This channel is all about breaking League of Legends! Here I find bugs which can either be funny, interesting or strong. I also test new champions and their interactions when they are released. Sometimes I will beat records in League. If you want to report a bug or have any question, write me an email!
Is there a reason why AS cap is still in the game? I guess it was in there for technical reasons but nowadays there's no point in it. Just let us glide again...
"we made a terrible decision of removing lethal tempo because MELEE characters were abusing it, how do we fix that?" "how about we just remove or raise the cap again on some champions and let the rest eat shit?" "WHAT A GREAT IDEA!" genuinely the idea of all time!
@@VertixW the main reason why lethal tempo was removed was because of melee champions and how they would get almost double the effect of the rune to make up for them being melee but most of the melee champions that took this rune had a really good gap closer which made them extremely oppressive to play against at all stages (yone being straight up bullshit in top lane) but now on-hit champions that relied on this rune (some marksmans) are now struggling or got buffed really hard to make up for its removal which makes them either sht or problematic to deal with in their own way not to mention that one of the fun aspects of the rune was the powerfantasy of having such an insane attack speed to the point you could hide your movement animation behind your attack animation to confuse the enemy (aka space gliding) they also decided to nerf attack speed to make it more "valuable" but now they understand how bad of a change this really was to the point where they were testing buffing the base attack speed of champions internally to somewhat revert the nerf which got leaked in a pbe update 2 weeks ago
Can you do the same regarding DPS? As you said, It's not that Resistances become less valuable the more you have of them. It's that HP becomes more valuable the more Resistances you have. How does this work with AD, AS, Crit and Lethality? Does it all multiply when calculating DPS of basic attacks? So the more you have of one stat, the more other stats become valuable or no? Is lethality different in any way or the myth about lethality diminishing returns is even greater than we think?
His E just allows him to get to 10.00 Attack Speed (it sets the cap from 2.50 to 10.00), his E alone does not give that much. Just as Bel'Veth Passive sets her cap to 9999.00 Attack Speed, but she will never get enough Attack Speed from her Passive alone to reach this, she needs other sources. Jinx used to be able to reach 90 AS with just her Passive but now she also needs Attack Speed from other sources since her Passive is not enough.
So, all lol bugs are like: Yes theres a bug with this healing item that makes you be full hp! It also gives you 1230123123 lethality and 300% lifesteal. Wtf
Idk, the inspiration tree is kinda pame to me, it has some nice runes but mkst of the time there are better choices in other trees. Hexflesh is very niche, its used almost only on engage supports and is really predictable, not to mention that it goea on 10 sec cd when enemy hits you so you cant use it to escape... Magical footwear, basically free 300 gold and additional 10 movement speed is really great but you'd usually want boots before 12th minute. Cashback is fine. Triple tonic grants you a bit of early power but I dont think its really worth it since enemy can just def until it expires. Timewarp tonic, corrupting potions are removed its in the same row as biscuit delivery, might be worth if you are playing dark seal+refilable pots. Biscuit delivery is basically worse version of manaflow band, it regens 5% MISSING hp so its noticable only if you use all 3 of them at 1% hp... Cosmic insight is ok on certain champions. Approach velocity, I can see it being good on Ashe and Olaf but there are better rune trees for them. Jack of all trades is really great actually but hardly anyone can stack it without having to troll their build.
it also reduces knockback length and if your dash gets cancelled by lulu's ult you are able to use another ability while being knocked up which also is a bug
The stun starts at the same time as the knockup, so Tenacity DOES affect it fully. The same is true for Sion Q for example. Against both of these, Tenacity is 100% effective, up until you reach a Tenacity value that reduces the stun to be shorter than the knockup, which is not reduced. Against Sion Q, that maximum effective tenacity threshold is ~55% Tenacity
@@caenen6869 a reply from the bug catching legend! Thank you for the info! Does that manifest in any kind of meaningful way? Like, are any interactions actually changed once I'm no longer stunned but am still knocked up? For Vel'Koz's E, the stun and knockup are the same base duration, so I'm curious what the purpose of the stun is. Though I suppose maybe if I were knocked down immediately by Poppy W, the stun would still persist?
@@Iniwid If the stun and knockup last the same time, what that typically means is that NEGATIVE tenacity (e.g. being affected by Ornn's brittle without your own tenacity to counteract it) will make the stun and thereby the whole CC effect last longer. Both Ornn's E and R use this, whereas originally they were using clunky and downright bugged Airborne buffs afffected by tenacity entirely. The gravity of the forced movement was unchanged so you actually had enemies walk right out of the knockups unexpectedly. Terrible all around. If you get the forced movement removed by another knockback/knockdown oroverridden by a delayed dash of your own, SOME of these effects, older knockbacks in particular, remove the Airborne effect immediately (for either the new one to take hold or for you to go free; some even cap their own duration to the forced movement duration that way, e.g. Tristana R). Most, however, don't. They could also remove the stunned buff is they remove the Airborne, but there may be CC spells that do the particular thing you described. Poppy W of course wouldn't affect those knockups/knockbacks either way; It only triggers against units with a forced movement going on which is "owned" (sourced) by yourself, which is how the game tells a knockback's movement segment apart from a dash. Urgot E was recently bugged in this regard, by the way; When he'd fling a target over his shoulder, this movement on them was told its source was the target itself, instead of Urgot - triggering THEIR sudden impact rune and also Poppy's W if she was an enemy to Urgot's target.
@@caenen6869 that is incredibly interesting to know - thanks for such a thorough response! It's always so interesting to learn more about the mechanisms at play
Not actually true for all CC effects, but a lot of buffs still only get cleaned up on buff-update ticks. In fact, when CCs (mostly airborne effects) were changed in ~2013, a lot of issues with chaining CCs came up that had to get solved back then - originally, the game was set up to assume your ability to take actions (move, attack, cast) would only update every 0.25s on each buff-update.
Honestly, Tenacity should 100% reduce knock-ups. They were planning to implement this when they introduced the modern rune system, but pulled it last minute… Rito please
I feel like SOME knockups should get the special treatment but yeah For example poppy's charged ult makes no sense to be reduced by tenacity, same for sett's ult, alistar W and other displacement knock-ups
@@ryu_liduSett R is a suppression not a knock up, a small but important distinction. This means while it’s not affected by tenacity, you can QSS/Gp W to get out of it. Note: similar to Malzahar R, you cannot *Cleanse* it.
@@starjadiancloneinvestigato1772I saw someone say when they did that change that they should just fix this bug instead of buffing, crazy to know its probably secretly been in game for so long
Braum's Passive stun used to be unaffected by Tenacity for years, changes are someone flipped the switch that makes the buff not do the default Tenacity interaction here, or the tenacity interaction is (for basically no reason nowadays) handled in the spell script itself. Given that Lulu was released in early 2012, when all knockups and knockbacks would still apply a stun debuff that ignored Tenacity instead of Airborne (which was introduced in preparation for Yasuo R in late 2013), I'd guess the latter to be correct.
I imagine theres some checks for damage/armor and other values that if theres even one step not optimized itll cause an overflow/underflow error and Rito isnt exactly known for optimizing their code