Skystrike Percent Cap

ArcticSirius·3/30/2015, 2:03:29 PM·2 votes·693 views

Quinn has a fairly nice ultimate. Gives bonus AS while as Valor and has an execute for a finisher. Except, Skystrike doesn't seem to have a cap. It's just-

The damage is increased by 1% for every 1% of the target's missing health. If Skystrike has not been cast during Tag Team, it will be cast automatically when Tag Team ends.

Why the 1% for 1%? Why not have it like Riven where it caps off at missing 75% or more? Garen 's where it goes "175 / 350 / 525 (+ 28.57 / 33.33 / 40% of target's missing health)" Jinx : MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) or MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) Even Chogath in a way has this with the ring of teeth forming around a champion when a target will die to Feast Zed 's has a shuriken float over the target's head when Deathmark will pop the target and is removed when they heal above the damage or completely gone when used by item 3140 or item 3139

I'm just suggesting maybe Skystrike gets a signal of sorts when enemies are ready to be shot with arrows or a hard cap in placed to give an idea of when to detonate it. I think this would be a great QoL change for Quinn players instead of guessing by the health bars when the best chance to descend is.

What do you guys think?

9 Comments

SmknWdl3/30/2015, 2:29:04 PM1 votes

quinn is in a good place right now... there isn't really a need for a percent cap

Elo Guy3/30/2015, 4:01:07 PM1 votes

I don't think you understand how that works.

The 1% per every 1% missing means that at most it can deal twice its normal damage.

Konidias3/30/2015, 11:40:37 PM1 votes

Is the enemy low? Then use skystrike... I mean I really don't think it needs to spoon feed you this information. This is coming from a Quinn main with over 800 games played on her. I think it's unnecessary.

Konidias3/31/2015, 8:10:10 PM1 votes

I mean you just look at the damage sky strike does, and then you look at the enemy health remaining... and you just kinda estimate "oh they look to be at about 10% health, which means my sky strike will do 90% more damage than usual... which is almost double damage.

You will NEVER get "full" damage with sky strike because full damage would mean the enemy is at 0% HP already. The general idea is that the lower the enemy health is, the more bonus damage your ult will deal. It's really not that incredibly difficult to calculate. If you're doing 100 damage with skystrike normally, and your enemy has 150hp left and is at about 10% health, it means you're doing roughly 190 damage and you get the kill. Would it be easier to have the game indicate this? Sure.... But it would also be easier if the game showed you what abilities could kill any opponent at any time.

Will my Q kill the enemy if it hits? Why bother calculating it, just ask for an indicator so you'll know! How about it puts a little QWER over the enemy and then you'll know what button to press to get a kill. "Oh it says W and R over the enemy, so if I cast one of those, the enemy dies!"

Do you see how this starts taking away part of the strategic element of the game? It's literally "press this button to win, don't worry about thinking". If you want to get really good at this game, you should be looking to figure this stuff out on the fly.

It's one of the reasons imaqtpie made it to LCS. He's flat out stated he is bad mechanically... but he thinks one step ahead of his opponents and calculates out the fight before it happens. This way he knows if his abilities can do enough to kill and if the enemy can kill him, etc... This is one of the actual skills of the game, and to see it get reduced down by adding these indicators, it takes away that element.