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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

    Posted 6 years ago (Source)

    While on the topic, can I suggest you shorten the animation of Draven's Spinning Axes? They take an eternity to go off and make me rope every single time, and I have to sit through them every time he's summoned, every time he strikes and every time I play the actual card! And discard aggro is supposed to be a fast deck!!

    Yup as stated above we are looking into Yasuo, Super Mega Death Rocket and Draven's spinning axes :)

  • NeoLexical

    Posted 6 years, 1 month ago (Source)

    Imo, it would be better with a "hits all the affected targets in one motion" animation. 😊

    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

    Posted 6 years, 1 month ago (Source)

    I would like to say that Draven's spinning axe animation also takes quite a while and stops you from moving to the next phase of the turn/ending your turn.

    Edit: and when you're seeing it multiple times a game, and when he starts spawning two axes at once, you're looking at a very slow game

    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

    Posted 6 years, 1 month ago (Source)

    OT, what do you guys think about the current balance of the game, your thoughts about? In particular the stance of Agro, Control and Anivia (or Freljord in general). There seems to be a distinct opinion in the community that Agro is mediocre aside from Ephemeral, control is dominant and Freljord is too good. Would love to hear your opinion about it.

    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

    Posted 6 years, 1 month ago (Source)

    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

    Posted 6 years, 1 month ago (Source)

    My suggestion would be that each of these longer animations can only be played once per turn with a much faster variant being played afterwards.

    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!




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