Some ideas around reworking Yuumi

I know this is one post of many concerning Yuumi, but, this is not made in anger like those ones.

I believe every game requires its 'Yuumi' equivalent- a champion who requires a very low skill ceiling for times you're playing with friends, or having their power budget be put into a very niche use that works best when premade.

To quickly run down:

- Yuumi on release was Majai's as a champion. The main focus for Yuumi was to sit on top of the most fed, scaling teammate to boost their adaptive stat by a significant amount. Back in this era, people would play Jhin or Veigar with Yuumi because of how significant that scaling boost was.

- When that eventually got nerfed significantly, Yuumi's playstyle was looking for risky passive procs in the middle of a teamfight to give a hefty shield with no expiration- and positioning herself on whoever was going in in order to do a full team root. Bouncing between allies to share heals was still important and core to her gameplay.

- Some time down the line, Yuumi became what she is now- a support made specifically for attack speed ADCs who in return for not traditionally supporting early, gives her ADC the ability to overextend in lane due to mana restoration and consistent healing. However this power then locks her abilities' significant buffs on that champion- so she cannot benefit anyone else in the late game.

To cut straight to the point, I have three ideas for Yuumi to retain her easy to play style while not limiting her to being a gold efficient starting item.

There's one set goal for each of these ideas:

  1. Yuumi is a face-tanking shield.

  2. Yuumi is made for melee ADCs.

  3. 'Evelynn' Yuumi.

  4. Face Tank Yuumi

For face tank Yuumi, the idea is simple.
Yuumi essentially has built in Knight's Vow and takes a portion of all damage the ADC takes. Yuumi can jump off and use her passive's empowered attack to heal 10% (scaling significantly with %H/SP) of her max health and boosted health regen for a few seconds.
Yuumi shares 6/7/8/9/10% of her Armor and Magic Resistance with her anchor and heals 25% of healing the anchor receives.

For balancing, Yuumi cannot negate more than 50% of the total pre-mitigation instance of damage if the instance of damage is below 50 - 175 (based on level). This means while she is good at face tanking mages- she is not making enemy ADCs useless unless they deal chunk damage like Jhin or MF. This also helps her not be beneficial to tanks as if they were to shrug the damage, she technically takes almost the full attack's worth directly.

  1. Melee ADC Support Yuumi

Yuumi is made into a pocket ADC.
Her passive reduces her total attack speed gain by 25% and on-hits by 50% but increases her attack range to 500. Her attacks cannot crit. When Bop 'n Block is off cooldown, the next attack will deal be a crit and deals 1-5% current health magic damage (based on level).
Life steal healing is given to her anchor in full.
Prowling Projectile does physical damage, applies on-hit effects and grants a burst of movement speed for the anchor toward the champion hit.
Zoomies is a decaying shield which grants bonus decaying adaptive force based on Yuumi's AP.
During Final Chapter, the anchor is ghosted.

  1. 'Evelynn' Yuumi

The idea is to make her into an empowered Bami's Cinder.
'Prowling Projectile' is removed for 'Predator Presence'- a mana draining active skill that deals magical damage over time in an area, tripled against the last enemy that damaged the anchor.
Bop 'n Block refunds 25% of Yuumi's missing mana on-hit and marks the target as 'Mean'.
'Mean' enemies take 15% more damage from the Anchor.
Final chapter applies a burn and slow effect per wave, dealing 1% maximum HP over 3 seconds and slowing by 5% increasing to 15%. Maximum of 5% maximum HP and 75% slow.
Yuumi increases the range of 'Predator Presence' and 'aura' abilities by 10% per point in 'You and Me'.
She's more effective on tanks than ADCs but otherwise can essentially be a spell effect abuser.

I feel like these three ideas are still somewhat balanced, fun and better than our current Yuumi.

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u/StepOnMeB-Sha — 4 days ago

Can someone explain the 'Taric is gay' thing to me?

Hello! No, this isn't a joke.

I feel like if I don't come directly to r/TaricMains about it, I'm going to get a very vague and maybe offensive answer.

All I know of Taric is that he's a very effeminate man, had something to do with Garen before climbing Targon and older LoL memes jokingly shipped him with Ezreal.

All I heard about the last was just that it was being done because he's a bigger man and Ezreal's a twink?

I don't see him featured in any of the pride related stuff, but then again you never see Taliyah in it either.

I'd been playing since season six and yet even to this day I have no clear answer on this!

Please inform me!

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u/StepOnMeB-Sha — 7 days ago

Shion 'Secondary Fire' not working normally?

Hey!
Trying to make it so that when Shion uses Execution, it trades off her ammo- needing to reload thereafter like McCree.
However, for some reason it's just not working for her specifically?
I swapped the button to Primary and that worked perfectly fine, but secondary does not?

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u/StepOnMeB-Sha — 19 days ago
▲ 34 r/ARAM

'Ability Augments' in Mayhem is the exact reason why it doesn't feel right.

So I know everyone's hating on the new ARAM Mayhem update and- of course- I'm doing the same.

However I want to point a big (middle) finger toward ability augments specifically.
Adding a decerning factor between augments is why it feels so alien and annoying to play with.

The power fantasy that came with mayhem is the fact that you essentially decided what you'll need based on the first augment you get. Got Scoped Weapons on Vi? We're going a crit build. Slow Cooker on Renekton? Building some extra HP won't hurt.

Additionally, the set bonuses padded this out- as a lot of the time, if you found yourself having to go for augments you don't like- you can make an active decision to follow the set so you don't fall off and have a game where you feel like you can do nothing.

You can go into the game expecting one thing but being satisfied with the fact you made something else possible.

Ability Augments give the chance for people to alter their champion's ability or add a secondary passive to that specific ability- like some sort of champion builder. That's really cool in concept and makes sense that it fits well in Mayhem- because an OP ability augment can be the same as an OP normal augment for others... except everyone wants ability augments.

As of currently, it doesn't feel like at any point are you guaranteed an ability augment- as if it has the same 'drop chance' as other augments. Which means instead of getting Draw Your Sword on Caitlyn so you can do your funny high damage W- you instead got an augment that makes your traps heal you?

The biggest annoyance is that with the rarity there already is- there's the sub roll of praying you get the right ability augment for the right ability. Yes, you finally got your hands on Ezreal- but you heal when you use E instead of having your Q hit many things or split like Vel'koz's Q.

I feel like the best way to circumvent this is having two augments at the start of the game- your normal choice of three, then one which will always be ability augments, even if you reroll them. Then everyone gets to go in with equal chance of getting their power fantasy or weird but fun gameplay, regardless of character and luck.

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u/StepOnMeB-Sha — 24 days ago

[TOMT] A scantily-clad dark-elf(?) anime girl.

[CHARACTER][ANIME][2000s][FEMALE]
I recall an anime- which the name I also keep forgetting- where there's a dark-skinned elf girl wearing basically nothing but flowy white cloth. I recall a gif of her trying to steal some food before getting scared when another character slashes at her.

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u/StepOnMeB-Sha — 1 month ago