**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Options
Comments
Generic 1-2 6 star gems are so rare aswell
Damage was great and even without bugs would have been good but now I’ve lost a rare resource for someone no kidding I’ve never used before buff
It may be useless for you if you can’t intercept which may be the case for you but others can do it
So he has 120,100,80,60,40 % etc for normal
But 240,200,160,120,80 for projectiles. That would be awesome
contact support, I don't think there are a lot of requests like that
Furthermore, even if someone were to buy this argument, Magneto's update has been around for months now and it is probably the case that more people have ranked up Magneto because of his buff than had ranked him up prior to his buff. So we can't revert that change because it would harm more people than it helped. Hood on the other hand hadn't been live in his correct form very long. We didn't take Hood2.0 away from very many players because hardly anyone actually *saw* Hood2.0 in the first place. They saw a bugged version of Hood that itself had to be taken away regardless. So reverting the Hood2.0 update did not add a lot of harm to the playerbase on top of what already had to be done.
I'd like to see someone put their money where their mouth is on this one. I'd like to see someone who had ranked up Magneto before the buff say they would be willing to give up the buff and revert their own personal Magneto to the prior incarnation, and list all the ways they used to use Magneto that they now cannot.
You might be able to get some people to take the bait, but I'm not one of them. I'm stating for the record why Magneto was different, for the benefit of the players who actually care about the rational dialog aspect of this discussion. But to the extent that you're trying to distract me or anyone else from the progress made here, you're going to have to do much better than this.
A lot of people point to 12.0 as a big win for player advocacy, but I keep reminding people 12.0 wasn't reverted. CR is still here, DR is still here, and most of the champions who were adjusted in 12.0 had most of those adjustments kept. Most of the 12.0.1 and 12.1 changes happened on the fringes. This is a much bigger win in my opinion, because it tackled a specific issue and generated precisely the results requested AND the dialog progressed beyond the point change to the thought process that created the issue in the first place. We get to keep the updates most of us want, but channeled into a direction most of us want them to head towards.
All in all, an excellent return on investment for the time spent. I'm going to be inordinately pleased with the way the community behaved in this situation overall for quite a while. Or at least until people start complaining about 7.2 rewards. The silly stuff at the margins is just the price we all have to pay to fight the good fight.
However, Angela can do the exact same thing: she can end the fight with a full yellow bar as you put it. I'm honestly not sure why you keep saying Angela cannot end the fight with a full bar of health unless you aren't aware of her interactions with suicides. And while bugged Hood under optimal conditions can heal more health than Angela with suicides, in practice bugged Hood was more likely to heal a similar amount to Angela, and sometimes less. And this isn't factoring in situations where Hood's crit chance is debuffed: I'm talking about the case where Hood's numbers are unaltered.
Hood's best case scenario is about 35% better than suicide Angela, but in practice you were probably actually getting about the same as suicide Angela. If bugged Hood has "insane regen" then suicide Angela is right there with him.
Angela triggers a 5% heal every time you take 10% damage. So on her own, you can only heal back half the damage you take. That part is straight forward, and due to her intrinsic heal. Now let's add suicides. Specifically, let's add Liquid Courage.
You'd think LC would make things worse, because poison reduces the effectiveness of healing. And it does make Angela's intrinsic heal worse. Now, for every 10% damage she takes she is only going to heal back 3.5% instead of 5%. On top of that, she's going to be taking poison damage. For (almost) any other champion, this makes things even worse because you cannot break even on LC with Willpower. LC deals 0.6% health per second, and the best you can do with Willpower plus Recovery is about 0.8%. But that gets reduced to about 0.56%/sec due to the effects of poison. So the net loss from LC and Willpower is about 0.04%. This is the normal suicide calculation.
But here's the Angela trick. Angela procs a heal whenever she takes an accumulated 10% damage. That includes the damage she's taking from LC. So every time LC deals 10% more damage, Angela procs another heal. And another. And another. Every 16.7 seconds LC will deal about 10% damage, and Angela will trigger another heal. During that 16.7 seconds Angela will take a net 0.67% health in damage (because she's healing most of it due to Willpower). Then she'll proc a heal which because of poison will heal back 3.5% health over ten seconds. So over the next 16.7 seconds she'll take another 0.67% health in damage but get back 3.5% over the first ten seconds of that window, which nets about 2.8% health every 16.7 seconds, or about 0.17% health per second. And while it does take place over time, it is not a long window of time. For all intents and purposes, this is almost a continuous regeneration.
For comparison, bugged Hood was healing about 1% for every stagger refresh, so about 1% for every critical hit. Typically, you'd maybe average about 30-60 attacks per minute playing normally overall, so let's look at the middle case of about 45 attacks per minute (in this case, I'm calling anything that can generate a crit to be "an attack"). In that case, Hood will crit on about 45 x 0.23 = 10.35 attacks and heal for 10.35% health per minute.
Angela with Liquid Courage (and Willpower+Recovery) heals for about 10.2% health per minute (0.17%/sec x 60s = 10.2%). Now, does it matter that Angela's heal takes place over time? It depends on how short or long the fight is. Since the healing we're talking about is the Liquid Courage driven heal, this doesn't stack up like resilience charges do when you take a burst of damage. Angela gets the full benefit of that heal before LC generates another resilience stack. So the worst case scenario is relative to Hood Angela loses one cycle of it. On average, she's going to actually lose 16.5% of one heal (because the average case is the fight ending in the middle of a 16.7s cycle which would already have generated 8.35s of that cycle's healing). That's about 0.58% of a health bar.
Now, because (bugged) Hood's regen was due to critical hits, it was subject to random variations. Some people could see far higher heal, but they could also see far lower heal. The *average* case, however, is similar to suicide Angela.
What if you take a lot of damage suddenly? Then because the heals can't stack, it will take a lot of time for the resilience charges to work one at a time. But that's no different from Hood, who needs the fight to last a while to land enough crits to get that health back. Hood can get lucky and land a ton of crits all at once, and get the healing all at once (I'm still talking about the bugged Hood here). But he can also get unlucky and get no healing at all. In the long run, it averages out. Suicide Angela's heal is constant and unchanging so it is very reliable. If you end the fight with a lot of resilience stacks you will lose that healing. But conversely the LC-driven heal starts soon after the fight starts and continues no matter what you're doing, whether you're attacking, baiting specials, or whatever.