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Thread: Proc Rework Idea

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    Default Proc Rework Idea

    Hi,

    I'd like to propose a change, and would like to hear people's thought about it. A lot of abilities work this way in League of Legends, and I thought the idea could be applied here for quality of life improvements.

    The current mark system is cool, but it's too RNG dependant which frustrates the players. I'll use Hyperos as an example of my proc changes idea.

    *each charged basic attack marks the enemy, and after 3 marks, the next charged basic attack shatters the marks causing pressure crush on the enemy which deals significant extra damage, subsequent basic attacks causes deep squeeze dealing bonus damage*

    Instead of the proc being chance dependant, we can make it more consistent.

    ~Avta~

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    And with that we need attack speed enchantments to be added.

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    Quote Originally Posted by spctmstds View Post
    And with that we need attack speed enchantments to be added.

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    Hate already does that. And what does attack speed have to do with the proc changes I proposed?

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    Quote Originally Posted by Avta View Post
    Hate already does that. And what does attack speed have to do with the proc changes I proposed?

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    Just like Akshan, Vayne, & Gnar's passives the faster you attack the faster it procs. Albeit the attacks need to be charged in your suggestion

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    Quote Originally Posted by spctmstds View Post
    Just like Akshan, Vayne, & Gnar's passives the faster you attack the faster it procs. Albeit the attacks need to be charged in your suggestion

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    Attack Speed or Haste in AL doesn't affect charge time, so adding it won't do anything.

    Again, Haste increases attack speed in AL.

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    Quote Originally Posted by Avta View Post
    Attack Speed or Haste in AL doesn't affect charge time, so adding it won't do anything.

    Again, Haste increases attack speed in AL.

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    Thanks for the lecture, so then we need enchantment to hasten charge time?

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    Quote Originally Posted by spctmstds View Post
    Thanks for the lecture, so then we need enchantment to hasten charge time?

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    Devs said they won't do anything to increase charge time in AL.

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    There's no way an already implemented Proc be changed.
    3 Marks? feels like nothing changed at all if you ask me.


    Proc colors to would be fine to lessen confusion.

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    they need to pay dev to do all the rework suggested $$ is costing business profit

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    Quote Originally Posted by Corviss the Lich View Post
    There's no way an already implemented Proc be changed.
    3 Marks? feels like nothing changed at all if you ask me.


    Proc colors to would be fine to lessen confusion.
    Hyperos for example often take 7-10 charged attacks, and sometimes 1-3. It's way too long for it to be useful in certain maps.

    Besides, consistency is always good. While at it, yeah, different colors would be nice to help differentiate procs, and also I'd like the attacks to prioritize the marked target.

    For example, if there are multiple mobs, and Hyperos is procced on one of them, there's a good chance it attacks another random mob which wastes the proc.

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    Quote Originally Posted by will0 View Post
    they need to pay dev to do all the rework suggested $$ is costing business profit
    30min - 1 hour of coding? C'mon bro.

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    Quote Originally Posted by Avta View Post
    30min - 1 hour of coding? C'mon bro.

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    Send a code ty.

    Wysłane z mojego ASUS_I005DA przy użyciu Tapatalka
    ign: NEXPL

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    I use any pet for basic, with heroic aspen happiness bonus, ribbit aa, and hyperios proc more often, on bosses.
    For sure his proc depends on critical.
    Now the mythic is cheap and more ppl will use them, I don't think game needs any change.

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    Quote Originally Posted by Nexior View Post
    Send a code ty.

    Wysłane z mojego ASUS_I005DA przy użyciu Tapatalka
    Depends on the platform used. I have a little experience with Unity. I learnt and created a game within 2 weeks that uses colliders to kill player or enemy.

    As someone with 2 weeks of Unity experience, it wouldn't have taken me more than 2 hours to change the script to make my player die or take substantial damage had it collided with a projectile for more than certain times.

    These guys are professional game designers which actually get paid for it, hence I said an hour was a good estimate, might have been a bit exeggeration.

    You can check it out at beastzy.itch.io/jimbo

    Don't be too critical haha, I am not a programmer, and I made it within 2 weeks of learning how to make games.

    I haven't code for 2 years, but I would go about it this way. Add a boolean statement on bosses or mobs, let's call it "isMarked"

    And we set it to to true if the boss collides with the charged projectile from Hyperos Gun certain times.

    And if "isMarked" is true, then Charged Hyperos basic attacks do significant damage, and normal basic attacks do bonus damage.

    Again, these are game developers with years of more experience than me.


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    Last edited by Avta; 01-24-2022 at 08:32 AM.

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    Might as well stop wasting your time, procs won't be changed.. We cant even get an update to the visuals..

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    Man, the developers need to fix "auto aim". I remember being frustrated that my charged thunders or gun shots would hit mobs or jars instead of what I wanted to shoot. Then, when I started playing again in 2017, I was like "Crap, they didn't fix that yet". Then I started playing again, and nothing has changed. In the first boss in Zodias for example, it's so frustrating when it gets marked, and I'm ready to hit it hard with hyperos, and then the boss spawn the mobs, and my hyperos start shooting mobs... Nothing has changed. This seems like a dead game...

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