kit in some fashion.
[{quoted}](name=Mirage Seraph,realm=NA,application-id=3ErqAdtq,discussion-id=s72wVR6F,comment-id=0002,timestamp=2016-01-12T20:08:59.068+0000)
I don't mind it so long as its not the exact same thing every time. It's a great tool design wise since it essentially means you have to keep fighting to ramp up your effectiveness while providing a reasonable threshold (3-4 attacks makes non-attack speed builds fine while still making attack speed builds significantly more effective in proccing the extra damage/utility)
I however wouldn't mind going 2 champion releases without it in their kit in some fashion.
so according to you, we don't already have passive with %hp damage applied on each X attacks?
I'm not really sure what you mean, all I said is the "every Xth attack does Y" form of balancing is a good design tool, albeit overused.
I agree. I'd say they overuse it, but at the same time, some form of steroid is always necessary for a marksman kit. You've got:
Gains AS under certain circumstances:

Deal more damage with autos (under certain situations):
(Jhin)
Increased damage based on repeated hits:
, old MF
The point is, if autos are your champion's main source of damage, there's only so much Riot can do to make them unique.
It's not "I hit an enemy X times," it's "every fourth attack is extra important."
It's not "I hit an enemy X times," it's "every fourth attack is extra important."
basically the same except that with the second you can stack it on creeps
[{quoted}](name=playfive Koopska,realm=EUW,application-id=3ErqAdtq,discussion-id=s72wVR6F,comment-id=00000000,timestamp=2016-01-12T20:09:52.238+0000)
basically the same except that with the second you can stack it on creeps
No, it's completely different because it's a timing thing that determines your window of power.
Annie doesn't try to repeatedly hit a champ with spells, she gets her stacks and then starts strutting around aggressively because the opponent doesn't want to eat a stun, then she backs off when the spell is blown until she can get stacks again.
"i hit my enemy x times" is a risk/reward mechanic where starting a good trade means you're willing to go a little deeper than you normally would for that extra burst. Vayne shouldn't always go for that third hit but she really really wants that true damage proc (and sometimes she gets punished hard for going for it).
No, it's completely different because it's a timing thing that determines your window of power.
Annie doesn't try to repeatedly hit a champ with spells, she gets her stacks and then starts strutting around aggressively because the opponent doesn't want to eat a stun, then she backs off when the spell is blown until she can get stacks again.
"i hit my enemy x times" is a risk/reward mechanic where starting a good trade means you're willing to go a little deeper than you normally would for that extra burst. Vayne shouldn't always go for that third hit but she really really wants that true damage proc (and sometimes she gets punished hard for going for it).
you didn't understand, in teamfight it's the same damn shit you hit them for 3/4 time you get something, it's just that in laning phase one can be used to deny (
), while the other is harder to do.
while some have unique passives like
or
that needs his spells to do damage, the other are straight bullshit
, just power without gameplay
you didn't understand, in teamfight it's the same damn shit you hit them for 3/4 time you get something, it's just that in laning phase one can be used to deny (
), while the other is harder to do.
while some have unique passives like
![]()
or
that needs his spells to do damage, the other are straight bullshit
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, just power without gameplay
Two things:
Laning gameplay is just as, if not more, important to distinguishing champions as teamfight gameplay.
Even still, "3 attacks and the 4th gets a bonus" is quite different from "hit the same enemy a few times and get a bonus" in a team fight because enemies are constantly rotating in and out of your threat range and you need to decide if you want to try and get your proc on the guy who backed off or switch to this new target. Again, Vayne is a great example here because if a bruiser with two stacks backs off into the middle of his team she has to decide if she wants to dash into threat range of 2-3 other champs for that proc or back off and start working on a different target. Contrast her with Caitlyn who will just throw out attacks wherever she can safely get them. Then you factor in minion waves which Vayne will tend to ignore since it will disable her stacks, but letting Caitlyn clear them is actually kind of a big deal because it lets her charge up to her next proc.
Yea it is kind of boring to see either Stack X amount of marks on target, or the do X attack a certain amount of time to get this bonus, I think we have enough of them already.
Apply X amount of Stacks/Marks:

Not even going to get into the "do this X amount of time to get bonuses" since they'res to many of them. I'm not saying that Apply X amount of stacks, or having ramping up bonuses for doing X attacks is bad or anything, but we do basically see it in almost every new champion now.
What alternatives would you suggest for a marksman? I mean it's either going to be an AD/on-hit/AS boost or it's going to be a hit X times proc. Marksmen NEED attack steroids of some kind to be useful.
[{quoted}](name=Kitten of Evil,realm=NA,application-id=3ErqAdtq,discussion-id=s72wVR6F,comment-id=0003,timestamp=2016-01-12T20:19:15.115+0000)
What alternatives would you suggest for a marksman? I mean it's either going to be an AD/on-hit/AS boost or it's going to be a hit X times proc. Marksmen NEED attack steroids of some kind to be useful.
is a good example, if he hits 3 time someone, he doesn't get any power yet but he have to cast a spell.
the champion is then original and has a better gameplay. While
basically just have to attack.
For example get x2 more stacks in a bush, this again increase her gameplay decision.
good examples of no gameplay stacks passive are
where they just have to attack
Vayne has to attack the same champion repeatedly for her passive. Miss Fortune should not attack the same target repeatedly for her passive. Graves deals more damage when close with his passive. Varus gets an attack speed boost on-kill (and a damage proc based on spells following attacks, but it is not his main source of damage unless he is AP Varus).
Sure, there are ways to vary things, but they are all variations on a theme. "This champion gets increased AS under X situation" and/or "This champion's attack deals more damage under X situation". The only exceptions I can think of are Twitch and Kalista, who have weird stacking mechanics that the community instantly complained were the same.