Lack of clarity

Void2258·12/4/2019, 11:29:28 PM·1 votes·668 views

There are tons of things about this game that lack clarity:

How do targets get picked? How far do assassins, berserkers jump? When do they not jump? When do units move? Where can units move?

We have vague ideas about these, but we do not know the actual rules. If a champ has 3 characters around it, how does it pick? Why do berserkers sometimes jump and sometimes not if people are within 2 hexes? Why was target X hit with the ability and not target Y? Why can assassins sometimes jump to occupied spaces and not other times?

How can we position and choose comps properly with so much ambiguity? Often we are losing just because "targeting priority" wasn't what we wanted (ie "everyone attacked the Braum") but we don't know WHY that particular scenario developed so we can't fix it. We try fiddling with the setup but the truth is without knowing the actual concrete rules we are essentially playing chess knowing that pawn attack SOME UNIT adjacent to them but not being able to know which one until they do it. We can't plan like that. Without a thorough explanation of the rules, the game is essentially at least partially random from the user experience side.

2 Comments

athame12/5/2019, 1:02:47 AM1 votes

The rules are actually pretty easily discernible. Let me clarify for you the first 5 aforementioned situations

How do targets get picked? The answer is simple: proximity. Your creatures will attack the closest unit, and their abilities will target the person whom they are targeting UNLESS the ability states otherwise (I.E Taliyah will always target the enemy with the most mana, or Yasuo will target the enemy with the most items)

How far do assassins jump? Assassins will jump to the furthest enemy's back at the opposite end of the battlefield at the start of combat, or to the closest proximate tile to them. Berserkers on the other hand are a polar opposite, and will jump to the closest enemy (Proximity). hence your braum example.

When do they not jump? Assassins will not jump if every enemy isn't visible at the beginning of combat- In other words, if all opposing enemies are also assassins. They will not jump if they are effected by Zephyr (The closest enemy to the opposite side of the map from the unit whom is equipped with zephyr) and upon being released will revert to normal movement. Finally they will not jump if you place them at the front of the battlefield and are immediately within a melee attack range of an enemy unit (MInd you this means leblanc can go on the second row and still be expected to jump). Beserkers will not jump under the same conditions- If zephyr has them caged, If no enemy is visible, or if they start the battle within melee attack proximity of an enemy unit.

When do units move? Assassins and Beserkers will wait approximately a full second before beginning their movement, all other units will begin their movement immediately, but will move considerably ( Ithink 60%?) slower for the first second of the fight. Melee units will cease movement in cases in which they have no possible space they can move to from which they can initiate melee combat with an enemy.

Where can units move? This is probably the easiest one, as there exists no field-limiting effects outside of characters themselves. They can not move onto a hex occupied by another character, and that is really the only restriction.

I hope this helps :)