@Riot: about Xerath's Ultimate
Hi Everyone, and thank You for eventually reading this. To me, new Xerath is all ok, but just one thing: his ultmimate. The concept is ok, unlike the way it went live: the biggest (and best known) problem is that every enemy who pays attention (so we can say the average player) can avoid it. To make this more clear, yeah, skills help alot, but just during while taking the aim. Once shooting, there's not much you can do to make the shots to hit the target, while the target got just too many possibilities to dodge them, by simply walking random. Another popular but less important issue, is about the visuals: they just look too underwhelming. So, i would like to share my thoughts on how can this ultimate get improved, in both visuals and mehcanics:
make better animations, make impacts on the ground to look like actual explosions; enlarge its hit box, and make max range indicator to be not visible to enemy units. Previously, i asked to enlarge his R hitbox. This is how it could work: base damage in the center area, and lowered damage in its outer region. In this way, it resembles the splash damage from actual artillery shots; since Xerath's ultimate deals quite alot damage (by htting three times) at a really long range, i would rather see his overall damage and/or range lowered, to see the changes listed above to be applied.
I'm open to discussion and constructive opinions, so if You got any thought to share, don't hesitate. Again, thank You for reading this. Cya in the Arenas, EnolaGay45