Bluetracker
Tracks Blizzard employees across various accounts.
Striking multiple enemies with Yasuo feels lackluster
Using Yasuo in combination with something like Minah Swiftfoot or Intimidating Roar is cool and should feel cool to do.
But with Yasuo reappearing between each strike, it's less "oh this is a cool combo that feels cool to do" and more "can these animations please stop"
NeoLexical
Yup as stated above we are looking into Yasuo, Super Mega Death Rocket and Draven's spinning axes :)
NeoLexical
In terms of game ruling this resolve would look very different compared to what happens currently. Especially if there is last breath effects/damage effects. However, this might be an approach we have to take to ultimately resolve this.
NeoLexical
We are def looking into Draven as well :)
I'm not too sure about the tick down timer. I believe there is a team looking into improving overall game clarity and experience, and I will get def bring this to their attention!
NeoLexical
I can't speak too much about the balance :D That's not my area of expertise!
What I do know is that the design team is dedicated to continuously support and balance the game. Much to the dismay of my team XD. We work on all the game moments to make them exciting, beautiful etc. We get pulled in when balance changes that break different moments. But we understand why this is important and will continue to support the designers to do what is best for the game balance! Though, sometimes this means animations are more jank than we would like.
In my understanding, balance will be a forever ongoing thing. Designers uses all kinds of tools to test and verify their assumptions as well as looking out for current state of things. This means that sometimes there will be data unknown to players (ex: something may seem broken but may not actually be the case, or even behaviors are completely different depending on region) and sometimes this means that we may completely miss the mark. In the later case, we will def pick it up and try to resolve it as soon as possible, however resolutions may not be as straightforward as it seem. Again not a designer :D but def feel that the general attitude towards balance is that it will be ongoing and forever supported type of thing. For example: https://playruneterra.com/en-us/news/expeditions-preview-patch-notes Patch notes indicates that Anivia is def on the watch list :)
NeoLexical
Hey Guys! This is def something we are actively looking into along with some other animations that just takes way too long: Jinx's super mega death rocket for example. Infiltrator is absolutely right in terms that currently, death/dmg effect may influence his jump, which is why the animation is attached to each trigger ( aka happens everytime).
we all know what we would like to happen however this will require some time to come up with creative solution for the technical challenges, potentially setting up a new system to make it happen. Its much more work behind the scenes comparatively to what one might think there be.
Each of these cases potentially need an all new implementation and require many disciplines to come together (between fixing bugs, getting ready to bring the game to mobile and building future sets). Moreover, patches that are live now are quite a time away from when we implemented something. Thus, I just want to forewarn that it may not be done till some time away, even if we are looking into it now! Game dev is challenging but that's what makes it rewarding! Thanks for understanding ^^~ Let me know if you guys ever want a look behind the scenes into what goes on!
NeoLexical
I think that is the direction we are going with for SMDR. As for other moments, we may not resolve everything the same way depending on what brings most visual clarity!